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sanees

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  • goofy survivors think the killer is camping them

    smart surv understand that it is they who camp the killer without letting go of the hook

  • @Iron_Cutlass said:

    Merciless Storm...

    Okay, hear me out on this one (it's going to be a long one). Merciless Storm is a perk that is entirely countered by being good at Skill Checks, which makes it fundamentally sound bad, however with the right built you can outright control Generators close to being complete and pull the game better in your favor.

    The build I have had the most success with is Hex: Ruin, Merciless Storm, and Tinkerer.

    Tinkerer is a key part of what makes Merciless Storm so good. Both perks only trigger once per Generator, but knowing WHAT Generators to pressure on top of having the ability to sneakily approach Generators near completion is what makes Merciless Storm work.

    You are almost always going to reach the Generator before it completes if you start running over when Tinkerer activates. And if the Survivor is entirely focus on the Skill Checks, there is the possibility of getting a Generator Grab. And if they arent focused on the Skill Checks, they will most likely miss the Skill Checks and block the Generator. This puts Survivors into a lose/lose situation.

    Hex: Ruin automatically regresses the Generator when it becomes unblocked. With Hex: Ruin being "gutted", people seem to see less value it in, but with the right build, it can provide insane value. Hex: Ruin regressing Generators automatically let you pressure other maps (other Tinkerer procs) knowing that the Generator you last went for is regressing, which can sometimes outright cause Survivors to lose an entire Generator's worth of progress if left uncheck.

    As I stated before, Ive been having a ton of success with this build, Ive even tested it on Trapper (without using their Bear Traps) and have been doing insanely well with, even on unfavorable maps. But this build does encourage a unique playstyle that does work when you play it right, you have to keep a much different mindset when using this build (for anyone looking to use this).

    by the way, potential energy makes this perk absolutely useless

  • I do not see anything realistic in these statistics

    1 hook is always at least -2 generators

    I also don't see a DH that wins for at least 15 seconds and that is in every game (15 seconds for 1 survivor is 45 seconds for a generator)

  • honestly no, a couple of months ago DC (in my opinion) was more

    the last time I ran into DC was a week ago when I was doing a memento

  • we were shown a vampire in book 7, I hope he will

  • @TinyGayGuitar said:

    This poll is anonymous, so don't be afraid to answer honestly.

    Well, the nurse has KS 30%

    at this time KS pig 60%

    so of course we have to nerf the pig

  • it won't affect strong killers like nurses, but m1 killers will suffer even more

  • @durag_demon1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320816#Comment_3320816

    Lmao.. op?

    1.We have like 6 killers who literally stop survivors from Using the only resources we have on the map,but nobody calls them op

    2.thats the point of the perks and items is to waste as much of the killers time as possible,so gens can get done... what game are you playing?

    3.its also to help create new playstyles and to push survivors to use the resources around the Map without worrying about low balling thier teammates

    4.i think killers don't want to earn thier kills they just want it handed to them.

    @durag_demon1 said:

    1. A perk that allows survivors to rebuild pallets that were destroyed ( I think the problem is survivors are afraid to use the resources around the Map because it's limited. So they try to greed the pallet and that gets them killed)

    2. A item that works similar to clown, where you can drops this item and if the killer comes in contact with it they get the hindered effect for x amount of seconds slowing thier movement speed and action speed

    3.another perk that helps destract the killer. Maybe a perk that creats a fake survivor that move and act like the player which could throw off the killers (something similar to how knight works)

    I know killers are gonna come in here complaning. I don't care the constant complaining is what lead to the boring game dbd has become. im trying to think of things that would make playing survivor fun. Introducing new play styles for people who are not strong at looping and greeding pallets

    I hope you understand how unfair this is and OP for the survivors,

    play some m1 killer and you will understand how crazy it sounds

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320785#Comment_3320785

    Because they still need to dedicate time and resources to implementing it. Which would be time and resources diverted away from the main game.

    It already takes long enough for significant changes to be implemented into the game without adding additional and unnecessary bandwith.

    you understand that several people without full access to the game code were able to do it (it was a year ago, just 2vs8 became popular now because of the new video)

    I don't think bhvr having full access can't just do 2x8

  • @arcticgirl36 said:

    I think it would be really fun if we could get legendary items in this game. They would be extremely rare but really fun to use. They might be something found hidden on the map or in treasure chests like once every 10 games or so.  They could be called Entity Tainted Items, or just blighted items. What do you think?

