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sanees

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  • And now this is a case that punishes an ordinary player, not a slugger, let's move on Shift W chase takes about 30 seconds, with unbreakable it will take you 32 seconds to get up let's say after 30 seconds you down a second survivor, but then 3 survivors come running with a firecracker, and at this time 1 has already recovered and can repair the generator, according to your idea, the killer should again abandon the fallen survivor and chase a new one

    Or having won the chase, get hit in the face with a palette and start the chase again, on game 20+ pallets, killer must win chase at least 32 times, which is absurd, you literally just want free wins.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875323#Comment_3875323

    That would still be the better call if they're in a position to do it, yeah, since it'd be much quicker.

    None of these changes would break anything, I'm reasonably sure of that. I was careful in crafting them to ensure the only thing they'd affect is trying to leave survivors on the ground for unreasonable amounts of time, or trying to make yourself unhookable, two things that do warrant changes.

    Okay, I knocked down the survivor under the pallet and next to me is his ally with a firecracker, if I don’t pick it up right away, the survivor will use the perk and throw the palette at me, if I go to drive the survivor away with a firecracker, the survivor under the palette will simply stand up. Question is what should a killer do?

    You don't want a level playing field you want to limit killer gameplayyou nerfed the hook perks of killers so much and buffed the perks of survivors that the hook for survivors became more profitable than for the killerand the previously extremely questionable slug tactic has become one of the most effective

  • @jesterkind said:

    Back at it again with another pitch.

    I'll cut right to the chase: Aggressive slugging is kind of an issue in the game right now, one that requires specific perks and often some kind of coordination to beat. On the flipside, there are forms of slugging that are not only unproblematic but often necessary for the game's nuance and balance to remain intact. This makes fixing the former kind of tricky, because you have to keep the latter in mind.

    I believe I have a set of changes that'll preserve the healthier form of slugging, addresses the more problematic forms of slugging, and even hopefully addresses some of the problematic survivor strategies that might arise as a result of strengthening anti-slugging in the basekit. We're going to look first at system changes, and then at a few perks that would probably need to be adjusted if this were to ever be tested.

    The System Changes

    • Survivors can now pick themselves up after 45 seconds has elapsed and they have reached 95% recovery

    The bones of this change are simple - it's basekit Unbreakable - but there are a few nuances that I believe make this pitch a bit more robust than the last time the devs attempted this. The main thing I want people to note is that the two requirements I just laid out are separate. As soon as you're downed, a timer begins regardless of whether you start recovering, and only after that timer ends can you pick yourself up.

    Reaching 95% recovery takes, according to the wiki, roughly 30 seconds. If you start recovering as soon as you're downed, that means you'll be chilling at 95% for roughly 15 seconds— but, crucially, if you start recovering after you're initially downed, because you're trying to crawl away or because you just weren't sure if you were about to be picked up, you'd probably end up just being able to pick yourself up as soon as the bar is full.

    This way of doing it allows us to maintain the existence of recovery speed increases without running the risk of the old Finisher Mori PTB's problems. They wouldn't be for picking yourself up faster, nothing would change that number, they'd be for making it so your teammates can pick you up quicker once they start running towards you.

    There'd also be some niche elements like crawling away from the killer and being able to pick yourself up slightly faster overall, or pairing them with Plot Twist for a faster heal, etcetera.

    • The time it takes for survivors to bleed to death is increased to 5 minutes (was 4 minutes)

    I don't want downing players repeatedly to be a viable way of circumventing chases and spreading pressure the way tunnelling can be, so making it take a bit longer seems appropriate. Nothing much more to say on this one.

    • If a survivor is picked up from the dying state by any means, they are inflicted with a new status effect that prevents them from wiggling for 20 seconds

    Now, this one's to circumvent the potential issues with a basekit Unbreakable combined with a longer bleedout timer. The obvious concern would be that an already potent and aggravating strategy - making yourself unhookable by dying intentionally in a corner or in the lower areas of some structures - would become uncounterable if you can't even rely on bleeding survivors out to do it.

    This way, if survivors try that tactic, you know you can hook them if you just wait out their first pickup, because they won't be able to wiggle free.

    For the sake of not confusing players who have no idea why this mechanic would even be necessary, I would suggest that this status effect probably not show up on screen unless you're actually being carried during its timer.

    The Perk Changes

    Most of these changes probably don't need to happen at the same time, it'd just be nice to give the perks that lose a little oomph from their biggest effect becoming basekit a little something to make up for it. However, the first perk listed does need to change in this context.

