ralecgos
ralecgos
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@TheGoone said:
Who gonna tell him they were gonna nerf haste stacking but both majority of killers and survivors said revert that idea
Haste stacking should be removed for both sides, survivor AND killer. It is unskilled and unimpressive. It spits on skilled and good chases. Far too hard to balance haste perks when they all can stack.
Not to mention killer ping being higher than 70 in many of my games makes vaulting a window or pallet against them already impossible enough. They are able to hit you for free with haste perks and high ping unless you play REALLY safe the whole time, which is UNFUN AND DUMB.
Killers should NOT be on my literal heels breathing down my neck when I used an exhaustion perk. OR LOWER THE EXHAUSTION DEBUFF. It makes ZERO sense.
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@Fix_Killers said:
Because heaven forbid the Killer have a way to shorten chases!
If Survivors can't run the killer for 3+ gens before the first hit, then then Killer/the Perks are OP!
But let me guess; Survivors stacking haste, heal, or gen-speed perks is 100% fine and Killers should just deal with it?
Remove bloodlust then. That IS your built in way to shorten chases.
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It makes me a bit sad to say I guess I just need to keep an eye out for "TTV" streamer names in my lobbies, and dodge these people.
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I can't stand this bug! It makes it very annoying to predict the axe throw's direction!!! Very hard to outplay. Feels totally random which is very unfair. Please fix this.
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FIX THIS. This and the fact he can camp in the security room next to the hook is really making it unfun to play against him now!
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This is being abused. I'm sick and tired of it! Please do something soon!!!!
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Unknown easily.
One of the most fun in the game. You can play so many different builds as Unknown. Stealth builds are particularly fun because you're pretty quiet when sneaking up on players. The mobility is AMAZING as long as your clones aren't being dispelled all the time. If you get good enough at him, you can kind of hold off on letting a clone drop by pulling out your power over and over (but not shooting it), which stops the clone from dropping, then go find a hiding place for the clone behind a wall or something so it's harder to find and dispel for the survivors.
Having a projectile is so much fun and rewarding when you hit a really crazy shot. The shots can go through walls a bit as well, so let's say you're looping shack, and a survivor is outside around a corner. You can surprise them and shoot at the wall on the inside of shack and it could hit them through the wall, and either infect them, or injure them if they were already infected.
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I think baseline gen regression needs to be looked at too. It's ridiculous in the year of our lord 2025 that the only way to regress a generator baseline is to physically kick the gen. I have cooked up a couple of ideas.
- Maybe they could add a gen kick "charge up" mechanic right. You can insta-kick a gen for some regression— or charge up the kick by holding the button down for a bit, to get like 10% more regression or something. It would take a little more time but at least you are freer in the perks department.
- Or literally just bite the bullet and add BASEKIT Pain Resonance to the game. Think about it before you freak out. Killers bring this perk nearly EVERY SINGLE TIME, right? So, let's cut out the guessing and let them have the effect on 1 hook per survivor each. Just have it so the basekit version of this effect does less regression than the actual perk, and it would NOT make survivors scream. It could be 10% regression let's say. It would work on any hook per each survivor 1 time, and prioritize the highest progression generator.
Pain Resonance the perk is currently 20% regression so it would need to be nerfed down to balance it with the hypothetical basekit version. So, bring the perk down to around 10% regression. The perk and the basekit version of the effect can stack to 20% like you never took the perk off, and you get the scream effect from the perk again. Still need to use a SCOURGE HOOK though for the effects to stack.
This would give killers the breathing room to play other builds instead of always feeling basically forced into using this perk. This would especially help low mobility killers. It would also reward killers for actually hooking survivors basekit, instead of relying on perks to incentivize it.
With this basekit regression added, other perks like Pop Goes the Weasel might need their regression effect tuned down slightly, and certainly a handful of other regression perks as well.
Before anyone calls me crazy, Borrowed Time was a survivor perk in the game that was NOT basekit before. The effect was added to every unhook basekit, and it has been tremendous for the health of the game. Some effects like Pain Resonance are just too good to stay perks in my honest and hopefully unbiased opinion as a survivor main.