     4 toolboxes + built to last is -240 repair time, are you sure you want the generators to start even faster?

    I remind you the total time is now 450, ( 1 gen 90, 5 -450 )

    toolboxes allow you to repair the generator twice as fast

     if it's even more it'll just kill the killers

  • @OnryosTapeRentals said:

    Unpopular opinion but I never want to see this come to the game.

    The current gamemode already has serious balance issues. some of which have been around for six years now. Adding another gamemode is just going to split up the developer team and reduce bandwidth for new content and balance changes for the primary gamemode.

    Introducing 2 V 8 would require ALL perks, add-ons, offerings, maps, powers, items etc. to be rebalanced and given an alternate version to work with the 2 V 8 mode which is just such a massive task. I think it would be unjustifiable to dedicate so much time and resources to an alternate gamemode when the current game regularly suffers from major issues (e.g. the recent two weeks of server outages for EU players, bloodweb errors on PS5 etc.) and a difficult-to-balance META.

    Not to mention that if we ever did get an official 2 V 8 gamemode, it's almost guaranteed to be a buggy mess. We've seen time and time again that the introduction of mechanics that the game was never originally built to handle causes issues left right and centre.

    I have no beef with people who want the gamemode, but I personally just think it's a terrible idea.

    I already wrote about this, just a fun mode without balance that does not give bp and exp

    dbd has never been properly balanced, so I don't understand why you get the idea that 1 more mode (but fun) will make the game worse

  • @Ithiria said:

    It's kind of ironic that it was nerfed because it's problematic on two killers

    And the solution they chose was to make it only viable on those two killers.

    They would never go for this, because it's a silly solution, but adding a line "this perk cannot be equipped on the Legion or the Plague" and buffing it would be satisfactory to me lmao.

    one could go easier, thanataphobia only works from m1 thus the plague and the legion would not be so super effective with it

  • @I_CAME said:

    The gens fly because you're tunneling and putting no pressure on the gens. If you hard tunnel decent players then the others are free to do all of the gens at light speed. Don't know why so many killers don't understand this. As it turns out a strategy which relies on going after the worst player on the team doesn't make you better at the game. Shocking I know.

    you are absolutely wrong, I don’t remember the name of the channel, but 1 youtuber did tests, in his video the survivors made a mistake 20+ times, but he was not mistaken + caught extremely quickly in 20 seconds, but due to the fact that he didn’t tunnel, in the end he got 9 hooks and tbg

    in another version, he tunneled and quickly made -3, and 1 fled into the hatch

    thus tunneling is the most effective play option for the killer

    Well, unfortunately, at the moment, the survivors have too strong genrush perks (generator for 40 seconds in solo, this is already something common at high ranks)

    the game is designed so that many killers can't beat the good survivors

    so either play the nurse or face the fact that no matter how good you are you can't win some games

  • @Phasmamain said:

    I’d gladly lose DH if it means eruption also gets removed

    I am a killer and I agree with you, where can I sign a contract ?

  • @DBDVulture said:

    Once upon a time killers were strong without addons. Someone had the "brilliant" (please not the sarcasm) idea to make killers weaker and require them to have strong addons to be scary.

    As an example: Launch Wraith used to uncloak faster than he does now. Many killers got minor nerfs that would be 'undone' via certain addons. As you can imagine it was not a good idea.

    One of the biggest problems with DBD is the "doubling down" of addons that do the same thing or nearly the same thing. As Nemesis you can stack 2x zombie movement speed addons - ok this is a terrible example because they still do almost nothing. However in the case of Pyramid Head double range addons makes his attack nearly impossible to miss. Double up on Nurse addons and you get the same thing.