    Flashbang

    • Survivors can no longer drop a Flashbang inside the killer's model for a guaranteed save

    It's stupid it can do this already, and if slugging as a method of countering hook denial gets slightly weaker by putting you on a timer to capitalise on it, hook denial itself shouldn't have a strategy this potent available. To be clear, the rest are fine- other forms of hook denial have their own counters that are perfectly fine on top of slugging being one of them. Flashbang specifically is an issue, not other forms of saves.

    I don't know exactly how this would be coded, though. That's a limitation of my not being an actual game designer, haha.

    Unbreakable

    • Increases Recovery speed by 35% (unchanged)
    • Once per trial, when able to recover, press the Active Ability Button to grant a temporary boost of speed as you stand up

    This one's simple. Unbreakable's main effect is the self-pickup, and even its passive recovery speed boost isn't as good when it doesn't synergise with your new basekit self-pickup, so it warrants a new single-use effect that could hypothetically turn the tide of a match.

    Having a mini (or possibly identical depending on testing) Sprint Burst effect, somewhat like Plot Twist does, once per trial as you pick up would be a neat tactical option that you have in your back pocket for some scenarios.

    No Mither

    • Self-pickup effect replaced with the following: The Killer cannot read your aura while you are in chase

    If I'm honest, No Mither probably still needs a more ground-up rework, but if we're sticking to the current shape of things and only changing stuff where necessary, I'd say giving this perk another limited stealth effect would be totally appropriate.

    Boon: Exponential

    • Now allows the user to bypass the basekit timer for self-pickup

    Man this was a hard one to phrase in this format.

    Basically, Exponential would be completely unchanged. You pick yourself up in roughly 16 seconds while in the radius. Contextually that allows you to bypass the new timer, but the actual times themselves wouldn't be any different compared to using Exponential now.

    This perk may still need a buff on its own merits, but I think that's a separate discussion to this one.

    Soul Guard & Plot Twist

    • No changes

    As the main points of value for these perks isn't actually the self-pickup, I don't think they really need changes. I just included them here for completion's sake.

    —

    So that's it, that's my pitch for how to address slugging without damaging a more expected, "normal" gameflow. What do we think?

    Or maybe, instead of giving all survivors unreasonably strong buffs that break tons of mechanics, survivors should just let go of the generator for 10 seconds and go raise their ally?
    Why should survivors even receive rewards for losing the chase?

  • @Oputeeva said:

    He is already broken against solo survivors, and strong slugger. He needs a bit nerfs not a buffs

    bro just run to the window or loop for 10-15 seconds knight is more likely to be a little annoying than strong but this is only because the guards do not pose a real threat and therefore he really needs buffs guards, at least do something against the non-potato survivors

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873192#Comment_3873192

    It’s reasonable to think killers slug more to see the finisher mori. We don’t need stats to show that as it is a logical conclusion. In any event, BHVR won’t ever release stats on slugging. It would be awful PR. But I’m sure they monitor it. They don’t release stats on tunneling, but we know for sure they track this data.

    oh yes, of course the killer slug is because of the 5 second animation, and not because:
    1) they always did this to avoid the hatch
    2) survivors actually received +80 seconds on the hook, and considering that it takes the killer about 13 seconds to hang a survivor on the hook, this is too much pressure loss
    3) anti-genrush perks for hooks have been nerfed, at the same time survivors received a perk for exchanging hooks, and generally get more benefit from hooks than killers

    But yes, it’s probably a matter of a 5-second mori, which the killer could have received before by taking an offering

  • @CLHL said:

    Knight, Skull Merchant and Chucky. If you can't have them in the game without their powers feeling terrible to play with, better give them entirely new powers.

    Chucky could be “fixed” by reverting all to his release version, but it would be like accepting that they made a mistake.

    Skull Merchant with drones will never work because survivors hate areal denial, even if it does nothing (as currently).

    And Knight's power is so limited to not be opressive that it's not even worth playing. He's not going to be reverted, for the same reason as Chucky, so he might as well have a new power.

    With knight, if they save a bugged AI, then it would be a good idea to give the opportunity to temporarily gain the powers of their guards, like holding ctrl you gain the power of the guard for 20 seconds and the guard goes on cooldown:
    cornifex: gives durability and brutal strenght
    assassin: 3% speed boost and attacks inflict a deep wound
    jailer's power emits 1 wave in a 20 meter radius and causes survivors to scream

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872703#Comment_3872703

    The problem with this deep dive here is it required no perks to slug

    But apparently requires all the perks to counter it.