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@MoZo said:
This realm has been nerfed time and time again to the point where it’s barely playable half the time. The maps have huge dead zones with only corn, all the main buildings have been nerfed (except torment creek), the filler loops have been made INCREDIBLY weak and a 80/20 in the killer’s favor, the landmarks like cow tree and harvester have been nerfed time and time again, and most recently in August they added new very weak maze tiles that have the same weight as a jungle gym. How much more will the developers go to nerf this realm into the ground? The problems with coldwind was mainly og cowshed but that got reworked so I don’t know why they keep gutting this realm every few patches. I just had a game on rotten fields where every single maze tiles was one of those new crap tiles, they should at most only have 1 of those spawn on the map and then the others will be TL, pallet gym or jungle gyms. I know there’s other maps that could use some tuning like badham, disturbed ward and GOJ but why do we keep gutting coldwind?
Unironically many times I have loaded into this map and there are tiles and filler locations that simply do not spawn a pallet there at all. I've seen this as survivor and killer.
I made a reddit post about it 2 months ago:
What is going on with map generation? Pallet and tile generation issues? : r/deadbydaylight
And I've seen this same thing happen to Twitch streamers often.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/440693/nowhere-to-hide-needs-a-small-rework
It should make survs scream instead of showing their auras, it doesn't take any skill to use so telling survivors about it is they least they could do
I'd be okay with there being a "Weave Attunement" style icon at the bottom of the screen to know the killer has this perk. I can pretty easily tell when the killer has it when I'm literally next to a gen and they go right for me.
BUT, when a Nurse blinks at me from 30+ meters away from the gen and I didn't get a chance to see her kick it, and I have zero idea or indication she sees exactly where I am— it's ridiculous.
It would also massively help new and unaware players out to let them to stop sandbagging the team and crouching 5 meters away from the gen every time the killer kicks it.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897629#Comment_3897629
I think its probably easier to nerf 2 killers rather than buff 36 of them because of 1 perk.
I can’t tell if you agree with changing Nowhere to Hide or you’re disagreeing here but…
Technically it would be extremely easy to apply this small change (hardly a nerf) to Nowehere to Hide.
They’ve shown us for years that they don’t want to nerf Nurse and Blight in any significant way. There’s hardly a point in requesting that. -
@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897539#Comment_3897539
Coincidentally enough you already outlined the exact solution: Laggy killers having to account for their latency, by getting a bit closer before lunging, aiming a bit in front of the survivor with ranged attacks, accepting overruled hits more often. Right now, only survivors have to account for latency (both their own and the killer's), by committing to pallet pulls and vaults earlier, pre-dodging ranged attacks, and accepting often getting hit in ways that are impossible from their perspective.
This would be achieved by moving the hit authority to the server instead of having it still be on the killer client. And as opposed to what people falsely claim, this would not be shifting the issue from "one side to the other" - currently, latency on hits essentially only negatively affects survivors, no matter whether that latency stems from their own or the killer's connection. In a server-authority environment, latency would affect both sides equally, and one's own latency would be to one's own detriment, not the opponent's. You would only really have to account for your own latency. Currently it's a 100-0 killer-survivor affair (well, maybe like 90-10, because there is validation for pallet stuns and Dead Hard), moving the hit reg authority to the server would make it a 50-50 affair, not a 0-100 one.
The killer latency advantage has plagued the game since its inception, but unfortunately despite saying they would want to more fundamentally reconsider on the hit reg system with dedicated servers in mind, nothing much apart from the stun and DH-specific validation has been done. I think there have been some extrapolation improvements to at least make things seem more sensible, and there is some semblance of a general hit validation system in place, but that is literally disabled unless the killer player has ludicrous latencies of 300-400+ms, and even then it works suboptimally at best.
I think one reason why BHVR refuses to move the hit authority to the server - be it by moving the entire hit reg system to it or at least having it validate all hits - is that it would put more load on the servers due to having to run hit calculations, as well as on the network budget due to requiring them to communicate hit info back and forth much more. This might pose different challenges to their programmers, that they simply aren't willing to tackle because they don't think it would actually result in more revenue, and it might also come with an increased cost for the servers, or simply having to run more servers since they can't have as many matches hosted per.