    OP you need to realize Clown is a complete joke without Pinky Finger. I'd be all for deleting pinky finger if Clown got massive buffs and the new pinky finger was crap but he was so much better that it was like you had a 60% buff on all the time.

    yes bhvr said that they try to make the killer without addons have only 80% of his strength

  • maybe the developers will make a perk that inflicts a deep wound with a duration of treatment of 5 seconds, at m1

    in this way it will not affect the balance, but will allow you to reduce DH

  • @Arylios said:

    The Doctor need a nerf. I have encountered multiple matches with this killer who spams his power over and over again and i cant vault and drop a pallet. All i can do is run. I am an experienced dbd player with 1000+ hours so i know how to loop a killer. But to be able to spam his power is outragous. I am suggesting a cooldown on shock therapy for a few seconds so it doesnt get ridiculous.


    if you are an experienced player, then you should understand that the doctor does not need a nerf and it is easy to outplay him

    if you died 1 time from a killer, you should not create a discussion, better try to think about where you were wrong or watch a video on how best to run away from the doctor

  • lol michael at stage 3 + stage 3 bloodlust needs about a minute to catch in the garden

    in your opinion, the killer should not catch up with the survivors?

  • balance changes

    new goals for survivors

    new mode ( seriously BHVR game is already 7 years old, last year several people with only a calculator and a bottle of beer were able to make a completely working 2vs 8 mode)

  • coh gains too much time, even the time spent extinguishing the totem is beneficial for the survivors as the killer spends more time than the survivor

    and we also know that the quick heal completely killed hit and run, thus making camping and tunneling more preferable

    I would do this: "coh gives +50 healing speed (does not give self-healing) base healing speed reduced by 10%

    + while the survivor is injured they interact 10% slower"

    so coh will still be useful for heal builds, but won't be as overpowered

    well, since the base healing rate has slow, we a little buff self care

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319409#Comment_3319409

    Yes, If the killer didn't harass you for approx 1 minute you can do one (!) gen fast as solo.

    It's not 2 generators in 100 seconds because you need entire toolbox to have Hyperfocus value.

    Also if you have prove killer may just equip Discordance and harass you when you are doing gen, again, making this build useless.

    I will just ignore you, I see no reason to communicate with a person who believes that a 40+% reduction in time is not much,

    just imagine if the killer moved with a base speed of 6+ this is the same

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319391#Comment_3319391

    https://us.v-cdn.net/6030815/uploads/W89DFEG9F6P9/image.png

    Also that build is funny because the killer has to knock someone out with an Eruption and the whole value of this build drops to zero because you won't use the same toolbox a second time, then you won't have a lot of skillchecks and then you won't have "Hyperfocus value".

    you can do the same if your partner has Prove yourself

    well, if you only have hyperfocus and last build, you can make a generator for a measly 50. 2 generators in 100 seconds (shift w chase takes 30 seconds minimum)

     a group of 3 can make 6 generators in just 100 seconds killer OP please let's nerf the pig

  • @StupidBanana said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319370#Comment_3319370

    Survivor still have Coh.

    Survivor can break hex totems , but killer can't destroy boon.

    Killer need shattered hope perk to destroy boon totems.

    And lost 1 slot free.

    https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTuHugDzIfilbh9vXIrVSkdqUci_BJZv4HiRA&usqp=CAU

    and do not forget that if the killer spent more than 4 seconds to extinguish the totem, then the survivor won more time than he put the totem, (extinguishing animation takes 2 seconds)

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319374#Comment_3319374

    Please send me a video from the regular match where you do the generator in 40 seconds with Hyperfocus.

    https://www.youtube.com/watch?v=SYnLWrbGexg


  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361225/both-sides

    For both sides? lmao

    Killers in 6.1.0 received 2 STBFL stacks, +10 seconds gen repair and since then got CoB, Eruption Buff, Nowhere to hide and Overcharge buff.

    What did survivors get? 10 seconds of BT? How did it stop tunneling? DS/DH Nerfs?

    How is this game miserable for killers?

    Yes, the killers got 2 nerfed C tier perks while the survivors got a stronger version of the S tier perk and at the same time added hyperfocus which, together with the toolbox, allows you to make a gene in 40 seconds solo

  • @Warlord1981NL said:

    "This game's update direction feels soley Survivor-focused" thats because it is, survivors are a whiny bunch and the devs kowtow to pretty much everything they say

    I remind the killers got their buff only because the queue for survivors was 30+ minutes due to the fact that no one wanted to play as weak killers

    so if there was no queue, then all the survivors would still be running with the old dh, and coh would be 100%

  • @Bwsted said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316810#Comment_3316810

    They tried two flavors of the same thing 6 years ago and then just left it to DS to take care of the problem. Just because the former didn't work it doesn't mean something else won't. And also the game itself has changed a lot since then.