    Same thing as tunneling, requires nothing to do but requires everything for counter.

    As seen by the popularity of chaos shuffle, people like to play with perks for some fun. It adds a different flow of the game, rather than being "have to run X because of Y"



    Think we both agree that several minutes of play of inactivity is probably not the intention of the devs on gameplay for survivors. This is why old eruption is not a thing anymore.

    What is the answer for slugging? Honestly the hooks were put there for a reason, and the devs want to have an extremely long timer for slugging, so I wouldnt really have a problem with just basekit unbreakable infinite but be a bit slower to recover to make up for this. You should be interacting with the hooks as a killer.

    And then maybe have unbreakable the perk has some other effect.

    Slugging should be this thing that maybe you can do short term but not waste several minutes of everyones time in a match.

    Now you are literally lying, firstly, in order to shoot down survivors, killers need win chase ( play better than the survivor) and secondly, if you are shot down, then your allies can pick you up
    "But apparently requires all the perks to counter it."
    the only time when your allies will not be able to quickly pick you up is if the killer is knocked out and you are far from the edge of the map, otherwise they will easily find you or you will crawl to your allies in 40 seconds

    if the killer beat you and spent 25% of his perks on a slug and you didn’t want to spend 1 out of 16 on an anti-slug and lost the chase, then the problem is not in killer or perk

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872791#Comment_3872791

    I at no point said it happened at the same rate. I said slugging for the 4k was already a thing. I can EASILY find plenty of posts complaining about it before basekit mori was a thing. By all means point to a SINGLE thing I DID say that was a lie and not something you THINK I implied.

    For example BHVR tried bs unbreakable 2 years ago, but of course “slugging appeared only now”

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871927#Comment_3871927

    This is false. If this actually happened, the killer intentionally kept hatch race from starting for longer than the duration of two normal matches. Meanwhile the last survivor was simply attempting to survive. As killer, I've never had survivors able to successfully hide for more than a few minutes. And in the case being discussed here, the killer took specific actions to draw out the game, specifically refusing to engage in normal gameplay.

    If the killer had sacrificed the bot, hatch would have spawned and the game would have ended promptly. If the killer had left the bot slugged, hatch would have spawned when bleedout ended and the game would end after several minutes. If the killer just stood still and did nothing, the match would have ended by generators getting done because at least the bot would have finished them. The killer took very specific actions that drew the match out for an unreasonable amount of time.

    This also applies to you, why are you complaining that the killer did not surrender while you did not surrender? I could say that you could have run out to the killer and the match would have ended, but you chose to hide for 30 minutes

    You are literally accusing the killer of playing the same way as you. If this isn't hypocrisy I don't know what to call it

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870653#Comment_3870653

    "Taking a broken down car, giving it a new paint job, and selling the car as if it is brand new."

    knight guard moment

  • @Roco45 said:

    I had a match against a Lich today that was tunneling/slugging/camping; all three Survs DC'd so I was left with all bots. I just evaded the Killer to make it to end game, except the Lich killed two of the bots and then dragged out the match for +30 minutes with the last bot.

    Kept downing the bot, picking the bot up and letting the bot wiggle free to just constantly repeat the process. So the bot couldn't bleed out and the bot couldn't do gens. The Lich did this for +30 minutes until I just finally went afk and then even when I came back, the Lich had us both slugged and bleeding out.

    The game is atrocious right now and just incentivizes awful toxic gameplay on both sides.

    So you hide, delaying the game for 30+ minutes while complaining that the killer is delaying the game? In this case, you were both ready to sit until the end and you are both to blame

  • @MechWarrior3 said:

    Title. (For the record, I am not saying we should or shouldn't. Just a Hot Take I found on the internet.)