Server-authority hit systems are an industry standard, and completely commonplace in games that are much faster and more accuracy-reliant than DbD. I can't imagine doing this for DbD would be a particular challenge. The killer client-based hit system apart from generally favouring killers on latency also creates exploit space for people intentionally inducing latency on killer via VPNs and the like, lagswitching, and even injecting hit events into the connection whereby they can kill survivors without even moving.
It really should be a no-brainer to move hit authority to the servers (and should have already been back when they made the switch to dedicated servers). Maybe part of the reason why they don't is also a "let sleeping dogs lie" mentality, that they simply think people have gotten used to the unfair hit reg system as it is and the game has been as successful as it has with it, so they don't see merit in revamping this system to be more fair (or "equally unfair"), without a guarantee that it will actually increase player numbers and sales etc., and at the risk of startling tons of "Wow I didn't get that hit?! Garbage survivor-sided game!"-type complaints when killers would also get screwed by latency.
I do hope they will at the very least consider some of these things:
More server regions to decrease latencies across player pools. Currently African, Middle-Eastern and Russian players for instance all connect to German servers, regularly having latencies of 80-150+ms. And those are huge player pools.
Selectively employ peer-to-peer connections again in regions where no servers are close, whenever enough people in those regions are queueing. You could even implement an opt-in peer-to-peer model just like crossplay, where players can decide to join a P2P pool and try whether they can't find a better match there. (This could also future-proof DbD such that people can still play even if the game servers are taken down.)
Bring back killer ping indicators in the lobbies - green icon for killer pings <60ms, yellow icon for 60-90ms, red for 90+ms.
Have the existing lax general hit validation system already activate at killer pings of 90+ms.
Disable disconnect penalties for survivors if the killer has a ping of 200+ms. To account for lagspikes and lagswitching and stuff, it could be done on a "if the killer has had 200+ms for X seconds cumulatively in a trial, DC penalties for survivors are disabled" basis.
Revert pallet stun and DH validation back to their original "first-come-first-serve" behaviour where it strictly favours the player with better ping. Given how much more inconsistent these have gotten on good survivor ping, I have reason to believe that rather than the server simply looking at what arrived first (survivor stun or killer hit), it now actually does some sort of lag compensation on this, which isn't really fair when the entire hit reg system otherwise favours killers outright.
Time people out from a session if their connection isn't responsive for more than 2 seconds. Currently you can go like 10 seconds without being booted off a server, which enables lagswitching and other exploits (on survivor too).
Amazing write up. Thanks for the input. I’ve been losing hair over some of the people spreading false info here. Loved this read thank you.
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@selflessnea said:
Players should not be punished for this. While I do agree that a VPN player or someone who intentionally raises their ping sucks, there isn't really a way to detect that. Just because some people are fortunate enough to get really good ping doesn't make those people more important then those that are less fortunate.
No other PvP game caters to those with bad ping by giving them clear advantages. Please spare me the appeal to emotion fallacies. This is a video game that millions of people play. The company has a responsibility to make it more fair for everyone. If that means adding more servers to certain locations then they need to do it. But simply having poor connection is a you problem. If you have to play in a way that’s a little more of a concerted effort due to YOUR high ping and bad connection, then you should have to. It’s what good connection survivors have to deal with right now. It makes no sense. Completely backwards logic to punish good connections.
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@SoGo said:
This could be solved with more servers.
There is STILL no server in the entirety of Africa, so ping being high is a standard.
Also, the Middle East region has some issues, not sure if those got resolved.
Not matching people from other regions with you for the sake of queue times would also help.
Yes I agree that this would all certainly help and needs to happen. The game is massively successful and should allocate servers to more regions.
The point is unless BHVR change the way hit validation works, killers with high(bad) ping will always be at an advantage. This can lead to players that typically get low(good) ping abusing the system and exploiting it by artificially raising their ping through VPNs or other means.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897629#Comment_3897629
Consider my shape bent because I have lost 5 perks as a Huntress main because of Nurse and Blight. Those killer just need to go honestly.