    And while it would be necessary to give a good reason to not camp, it would also be concurrently necessary to estabilish a big disadvantage if you do. There's nothing spiteful about it. If they made gens take 5 min each, killers would have all the freedom to go for chases. But guess what they would have even more reasons to stay at the hook, because while the incentive to leave would be there, there wouldn't be any penalty if they didn't.

    no one likes to stand at a hook for 20 minutes, camping and digging tunnels is a completely boring tactic that killers use to either defeat sweaty swfs or punish toxics

    if the killer is not forced to be within 1 hook = -3 generator, then the camp will be much less

  • recently got hidden cheater he increased his running speed and boil over was incredibly strong (I literally couldn't move)

  • @Chordyceps said:

    At the very least we need new totem spawns so that hexes have more of a chance of surviving.

    this will not fix hex in any way, in a week everyone will remember the spawn locations again and we will be back

  • let's remove the hooks, because while the survivor on the hook, he cannot move and repair generators,

    camping is not allowed, tunneling is not allowed, just knocking down a survivor is also not allowed, I have a question, where are these rules in relation to the surv?

    where the rule is that if all 4 escape 1 survivor must kill himself, survivors cannot make 5 generators at 100% they must make 8 generators at 90% etc

    I'm waiting for the topic that the killer should not kill the survivors 

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318538#Comment_3318538

    It's incredibly under-rated.

    This would be suggesting that Brutal Strength give a 45% buff to kick speed if it were proposed last year.

    Too much imo, especially on maps without many pallets. It might be balanced on The Game, probably not on other maps though.

    it's not like 10% doesn't stack with the perk, it's a multiplier so it's 25 not 30, with the rework it will be 40

    and still, it will win you 0.3-0.4 seconds, instead you could take any skill to regress the generator and be much more efficient

    so it's not OP

  • @Blueberry said:

    -Killer edition-

    There will be a survivor version to follow.

    Disclaimers:

    1. These are not necessarily the "best" changes possible, but simply the best changes for the least amount of developer time invested. Trying to get more perks into the viable category, ie buffing/reworking weak perks that are barely used. This isn't a post for nerfing any overperforming perks nor is it implying perks don't need nerfs. We're just focusing on weak ones here and diversifying the meta by giving more perk options.
    2. I will be constantly updating/changing/adding to the list as I have more time and as feedback is received. Please stick to constructive criticism for changes. IE, this is good or bad and why.
    3. Keep in mind that even though some of these may seem heavy handed that they are competing with regression perks for a perk slot. They need to be close in terms of the amount of time saved to compete with those.

    Nurses Calling: 28 meter range ----> Now 32

    Not a bad perk, but still rarely seen. Not a significant buff, but a little. I also think with how good Distortion is it's very hard for aura perks to ever get too out of control as if they ever got meta Distortion can completely shut them down. For this reason I'll be a little more giving in terms of buffing aura perks in general going forward.

    Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.

    This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately.

    BBQ: 4 sec aura reading ----> 8 second aura reading

    Since the removal of the BP bonus this perk has basically disappeared. 8 seconds that has a limitation, requires a down and a hook doesn't seem overbearing. It's also competing against gen regression perks for a slot.

    Beast of Prey: In addition to its current effect, gain Undetectable for 10 seconds after dropping a chase.

    Triggers very often but for a very short duration. Gives some potential target swapping mind games.

    Blood Echo: 45 sec duration ----> 60 sec duration. Removal of the cooldown.

    This rewards a killer for applying split pressure instead of tunneling people out, this is the kind of game play we want to encourage. Also has the counter play of simply healing.

    Blood Warden: Should be active as soon as the gates are powered, not open, but doesn't start the 60 second block until the gate is opened. In addition there will be a gate block of 15 seconds added for any future hooks. If it's currently blocked this adds to the timer and if it's open it just blocks for those 15 seconds.

    Bloodhound: In addition to its current effect it now gives blood aura reading at a very short range, something like 15 meters.

    This perk is basically non existent and this might give it some actually tracking use for people that stay injured or mind games at loops. It also makes blood last significantly longer so the blood auras aren't going to be super accurate all the time.