    I would like there to be 5 perks, but 5 was only the totem perk slot (excluding devouring) survivors are screaming that they have no targets other than generators, and killers don't use totems except for a full totem build, so this would improve the situation a bit on both sides

  • @theonryo123 said:

    Almost all every match im in I keep seeing the same map offerings either Hawkins or Lerys because of scratch mirror myers. It’s almost Impossible to heal and do anything and I mean anything you literally cannot do anything when he’s scratch mirror and indoors casue he sees you everywhere. It’s also times he would camp the hook by pacing back and forth just to get a hit and it’s impossible to hide from him when trying to do a gen because I’m afraid of getting snatched off the gen or hit and it’s times where even if I run away and try to find a chest or try to heal my teammates we are always caught through the walls no matter what

    if you can't win against 4.2 m1 killer, the problem is clearly not in killer

  • @waffles4all said:

    getting really tired of pallets that can't be looped, by the time you throw the pallet down the killers already walked around it

    Or you should just be better and stop throwing away every pallet you see
    not all pallets need to be brain dead god pallets

  • @Gplays2000 said:

    Does anyone know when the next event will take place? The game is kinda unbearable to play without one so I'm asking in advance. Just want my good old 2v8 back or something else.

    I could be wrong, but I think someone said that 2v8 would be returned in February/March

  • @KueenKara said:

    Listen up nowhere to hide is for terrible killers. Like you cant find survivors so you use the perk and it plays the game for you like it is op no cooldown nothing you just kick gens and see all survivors like crazy to me if survivors had a perk like work on gen for 5 secs to see killer for 5 secs and keep regetting on the gen killer mains would be going crazy.

    Perhaps while playing as a survivor you noticed these inconspicuous 2 meter red lockers, maybe you didn’t know, but they are not just for decoration, if you have problems with the killer’s auras, try using them

  • @ChuckingWong said:

    What a wonderful time to end my game on a weekend then to deal with some 10 year old that wants to make everyone elses experience in the game a waste of time.

    BHVR fix your game already. Slugging should not even be a playstyle, much less have a perk revolve around it.

    if your allies don't want to spend 10-15 seconds to find you or you don't want to crawl to your allies, then it's not killers/perks problem

    I just don’t understand why you blame the killer on the fact that you lost the chase and your allies didn’t care about you

  • @Alicia_Tried6041 said:

    Survivors need base kit unbreakable after 60 seconds. Slugging is busted beyond belief in this game. Whether killers like it or not base kit unbreakable is the answer. It will force them to hook survivors as the game intends. BHVR please fix slugging asap.

    Ok, but only if all the killers get bs noed from the beginning of the match and now you can mori after 1 hook
    sounds unfair? well this is no different from your topic

  • @YuffieGreatestWaifu said:

    1. Make Bond, Empathy, Kindred all base game features rework the perks to do something else.
    2. As soon as the killer is revealed its revealed to all players
    3. Anti-camp bar feature is shown to all players
    4. Heartbeat detector is when a killer is close by (not in stealth mode) indicator is shown by all players in an icon

    Even swf has to waste time and roughly indicate where the killer is
    Giving every survivor a grenade launcher is not a solution

  • @MissClove said:

    I’m starting to think they don’t care how unfun this is for survivors. We’ve been complaining till our throats bleed. Not one sign of fixing it.

    Because most sentences sound like: if a survivor is on the ground for more than 0.1 seconds, then gates automatically open and the killer get ban

    And you can't just cut out a huge chunk of killer gameplay without giving something in return.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867125#Comment_3867125

    Yeah, lets remove "hug tech" because that is an exploit, but "crouch tech" is a "tech"

    Its Because obvious that remembering every hitbox of every texture and taking advantage of it in time is easier than just pressing control when playing as a survivor

    Don’t get confused, first is an unskilled abuse of a bug by killers, and the second is a manifestation of the skill of a survivor

  • @FilthyLegionMain said:

    It makes the effect solely to counter endurance and not be a noob stomper. Personally, I'm fine with this change.

    It seems to me that a slightly darkened screen is the last thing that stomp noobs, darkening can have effect at high ranks in mind games, and then this is more of a minor hindrance than a real threat

  • I hope this will be a buff, most of all rely on deep wound: Legion, deathslinger and dog merchant all these characters are either average or below average and the last thing they need is a nerf

  • @TonTon said:

    I seen many CC and people say STB is an extremely strong perk that will change DBD.

    Except in my many matches I haven't seen this perk at all except once and they just used it to go next faster.

    Why is nobody using this perk?

    I still see it every 3-4 games

  • @Atom7k said:

    The question if dbd is comp or casual is never answered.
    But if you need a bigger sign that something is meant to be casual then actual snowmans walking across the map then I don't know how to help you.

    If you want to play comp or cannot breathe without tunneling at 5 gen's then at least go to the basic queue.
    You are not utilizing anything the event is giving to you so why bother casual players?