You won't get any disagreements there from me! Fun sucker killers.
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@Bodark said:
Do we just nerf every perk in the game because it’s strong on 2 of the 38 killers? It doesn’t need a change. I would rather Blight run this instead of 4 slowdowns.
It’s not my fault that 2 killers and a couple more honorable mentions are so absolutely BUSTED that perks with zero real requirements like Nowhere to Hide are this annoying to go against.
So to answer your question, YES! The perk needs to change to accommodate the busted high mobility killers on the roster that take heavy advantage of this.
Killer mains got Distortion nerfed, so don’t get all bent out of shape when survivors ask for changes to make the game less annoying for us too!
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Distortion was too strong before, but they overnerfed it. It should keep the 3 tokens like before, but require some kind of interaction with the killer to add tokens. Be in chase for 30 seconds, unhook and fully heal a survivor, take a protection hit.
More ACTIVE ways to activate the token recharge that would not encourage "ratting".
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897564#Comment_3897564
It wasn't an argument, because I'm agreeing with you. I just wanted to add that we should also make further improvements so that high ping play is a non-point, rather than a punishment for players with high ping or without.
Fair but I was speaking generally when I said that because a few times in this thread (and certainly other places online), it's been brought up in a way that feels like a "whataboutism".
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@kit_mason said:
I think the game should favor the group with lower ping where possible, but I do think a very significant effort should be made to reduce the outcome of ping on matches generally. People living in regions without a dedicated server shouldn't be hindered by the place they live, just as they shouldn't be helped by it either.
I'm no expert, so I apologise to the BHVR employee collating thoughts on this that I don't have more to work with, but I'm sure there's some genius way to make the ping less of a decider, especially in egregious cases like 200ms+
People keep bringing up the issue of “their region might not have a dedicated server”. Okay so this is valid but not even a good argument anyway. The point is moot in relation to the topic at hand which is the game outright rewards high ping killers.
These regions are ALSO impacted when they play survivor against high ping killers, because of the clear advantage playing a killer on high ping brings. I’ve heard of the complaints from the playerbase in the Middle East/West Asian locations that wish they could get servers there so they didn’t have to deal with high ping either!
Should there be more servers in countries, regions, and places that do not have one? Yes! BHVR absolutely should expand their server locations. But even if every single region in the world had a server, there would still be high ping abusers until BHVR changes the way hit validation works. That’s just a fact.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897508#Comment_3897508
So with your proposed solution, wouldn’t high ping survivors have an unfair advantage? If that was true, now it would be survivors abusing high ping and VPN instead of killers. Also, now you’re telling people “get a better internet connection” when above you said that you don’t want to exclude anyone from being able to play. What if the killer has a great internet connection but no local server? Your solution would punish them, but above you said you didn’t want to punish people for not having a local server to play on.
Also, who is “actively fighting in favor of letting high ping player get an upper hand?” I’m pretty sure everyone here agrees that high ping killers are a problem and I haven’t seen anyone argue otherwise.
Your arguments are confusing and inconsistent.
I'm not an engineer. I can't sit here and give you exact solutions. All I can do is identify a problem and give my opinion on it.
Low ping players should never be punished. NEVER NEVER NEVER. NEVER. NEVER. High Ping players should have a slightly more difficult experience, and have to play in a way that requires them to work around their high ping. They should NOT BE OUTRIGHT REWARDED FOR BAD CONNECTION.
That is all I have to say to you. You are going in circles because you are just a stalwart killer defender. I literally play both sides. I have good ping on survivor AND KILLER. I WOULD NOT BENEFIT FROM THIS ANYWAY. From my perspective IT WOULD JUST MAKE THE GAME MORE FAIR. The game should cater to good/low ping as the BASELINE not HIGH PING.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897505#Comment_3897505
So then we’re just making the game miserable and unfair for killers instead of survivors. We still have a problem, but you just passed it along to someone else.
Miserable and unfair for (HIGH PING) killers. Yeah, it would be a bit miserable probably, but people would get used to it or get on an ethernet connection.