    Brutal Strength: 20% increased break speed ---> 35% break speed

    Pretty underwhelming perk and still not used enough. Little umph.

    Claustrophobia: Instead of vault locations being blocked around the completed gen they will now be blocked for the duration around the killer.

    Give it more use since you rarely need vault locations blocked around a gen already completed.

    Coulrophobia: Effect will linger for 10 seconds after leaving the killers TR.

    A lingering effect like this needs to honestly be applied to almost all aura effecting perks to make them more consistent. People don't heal in a killers TR.

    Coup De Grace: A token will not be consumed unless you land a hit.

    Just a terrible perk. Giving it a little more consistency.

    Dark Devotion: Undetectable on Obsession hit is currently 30 seconds -----> 60 second duration

    Not rewarding enough for the inconsistency of the perk.

    Deathbound: Remove the stipulation that the Oblivious is only active when away from the healed survivor.

    Deerstalker: 36 meter range ---> No range limit and slows slugged crawl speed by 50%

    Dissolution: Remove the 3 second delay on hit for the perk to activate.

    Needs more consistency, you're rarely getting value.

    Dragon's Grip: Cooldown of 80 seconds ---> 30 seconds

    Dying Light: Remove the healing and unhooking bonus to the Obsession and the perk no longer deactivates when the Obsession dies, the perk simply freezes wherever it was at with tokens and you can't gain any more.

    The perk isn't good enough to warrant all the downsides it has. It needs to be a perk with very little effect early on and only becomes noticeable if you can keep the game going long enough.

    Fearmonger: Duration of 5 seconds ---> 15 seconds

    Enduring: 50% stun reduction ---> 70% stun reduction and is now active even while carrying a survivor.

    Fire Up: Instead of gaining a token each time a gen is completed you now start at max tokens and lose a token for each gen completed. 4% --> 8%

    This now makes the percentage actually relevant and moves its strength from late game to early game.

    Forced Penance: Now also applies the Oblivious status for the same Broken duration.

    This is an extremely inconsistent perk with protection hits very rarely happening. For how situational it is the effect needs to be significant in those situations as it's currently not.

    Furtive Chase: The TR reduction is now outside of chase instead of in chase.

    This makes it irrelevant early game but the longer the game lasts the more effective it becomes.

    Gearhead: Remove the stipulation of requiring an injured survivor to activate it, it's just always active.

    This makes it very good against good survivors and bad against bad survivors, just the kind of design we're looking for.

    Grim Embrace: On top of its current effect it now also blocks all gens for 20 seconds for each first hook on a new survivor.

    This gives it the same blocking power of Corrupt and Deadlock but unlike those you're only getting that effect by playing in an extremely fair way and splitting hooks instead of tunneling 1 person. This encourages fun game play and rewards the killer for doing it.

    Hangmans Trick: 6 meters around a hook ---> 10 meters

    Needs more consistency.

    Hex Crowd Control: Now blocks windows for any type of vault, not just fast ones and duration is raised to 30 seconds instead of 20. All vaulting speeds for survivors are lowered by 20 percent as well.

    This is a hex perk, it needs to be significant in effect for how fast it can be gone.

    Hex Face the Darkness: Screams trigger every 25 seconds with auras shown for 2 seconds ---> Every 15 seconds they scream and auras shown for 3 seconds.

    Not good enough for being a hex that can be removed immediately.

    Hex Huntress Lullaby: 6% regression ---> 10% regression, also has no token build up and just has the 5 token effect by default.

    Not good enough for being a hex.

    Hex Retribution: Oblivious when interacting with a dull totem for 45 seconds ---> Oblivious when interacting with any totem period and Oblivious effect is now 60 seconds. Hex Retribution is no longer a hex perk itself.

    This gives the perk more umph and consistency with the perk itself not being removable too early.

    Hex Ruin: 100% regression ---> 200% regression

    The perk wasn't over tuned and only rewarded players who were good at pressuring multiple survivors. Just tunneling one person out makes you get very little effect out of this perk. We are also leaving the additional new effect on, so if anyone is killed it cleanses itself.

    Hex Third Seal: No longer requires a hit and is active on all survivors from the start of the match. The blindness effect also hides survivor huds and the ping effect survivors see when a survivor is hooked.