    We have seen this in lights out with people camping or playing legion and we saw it in 2v8 where killers where on comps tunneling hard. (I get that 2v8 is kind of special because 2 killers but still)

    We are in for snowskull fights and snowmans. If you don't care about the event then don't play in it. Let people have their fun. The event is literally made for casual playing.

    "We have seen this in lights out with people camping or playing legion"


    So now playing for the legion is one of the mortal sins?

  • You can use snowballs to instantly destroy snowmen

    changed:
    although sometimes they do create walls

    20241213165547_1.jpg 20241213165516_1.jpg
  • @ryz said:

    hey guys! so usually my ping is around 60 and mostly 65… so last few days especially after the bone chill event my ping started rising from a 60 my ping is now sitting at around 80-90 sometimes even goes up to 100

    i tested my ping in another game just to make sure if its DBD or actually my internet provider.

    in APEX LEGENDS my ping is 55 and never went above 60..

    so i want to ask you guys, is your ping higher than usually?

    СS2 ping 40, DBD before bone chill update ping 70-80 after 100

  • @Valimure said:

    Y'all keep nerfing his abilities into the ground but I'm still frustrated that flashlights are a waste of time against him.

    In order to blind him at a pallet, you need to be standing literally right next to the pallet, meaning you cannot put distance between you. Charles should emerge when the stun happens - and when he breaks the pallet - to provide survivors an actual chance to blind him.

    Honestly, Charles appearing might not even be the full answer because you'd still have less time than the average killer to get the blind off after factoring in the time it takes for him to "appear."

    Dunno, just something that's always bothered me about Chucky in particular. Would be curious to hear other people's thoughts on how this could be fixed.

    Blinding at the pallet is literally pointless, you're just wasting time that you could be using to gain distance, so stop complaining that you can't annoy the killer, complaining that you can't blind chucky at the pallet is the same as complaining that when you tbag at the gate the killer didn't come out to look at it

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854863#Comment_3854863

    We could easily say the same to those Killers who over-rely on those cheap tactics like tunneling, camping, and slugging.

    to tunnel a camp, etc. you need to win the chase anyway

  • @Pulsar said:

    I kinda hate her design already, but this is just usual BHVR face magic.

    Need I remind everyone of Jill's diabolical face.

    https://us.v-cdn.net/6030815/uploads/V09CD031QPFS/jill-flashlight-face-dead-by-daylight-dbd-granny.jpg

    I decide to play the trapper meme build
    10000h swf with flashlights at this moment:

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853694#Comment_3853694

    That's how killer addons were made in the past. The same effect but worse # depending on rarity. Pretty boring. Freddy has some of those. I would love an addon it can be green or yellow that it adds 12 seconds of evil within 3 every time you down a survivor for I can pick them up and hook then without losing tier 3

    In this regard, I like the approach to knight addons more, bronze addons are associated with general numbers for the ability, yellow ones are associated with the chase, green with statuses, purple and iri for all sorts of unusual things that expand the functionality of the ability, it seems to me that more addons should follow this logic , not just +5 strength +10 strength and purple +15 strength

  • @HangryMogwai said:

    Not sure how BHVR fixes the game at this point, but as a returning player who took a hiatus a year ago because the slugging and tunneling was “getting” bad, it’s far worse now (especially with the addition of bots and free Mori’s), heh. I’d ended up doing the Texas Chainsaw thing and then Klowns from Outerspace, so not entirely rusty or coming back cold to the asymmetrical horror genre. If anything, looping in DBD is easier.

    That being said, I’m glad I’d come back when the 2v8 was ongoing as that was an absolute blast. I imagine it is easier for newcomers to learn the game as you’re not going up against the latest meta or getting tunneled/slugged most matches. Post that event though, the 1v4 grind feels far sweatier and more toxic than ever. You end up with multiple games with killers slugging and tunneling (had four in a row with the same killer yesterday, did end up escaping the first one with one other person, but that seemed to infuriate him or something—no flashlights or tbagging were done that match either to my knowledge).

    Checking out Twitch, TikTok etc, it seems all “killer only” steamers have some variation of the text, “yes, I tunnel,” as if it were some badge of honor that they can only win via tunneling and then bragging about it after playing a group of solo Q players. On some level I get it, going up against a SWF can be rough, but I haven’t seen too many 4-man SWFs myself lately. Maybe a 3-man, but its been a couple playing together at most. When called out for the tunneling in either in game chat or their channel, they all get incredibly defensive, then respond with “well, don’t do gens.”