It makes no sense to say this and just be okay with survivor players (who have actual good connections by the way) having to play in a "miserable and unfair" way.
I don't care which side (killer or survivor) you play on. High ping should not be an advantage. Good ping shouldn't be an advantage either. it should be the NORM for fair gameplay.
I swear in no game other than DBD do people actively fight in favor of letting high ping players get an upper hand. Any other PvP based game you will be told to upgrade your internet and get off the WiFi. It's crazy to me.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897502#Comment_3897502
What solution do you propose then? I don’t think it’s even technically possible to somehow make hits smooth and accurate on both sides when there is a high ping. Don’t you think if there was a technically possible way to resolve this that it would have been done by now?
The only way to make this work is to ensure everyone has a good ping.My solution is that if you are a killer player with high ping, you should have to play the way survivors with good ping play against a killer with high ping right now.
This means, the killer with high ping can still technically play the game, it wouldn't be UNPLAYABLE. BUT it would mean they'd have to get used to the fact they will probably get stunned at pallets when going for hits unless they are right on the survivor's butt for example before taking the M1. Because right now, survivor players have to basically pre-drop pallets against high ping killers or risk getting slapped through the pallet. It should be on the killer with high ping to play in a weird way, and players with good ping can just play normally. Never allow high ping to be advantage. This would mean they'd need to change hit validation to not favor high ping killers basically.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897487#Comment_3897487
I’m so confused about why you’re mad that I’m talking about ping limits. That would literally solve the problem that you’re complaining about.
It wouldn't solve the problem. It would cause many players to ACTUALLY physically be unable to play the game. I'm not asking for these people to outright be unable to play the game. I'm asking that their outright advantage be stripped from them for simply having a bad connection. The delta between good and bad ping players needs to be closer. That is the point.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897170#Comment_3897170
why are you arguing with me and others who agree with you that this is a problem? The fact that BHVR doesn’t enforce ping limits is the reason why you frequently see these high-ping killers in your games. Don’t post threads if you’re just going to lash out at everyone who comments
Because you came in here and brought up ping limits, which I said nothing about. I heard this topic talked about somewhere before, maybe a twitch streamer or a twitter post, so I knew instantly you’re a person in the know. You tried bending the topic to something else.
The system is way too easy to intentionally take advantage of to gain an artificial advantage in games -plain-and-simple. I know for a fact doctoring up your ping is way more common than people want to admit. It’s no coincidence that it just so happens that every 100+ ping player is on Huntress in higher MMR lobbies. These people know what they’re doing. Framing everyone with an innocent “they just live far away :(“ narrative is exactly the tactic used by players who don’t want their cute little fun advantage taken away.
Fix the servers, and fix the high ping advantage hit validation. I don’t care how. It makes the quality of many games unenjoyable. It also just generally just makes the game feel CHEAPLY made. Not a good look at all.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897269#Comment_3897269
Bad ping dosnt work in your favor most of the time, why do i know this? because we sometime join her on Asian servers to be fair towards her (read that twice). Having a bad ping dosnt help us. But… if people use a lag switch to avoid the killer, that is another story, because then the ping is much worse and the player using it is not where it looks like.
But in out SWF, we do better with low ping, no matter who got the short straw.
Can you relax and read instead of just typing the first thing that comes to your mind?
I said KILLERS get an advantage with HIGH ping. Survivor players are always disadvantaged in either scenario. A high ping survivor will have a bit of a harder time, yes. But a good ping survivor with a HIGH PING KILLER will also be disadvantaged as well. Killer players can have good ping or bad ping and never be at a disadvantage.
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@[Deleted User] said:
So when we play with our Asian friend in our SWF we should suffer? or tell her that we dont want to play with her ??
Ummmm no? What? If you want to play with her, then her ping would be the higher one since she should be going to the group's majority server, wherever you are located. Also, your case is so niche once again. People coming in here throwing out such grasping at straws examples. If your ping is bad, you should always bear that responsibility. High ping on survivor is hardly ever much of a disadvantage anyway. Killers with high ping gain obvious advantages with hit validation, which is what the post is all about.