    This makes the perk more consistent by getting value out of it immediately and the blindness now actually adds more confusion than previously as they can't tell who's injured or on the ground.

    Hex Thrill of the Hunt: Same effect, but is no longer a hex itself.

    This makes it more consistent in protecting your other totems as the perk itself will give you its full value.

    Hoarder: Additionally interacting with any chest or item on the ground will trigger Hoarder and injure the survivor as a trap. Cannot down any survivor however, only healthy to injured status.

    Hubris: 20 second duration ---> 40 second duration and no cooldown

    Sounds extreme but once they know you have this perk they just pre drop everything and you get zero value.

    Hysteria: Lasts 30 seconds with a 30 second cooldown ---> Lasts 45 seconds, no cooldown

    Easily countered by healing.

    I'm All Ears: Cooldown of 40 seconds ----> Cooldown removed

    More consistent value. It's competing against gen slow down perks.

    Iron Maiden: Survivors leaving lockers are Exposed for 30 seconds ----> Exposed effect removed, instead the killer is granted Undetectable for 60 seconds and the survivors aura is shown for 8 seconds.

    Once they see the Exposed or how fast you open lockers they know you have this perk and won't use lockers again heavily limiting your value. 30 seconds of Exposed is also rarely ever enough to do anything. This allows you to get value from it without that survivor knowing immediately that you have it further increasing your chance of continuously getting value from it. Still will be very easy for the survivors to see you have it with how fast you open lockers and survivors in general don't use lockers too often.

    Lethal Pursuer: Small wording change. Instead of aura timed durations increased by 2 seconds, it will now just make aura effects linger for 2 seconds longer.

    Seems minor but actually creates more synergy with other perks and addons. Now it's not just working with timed aura durations but also makes aura effects linger. For example, things like Nurses Calling aren't timed aura durations so they wouldn't have been effected, but now with this change after they stop healing in your TR the auras would still linger for 2 seconds longer.

    Lightborn: It now shows the survivors that they have blinded you just like it would have appeared normally if you weren't running the perk. This allows you to get more consistent value from the perk because when the survivor tries to blind you they won't immediately know that you're running the perk. Also when they try to blind you, gain a 5% speed increase for 8 seconds.

    Mad Grit: Additional effect. While carrying a survivor your hits will down survivors.

    Still an extremely nitch perk but there for the people that never want to get body blocked. Also the entire team will know you have it after getting its effect even once meaning you'll never see it again.

    Oppression: Cooldown of 80 seconds ---> 50 seconds

    One of the weaker slow down perks and would still be one of the weaker ones after this. Giving it a little more umph.

    Overwhelming Presence: Survivors in your TR are effected ---> map wide

    Honestly not good enough for such a limitation. Still very niche even with this.

    Predator: Additional effect. Now also increases the sound of running and walking footsteps.

    Remember Me: Each Obsession hit increases gate opening time by 4 seconds up to a maximum of 16 seconds ---> Gates take 12 seconds longer to open and you gain 12 additional seconds perk Obsession hit up to a maximum of 48 seconds added. Gates now also regress at 50% of the normal rate if not opened.

    Not adding as much as No Way Out does, but giving it the added bonus of gate regression to play around.

    Scourge Hook Gift of Pain: The survivor suffers a 16% penalty to healing and repairing actions each time they are unhooked until healed, not just the first time they are healed until injured as it currently is.

    Perk needs more consistency, it's currently just not good enough to warrant the slow down only happening once.

    Septic Touch: These effects linger for 10 seconds after a healing action is interrupted by any means ---> These effects linger for 30 seconds after a healing action is interrupted by any means or completed. This aura effect lingers on survivors for 10 seconds after leaving the killers TR.

    Still probably bad, trying to give it something.

    Shadowborn: Additional effect. Also highlights the survivors in white.

    This is similar to how the survivors would appear to Dredge during Nightfall. Its essentially there to make the perk a further counter to stealth as the survivors will stick out even more. Still more of a flavor perk though tbh.

    Shattered Hope: Whenever you snuff a boon, all survivor auras are shown to you for 8 seconds, not just those in the totems radius. Also allows the killer to break dull totems.

    Needed more. Current iteration is too situational and even in its good situation underwhelming.