    I was hoping to talk a few friends into returning to DBD with me, but I’m genuinely not sure the value is there in the current state of the game. Longer queue times, less fun in general on the survivor front etc. After reading why the game seems to be headed in this direction, with the loss of some more balanced developers, I’m kinda hoping it continues down that path as I wouldn’t mind the 2v8 becoming a permanent staple to save the game or some iteration of a DBD2 where some of these mechanical issues can be fixed and we can start fresh without needing to run meta perks (at least at the start).

    Either way, just my 2-cents for feedback. Not a lot of actionables there as the system seems broken on both sides and I don’t have any concrete ideas on how to fix it, but definitely feeling more empathetic to survivors as the 4v1 just isn’t fun when just about every match plays out the same (ignore the rescue and focus on gens as the killer would rather try to make one person miserable than hunt down other survivors).

    It seems to me that people are looking for the reason in the wrong place, the slug has noticeably increased precisely after +10 seconds to the hook stagethe longer the duration of the hook stage, the more effective the slug, and taking into account the fact that the slug essentially disables 10+ of the most powerful meta perks of survivors (including a new one that allows you to exchange hook stages)many simply switched to more profitable tactics

  • @TheSableSimp said:

    Guys let's nerf the C-tier killer

    only after the nerf of such OP killers as Fredy and Pig

  • @jajay119 said:

    BHVR have tried a lot of modifiers over the last year or so, but none have ever really mixed up the core gameplay too much. How would you feel about a Killer V Killer mode where 4 (or more) killers go against each other to take each other out? It’s something that would really break up the monotony of the game right now and I think it would be a good incentive for people who don’t usually play killer to dip their toe in the water.

    I can’t even imagine what it would look like and how many problems would have to be solved, if we are talking about killer vs killer I would suggest a 4+1 vs 4+1 mode, killers must kill survivors from opposing team and along the way complete various mini-quests to strengthen/protect their survivors from other team, the same goes for survivors, Let's say survivors need to break totems so that their killer gets a bonus to speed, etc. this way we will have not only killers participating, but also survivors and this will be a truly new mode for everyone (and not like 2v8 where basically it’s something new only for killers)

  • @BroRespectTheBoop said:

    No thanks, you guys already ruined 90% of the safe pallets/loops, and have a ton of anti looping mechanics, dont need another insta down killer when Myers, Ghostface, Iri Huntress, Bubba and Billy already exist.

    Pallets should give you the ability to keep yourself safe, they shouldn't be safe by default

  • they should increase detection time and start counting direct UVX hits (seriously this killer gets punished for direct hits their ability)

  • @BroRespectTheBoop said:

    A few fixes that would easily cut back on slugging would be to bring back the depip system, where if you just chose to slug at 5 gens to get an easy 4k, you would depip from not enough hooks. The second being, make Unbreakable base kit but only it only activates if you've been down for 60 seconds.

    No BS Unbreakable, slug is ok, you shouldn't punish a killer for winning the chase

  • @Boons123 said:

    47 seconds wasted on cleansing a single totem is unacceptable considering that totem is a side objective and also a counter play to Hex perks.

    No this doesn't encourage diversity all it does is kill an entire type of perks for survivors.

    Boon perks = dead

    Overzealous = dead

    Inner strength = dead

    Small game = dead

    Add killers with the ability to cross the map and forget about cleansing totems against them.

    this is not a waste of time, you permanently remove the killer perk

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848193#Comment_3848193

    Or y'know, the killer has a brain cell and injures one player without a medkit with a Haemorrhage add-on, leaves them and hunts everyone else for free.

    If that survivor doesn't have (or even if they do have totem perks), hey presto, you've got Pig levels of slowdown, on a much more lethal killer.

    the shack will give you about 30 seconds, and if your allies have counterpower then you need to hold out for only 17 seconds in the chase without taking damage, shift w+1 palette will already give you 20 safe seconds, try at least a little looping and you can easily beat this time

  • face the darkness, curses 1 target that received damage and works until the cursed target is healed or is hooked, so stay in the chase for 25 seconds without taking damage during this time your allies will completely turn off all the killer's totems

  • @Shaddoll_Serpent said:

    They're so unsafe, and not fun to play, especially because they're so inconsistent with how they spawn that I often don't even know where the window's at. Like, does anyone here genuinely enjoy looping these tiles? Because I personally cannot stand these tiles as it feels like a constant 50/50 simulator with no real good check spots to hold and not good for forcing the killer out of Bloodlust. I feel like jungle gyms should have more of a degree of safeness than this. I wish BHVR would stop changing maps that don't need them as Coldwind already spawns enough unsafe pallets as is, and this just adds yet another problem to it. But please tell me, is it just me, or does anyone else share the same opinion?

    https://us.v-cdn.net/6030815/uploads/1U8YWL88WJ81/20241203221105-1.jpg

    not all pallets have to be god, sometimes you need to play mind games

  • @YuffieGreatestWaifu said:

    I have used it rarely does it pop up even with Eyes of Belmont you have to dedicate the entire build to it and the payoff is not great and useless against stealth killers.

    against all two stealth killers who are both C tier

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849551#Comment_3849551

    I mean, you cannot really use this as an argument if the Perk was just buffed from trash to a little bit less trash.

    @Topic:

    Yeah, especially on Killers which can protect Totems rather well, Thrill of the Hunt can be really oppressive. 45 seconds for cleansing a Totem is a long time if the Killer can somewhat reliable interrupt the cleansing process. And if they can do that, a huge chunk of time was lost from the Survivor, especially if the Killer gets at least a lost Health State out of it.

    killer can only be in 1 place at the same time and it just so happens that there are 4 people on survivors, add 2 + 2 and understand that the killer is not capable of protecting generators and leading chases and protecting totems, the killer will have to choose something 1, and when he chooses, just do what he doesn’t have enough hands for

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849550#Comment_3849550

    I disagree, all that happens is giving the killer too much time to protect Totem and this is worse with killers who have the ability to cross the map quickly.

    What you should do is fix the totems locations and put it in more hidden places.

    I don’t think this will help, since in any case there will be scenarios for survivors spawning next to totems and remembering spawn locations, totems offer a high risk for a small reward, either the reward should increase or the risk decrease

  • @vBlossom_ said:

    No, Thrill should be reverted back to 10% as it was fine there.

    Idk wby BHVR added buff, BBQ didn't get any buff after removing bloodpoints incentive and Prove even got Nerf.

    but no one left behind take x2 buff, you just cant buff only survs perks

  • @Coffeecrashing said:

    Totems need a grace period of 5 seconds, so if a survivor stops cleansing or blessing them, the progress doesn’t immediately get reset to 0%. 

    This would allow screaming perks to exist, and not need to be nerfed, because survivors would scream, then be able to resume their current progress on the totem.

    I once made a post about possible totem rebalances: https://forums.bhvr.com/dead-by-daylight/discussion/427762/thoughts-on-the-hex-rework#latest
    long story short, I suggested making totems 32 seconds, but totems regress instead of instantly resetting

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849419#Comment_3849419

    Hexes are designed to be countered by being found, cleansed in 14s, or blessed in 28 seconds.

    This one perk alone changes nothing about the "being found" part, but increases the cleansing part to 46.666 seconds instead, which is more than 3 times as long.

    Given that people threw a fit and lost their minds over claiming that MFT increased chase times by "20%", and since I need to put everything in killer terms for you, this would be like MFT instead increasing chase times by 300+ percent instead. I'm certain you understand how bad that would be for the game.

    holding m1 not for 14 seconds, but for 40 and then turning off the perk is not the same, the closest thing is if the sprint was 10 seconds, but was turned off after 1 trigger

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433989/shoulder-the-burden

    against any decent survivor, Exposed timer will be gone by the time killer finds that survivor and lands a hit on them :)

    even if u bad in chase u can jusu hide in locker

  • @rysm said:

    Are we complaining about a hex now? Great lol. With Thrill + a hex that's literally half of a killer loadout. What more do you lot want - literally just run a totem perk if you're so concerned. Or ignore them. Not sure what we want killers to do now? Full gen slowdown is apparently a no no, now hexes are a big no no. Should they go perkless?

    It's funny how the survivors shouted that genrush is the norm because the survivors simply have no other objective, but as soon as the killer spends 2+ of his perks to gives the survivors an additional objective, "this is op and needs to be destroyed, and no we will not take 1 perk that completely counters this"

  • Well, that’s it, by ignoring totems you free yourself 40+ seconds + waste at least 1 killer perk slot + if the killer has pentemento (and it often does) then not only do you free yourself 80+ seconds (original totem + penti) so you also force the killer to play with a maximum of 2 perks

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