The ratio is important here. 3 survivors with good ping and 1 survivor with poor ping is doable. But 1 killer with bad ping is a huge problem for 4 other people. Not fair in the slightest.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897227#Comment_3897227
you definitely misunderstood me, first of all players should be not put on another server for the sake of having lower queue times, never ever. That's the first and probably the most widespread problem when the word is about bad ping.
That's a completely separate issue. BHVR should fix that, fine. Not what I'm talking about. Ping being high is far more regular than it should be in this game. Regardless of WHY it happens to a player, the ones with the better ping should have the better hit validation. There's nothing else to say on that. Most of the time, it's someone on a VPN, Wi-Fi, or just plain terrible internet connection. Majority of the playerbase should not be punished in their matches for someone else's poor connection.
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@NarkoTri1er said:
it's not omly VPNing or bad wifi, i have optical net with no network issues and sometimes i get into matches where i constantly have 120 ping. Guess what's the cause? Game decides to randomly put me on a different server
Why do you think you're making a point by saying this? I wouldn't even be complaining at all if WHOEVER HAS THE BAD PING PLAYS WORSE plain and simple! If that's a server issue for you "SOMETIMES" which is a word you used, well tough luck, go next. The POINT is good ping players should NEVER be punished EVER.
Your bad ping regardless of how it happens, I literally do not care, should always be a you problem. Not a ME problem.
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@I_Cant_Loop said:
The community has asked for this thousands of times and BHVR continues to ignore the issue. They won’t enforce ping limits because then fewer people would be able to play, which means less revenue. They are prioritizing $ over player experience and so far it has worked for them because plenty of people are still playing the game. At this point it’s just a waste of time to keep asking BHVR to do something about it, because they won’t.
I never said anything about enforcing ping limits on players. That's something you concocted in your own head. I said punish people with bad connections and not people with good connections. If the killer clearly misses a shot on a player with good connection, then the hit validation should screw the killer player over, not the people playing the game correctly.
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This is still a problem by the way in the middle of MARCH. Grunt sound on landing, and slight delay before you speed up with the boost you're supposed to get. Many times, killers outright get hits for free because I expect this perk to work, and it just does NOT.
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Commenting to add that I can feel this a little bit sometimes when I use a pallet. Typically only when I pre-drop it— not a stun. I'll toss the pallet and it feels like I'm literally running through flypaper for a split second in a weird laggy way. NO, not the usual small slowdown when you drop a pallet either. I have 2600+ hours in this game and I can tell the difference!! It literally feels like the killer is using a hinder perk or addon on me, but they are NOT. I noticed this just now when I faced a Knight on RPD as Laurie Strode.
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There is also a bit more stagger than there should be when you land. Basically, the speed boost takes longer to activate on landing along with the grunt sound that shouldn't be there. Seems like the perk was shadow nerfed for no reason, or hopefully all these issues are that it's just bugged out right now. Hoping it gets fixed soon.
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Same issue with Dracula here!
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@TieBreaker said:
I'd prefer more radical changes to boons. Something like the boon effects being map wide, but having some sort of system to limit their use. Like tokens, cooldowns, or something else to balance them out.
Map-wide boons would be amazing. Just have to tone down the buffs. For example, Exponential (Unbreakable Boon) would have 4 tokens and that buff would dissipate from all players when they were all used up. The killer can stamp out the boon still of course if they found it.
Killer hex perks need some love too. Dull Totems need a massive overhaul in general. -
@sizzlingmario4 said:
I agree, but only while cursed, not all the time.
I would also increase the endurance duration to 10 seconds to be in line with WGLF.
Yep! I actually love the fact Soul Guard’s self-get-up only works when cursed. It lines up well with Silent Hill lore/flavor. As well as making sure Unbreakable isn’t made invalid!
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879637#Comment_3879637
You kind of have to be careful with recovery speed in general because getting Survivors up too fast without any input is kind of busted.
That, and it enables Power Struggle shenanigans as well. Flip Flop, UB and Power Struggle already lets you have it up super fast, adding more consistently into the mix just buffs that.