    Spies from the Shadows: 36 meter range for a visual queue and a 5 second cooldown ---> Map wide, aura reveal of that survivor for 8 seconds and no cooldown.

    Was too situation for a weak effect. Now it's more consistent and an effect you can capitalize on more.

    Surveillance: Doesn't deactivate on gens that reach 0% regression. Essentially the effect lasts until touched.

    Just some more consistency, rarely is it used.

    Terminus: The broken status will last the rest of the match instead of just 30 seconds after gates are opened. Additionally any survivor injured while this perk is active will be broken for 30 seconds.

    No one uses this. You need lots of people broken when the last gen pops to even see value out of this period. It needed a lot more consistency.

    Territorial Imperative: New Effect to replace the old. After a survivor is rescued from a basement hook and you are at least 32 meters away you gain Undetectable until you injure or down a survivor.

    This rewards you for basement hooking and not camping. Good design.

    Thanatophobia: Revert the last nerf.

    Even in its last form and on the best killers for it (plague and legion) it wasn't overpowered. Even our current gen regression perks are better than that old combo. No one uses this perk anymore, it's just bad.

    Thrilling Tremors: Blocks gens not being repaired for 16 seconds, cooldown of 60 seconds ---> Blocks gen not being repaired for 25 seconds, no cooldown, but can only be triggered once per survivor per down.

    Removed the cooldown and increases the duration for more consistency but with a stipulation to prevent abuse.

    Trail of Torment: No longer shows the gen highlighted in yellow to the survivors. Cooldown of 60 sec ---> 45 sec

    Showing the survivors you're running the perk and when it's active defeats the entire point.

    Unnerving Presence: 10% greater chance of triggering skill checks ---> 20% chance. Aura effect of this also now lingers for 10 seconds after survivors leave the killers TR.

    Needed more consistency. Also still has the downside of actually helping survivors if they're good at skill checks.

    Unrelenting: 30% reduced cd on missed swings ---> 50%

    I agree, not with everything, but with 90% for sure

  • @Veinslay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318295#Comment_3318295

    There's already 9,000,000 Eruption topics. Any Circle of Healing topic that gets made is drowned out by "It'S AlReAdY BeEn NeRfEd!" even though one of the nerfs amount to it taking a whopping 1.5 seconds longer to heal

    this poll is for survivors who think that they should not give up 1 meta perk in order to completely destroy the 3 gene tactic, but instead all killers should be nerfed don't expect to hear anything adequate here


  • With the best generation, it will take the killer 10 seconds to go through the generators, it takes 4 seconds to knock down the survivor (if the survivor just stands afk) and if he wants to carry the survivor, then this is + 10 seconds for the survivors on the generator

    so survivors have plenty of time + already have potential energy + 1 cog and congratulations you can start the generator in less than 2 seconds

    instead of taking 4 adrenaline, take energy and no killer can physically hold 3 generators

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318229#Comment_3318229

    This is such a niche situation to cover the entirety of 3 gen situations - it just doesn't work.

    Not everyone is going to be going into matches with this build just in case you get a 3 gen and if they did killers could complain about the amount of tool boxes they are using and resort to camping and tunneling - if they're not already.

    This would just be a vicious circle. The absolute best solution is to have two sets of two survivors who work on the two generators in the three gen area that are furthest apart to force the killer to constantly move between them. It'll take time, but it works and it's made more effective if someone brings CoH in case the killer gets a hit in.

    this has many solutions, I just gave 1 of the examples showing using the head, you can easily and immediately break the strategy of three generators

    But hey we're talking about survivors here recently people were crying that "remember me" encourages camping and should be removed so it's probably easier for people to just cry until something gets fixed instead of starting to learn to resist

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318102#Comment_3318102

    This is so wrong.

    The Survivors dont have that much control about a 3-Gen. If the Killer decides to pick a 3-Gen from the start (which is sometimes really easy to defend, e.g. Dead Dawg Saloon or Haddonfield), there is nothing the Survivors can do. Sure, you can say that they can 99 Gens outside of the 3-Gen, but this does not change the fact that you cannot repair the 3-Gens the Killer decides to protect.