Then just stop slugging all the time? Survivors should have counterplay to a horrible gameplay style. (Slugging for the 4k is something I truly despise in this game). The killer’s counterplay is to hook survivors. The killer is effectively telling you that you’re not allowed to play the game when they slug you and leave you on the floor, not to mention the number of killers that do this to intentionally BM and bleed players out for 4 minutes to be trolls.
Your example above already happens right now in the game anyway, and it’s very rare for survivors to run a full Flip-Flop build. This build also is very niche, and might not even work out for you every time, and you’re devoting all 4 perk slots to one thing. Many survivors don’t even bring Unbreakable at all even in the current slug meta that’s happening.
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@ReverseVelocity said:
I agree, honestly. The Cursed effect basicaly never gets any use due to how slow default recovery is.
I'm not sure about a constant recovery speed boost, but having a significant boost while Cursed would make the perk shine a bit more.
I personally don’t think a constant recovery speed boost would be bad. Unbreakable does this right now, and slugging is such a crap shoot anyway. You either get slugged for almost 2 minutes, or 10 seconds. You never know. So I don’t think getting up faster sometimes would be broken.
It would also check killers that slug all the time which is a super boring playstyle with limited survivor counterplay. Killers need the fear in their hearts that you might get off the floor/get picked up by a teammate like they already fear anti-tunnel perks which counters that boring playstyle.
So many games recently, killers are running Knock Out, and streamers are telling killer players slugging is the best playstyle right now, along with tunneling 1 person out immediately for a 3v1. Players are very easily influenced, forming extremely boring metas.
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Most annoying thing is all the new perks being added forcing us to do random chores on survivor.
Want to use the perk Hardened from Lara to silence your screams? Which only offers you the -chance- to see the killer's aura because most games you never scream anyway unless you take a hit? Go open a chest and cleanse a totem! Gee thanks!
"Well, if you don't want to do chores, you can use Calm Spirit". Oh, you mean the perk that makes me do side objectives slower for literally no good reason at all? As if screaming is even that powerful to be able to suppress in the first place with the insane number of aura reading perks killers have, along with the fact Distortion was nerfed into dust.
The Invocation perks are absolutely useless in my opinion. Having a negative health state all match is not worth it EVER. At MOST you should be injured for 90 seconds to 3 minutes. Unless the killer is brand new, they shouldn't have that much trouble tunneling someone out at that point with the permanently injured survivor effectively hiding now for most of the match. Seeing the killer's aura sometimes with the Treacherous Crows perk is the most useless information ever for the cost of a full health-state.
Anyway, yes OP, I agree with you. Way too many chores.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753351#Comment_3753351
I don't have data but I believe the 50%-75% example you mentioned makes more sense. I've also played obsession status because i was aiming for the second function of Object of Obsession (every time our aura is revealed to the killer, the killer's aura is also revealed to us) and I think it works against Weave Attunement, sorry a bit off topic.
Yeah. Either Blood Pact's obsession reduction effect is mathematically under the proposed 100% reduction, or I'm EXTREMELY unlucky. Which makes no sense since like I said, For the People and the key addon Unique Wedding Ring have kept me from becoming the obsession many times.
And for the record, yes, it does work against Weave Attunement. It works against any aura reading done by the killer.
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I already said in my post that For the People on its own, and the key addon- on its own have canceled out the obsession chance more often than Blood Pact ever has, leading me to believe that Blood Pact isn't correctly reducing the chance of becoming the obsession on par with the other 2 ways like it should be.
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@MikeStev said:
I don't think it's a bug, take for example Object of Obsession increases our chance of becoming obsession by 50% while Blood Pact reduces our chance of becoming obsession by 50%, doesn't that make it 0% or normal? Normal = obsession is chosen randomly again.
I know what you're saying. I made this post after nearly 50 games as the obsession using this perk combo. So, I think Blood Pact is not reducing obsession chance as much as For the People or the Key addon.
On the wiki, it says they all reduce the chance by 100%, which SHOULD mean Object of Obsession's "obsession increase" should cancel out, but it seems like it's not canceling out and it's more like Blood Pact is reducing the chance by something more so like 50% or 75% meaning the odds of becoming the obsession with this perk combo is still increased over the base chance.