    3 survivors with hyper focus and a toolbox can fix the generator in 20 seconds, 1 person should briefly distract the killer so that at the beginning of the game you make 3 generation

    so a complaint about the 3rd generation is the same as that the killer will stand afk, and after complaining that he does not have 4k

  • Bro, this is the best idea I've heard

  • I don't think a some trapper with 50 hours and 2 prestige would want to play against opponents with 70+ prestige and 1000+ hours.

    (My first games 2 years ago were against SWF 2000h+ so I understand how frustrating this experience can be for new player)

  • Someone seriously thinks remember me OP

    what's next ?

    Predator will be OP?

  • @Dionysus42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317326#Comment_3317326

    People were saying 'buff solo queue up to SWF and they can balance killers later'. It's obviously no surprise that when they get their solo queue buff suddenly they forget about the killer balance and pretend it's not a buff. Getting buffs for survivor was the goal the whole time, not balance.

    the main fear is that the buff of the killers will be at 6.1 when the survivors added the S tier perk to the base

    and the killers got a kick that rolls back the generator by 2.5 and accelerates the breakage of pallets by 0.2

  • @Paternalpark said:

    Do you think solo q hud will help this?

    Is the game dying?

    Are killers just p2w now?

    What are your thoughts?

    1 hud will absolutely help solo and increase online

    2 online dbd has always had waves from content to content (the exception was last year when the killers were so weak that no one wanted to play for them and therefore the survivors had queues of 30 minutes)

    3 they never were, the strongest killers are blight and nurs, and they are available for in-game currency

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317172#Comment_3317172

    Basekit Shadowborn would be too OP.

    Lowering the Chase theme volume, now that´s a QoL change especially if BHVR keeps the crappy Nurse theme.

    are you seriously the Shadowborn op? this is the same perk that no one uses and which makes it easier to blind the killer

    even more interesting how it will help some freddy against swf

  • M1 killer buff, most killers are not viable against a good SWF so it definitely shouldn't be

  • @Jacho said:

    Now that survivors have an Endurance effect when unhooked, you get these 500 bloodpoints almost for free.

    So I think (after seeing an Otz video about tunneling) that instead of giving to unooked survivors a bonus (which they can use for other purposes than tunnel), how about the killer gets a negative effect ? Such as a bit lower speed when chasing someone that has been unhooked, or a blind effect when hookingg the same survivor again, or any ideas. Just a bad effect when the killer wants you at all costs.


    developers have already tried to punish killers for camping and this has always led to abuse from the survivors

    better come up with a reason not to camp / tunnel, and not a punishment for it

  • i have 1

    light in the dark when you blind the killer you get a 150% boost for 4 seconds

  • everyone has bad days

    5 gen rusher parties in a row, or 5 games against the basement bubba

    so sometimes just unluck

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316139#Comment_3316139

    For garden of pain it would be great. But for maps with short and unsafe loops it would not.

    The real solution would be to fix GoP's dumb spawns.


    I don’t think that if the trapper was 120% it would be OP, there are so many frankly weak killers in the game that you can genrush in 2 minutes

  • the killer is always forced to play from DH so nothing would change much

  • what have you done to resist tunneling and camping?

    always when I play survivor I take kindred and ds as a minimum, but you know what?

    I never see Kindred from other survivors, maybe if you instead of taking 4 meta perks 1 time, take atnikamp perks and see what changes

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316134#Comment_3316134

    Man, just shut up with this "get better" bs, how the actual f do you expect ANYONE to get better when they get SELECTIVELY TARGETTED BY THE KILLER.

    no one takes protection hits

    the killer IGNORES EVERYONE ELSE

    NO ONE DOES GENS

    It is IMPOSSIBLE to have FUN, THIS IS WHY THERE ARE BULLY SWF'S THAT EVERY KILLER CRIES ABOUT. BECAUSE KILLERS FORCE THEM TO DO IT.

    "(by the way, this is the reason why the killers camp, they physically cannot make 12 hooks in 3 minutes)"

    Here bro take your own advice, get better.

    the killer IGNORES EVERYONE ELSE
    

    already said maps where a person with no experience distracts michael with an endless stage of 3 minutes

    NO ONE DOES GENS
    

    Well, if the survivors don't make a generator, then it's clearly a problem for the survivors.

    you can remove the killer, but if the survivors don't make their generators the game will never end

    sorry that the killer can't sit down at the generator and fix it

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