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sizzlingmario4

sizzlingmario4

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  • Imo, Devotion levels should increase your BP cap. This way, players who have played for a long time are rewarded by being able to save more BP and getting to unlock new perks/level new characters a bit sooner. I’ve never liked that Devotion doesn’t do anything meaningful.

    Perk search bar and more preset loadout slots would be really nice too.

  • I see this suggestion thrown around a lot but I feel like ultimately if map offerings worked that way then they wouldn't really feel impactful/there'd be no real point in them. Guaranteeing you won't get sent to one bad map doesn't mean the game won't just pick a different map that's equally bad (or worse).

    The more I've played this game the more I've started feeling that the map offerings should just be removed altogether.

  • @Halloulle said:

    agreed with the freddy thing, that should just not be a thing. Other tgan that Adren is perfectly fine, imo. It's an endgame perk and people complaining about it having the Potential to turn the tables.... have kinda missed the point of endgame perks. If anything there need to be more competitors / more viable choices. Hope is great - but only if you're someone who expects to be chased through endgame. Personally, I really like wake up, though it's a kinda gimmicky perk atm (and for people like me who just never know where the gates are). No One Left Behind is also nice but even more niche. ...And thats all end game perks for surv already, right?

    Only thing I'm not sure about is how it interacts with Terminus atm. They both get triggered by the last gen being completed - and regardless of which perk takes precedent the other side will feel robbed of their perk (tho i think adren should take precedence cause it is "one off" while Terminus is a continued state aka a killer can still get value if they injure the adren surv while Terminus is active. ... Sure, overcomplicating adren to account for a broken status effect along the lines of one health state is restored upon becoming unbroken is also an option... but idk. sth feels iffy about that one.)

    Terminus normally takes priority over Adrenaline, but Terminus is currently bugged in multiple different ways and one of them is that Adrenaline now gets the priority. (Terminus also reactivates a second time when the second exit gate is opened so it's definitely broken.)

  • Wesker is probably my top choice here.

    I would say Blight too if not for the fact that he has so many problematic addons. But his basekit is pretty much perfect barring bugs.

    Dredge is also in a decent spot. Malthinker’s Skull is overtuned though and is far better than any of the other “get Nightfall quicker” addons. I would like to see his locked locker exit time reduced a little though (maybe half a second and then nerf Haddie’s Calendar to half a second instead of 1 second to make up the difference).

    Wraith is also pretty fine but I do wish he had some more unique addons. He has 3 speed addons, 2 action-speed increase addons, 3 uncloak speed addons, and 2 cloak speed addons. I’d like some more variety here.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349159#Comment_3349159

    I think it's not good that Al is getting down for knight so dh agains't that is only good thing. He is anyway only killer without counterplay. Unless you count holding W as long as you can counterplay...

    Knight does have counterplay, it's just boring counterplay. He still needs more changes, but I'm not really sure how to fix him properly without a complete ground-up rework.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349112#Comment_3349112

    That's because there isn't anything wrong with the 'waiting game'. Some people just don't like it, and others are more put out because they see it every game. If it were nerfed carefully to be less versatile, you'd (hopefully) see it picked less, meaning those who don't like baiting it out wouldn't have to deal with it as often. There's nothing wrong with perks that actually have interactions like this, most of the Exhaustion perks are just "they run away, break chase".

    As for how it is against ranged attacks, in most cases I don't know that there's much wrong with that either. If you get less distance for being hit, pretty much all of those killers can just... hit you again, so this change helps there too.

    I don't think having to wait for DH on any survivor who hasn't already used a different exhaustion perk is healthy. Even if it can be effective at getting survivors to fail their DH, it wastes a lot of time even when DH isn't actually there at all. Killers would still wait it out (where possible) unless DH were made so weak that it was brought as often as MoM, at which point it's probably near useless and might as well just be reworked.

    Gaining less distance would help against special attacks, sure, but it doesn't prevent DH's uncounterable nature against some of them. It's still an extra health state and gaining less distance doesn't do much if, for example, Huntress throws a mid-range or long-range hatchet at a survivor and hits them right before they're about to get around a corner, but they use DH and are now making it around the corner no matter how much (or how little) distance the perk provides. If the Huntress anticipates the DH and doesn't throw the hatchet, well now they're making it around the corner anyway and just have to hold W. The other easy example is Knight and his guards. Even if I get less distance from DH, it doesn't change that I can just DH into his guard to essentially just kill the guard on command.

    Point being, it can still be a guaranteed chase-extender regardless of how much distance it gives you.

  • @Eelanos said:

    "Collective Stealth - The same as Power of Two except its activation condition is just inverted and it provides a different effect."

    I can understand the other two previous comparisons, but "Collective stealth is the same as this other perk except it activates differently and provides a different effect" is the definition of "It's a different perk altogether". The only similarity is that it requires proximity to work.

    It makes just about as much sense as saying: "Self care is the same as Circle of Healing, except the speed is lower, it doesn't require you booning a totem, the killer can't disable it, you can use it at any time, anywhere, and it doesn't apply to allies". So... you can heal with both? Then both perks are the same as a medkit?

    I do agree they probably should make more magic-like perks like Potential Energy, and other deception perks like pebble and... well, deception. Most perks are some flavour of "Do gens faster" or "Heal faster" and it gets kinda boring.

    Ever since Dredge released I've been wishing for a perk that allows me to teleport between lockers (With some balancing, of course. Proper cooldowns and maybe an activation time like Head On), or the ability to crouch next to a wall, hold your breath and become temporarily invisible.

    It is a different perk but I guess it just feels repetitive still. Idk. SC and CoH are different enough even though they have things in common, Power of Two and Collective Stealth don't feel that way and they're also pretty weak on top of that so that doesn't really help its case.

    @dredge123 said:

    No there not. There's so many they can come up with.

    Like a giant spider type killer

    Or a toy doll type killer but not chucky .

    A teddy bear killer

    Alien killers

    Non humanoid type killers

    I don't even care as much about what type of killer it is, I just want interesting killers that are fun to play and fun to verse. Skull Merchant has neither of these qualities. It doesn't even matter to me whether a chapter is licensed or original, it makes zero difference to me as long as its design is good and it offers interesting gameplay.

    Though I will admit, I do like her little minigame with pressing 5 directional keys, it's something different from skill checks.

  • Idk. While I would like to see it be less obnoxious at pallets this doesn't do anything about how potent it is against certain special attacks, especially ranged ones but some other ones too, and it still keeps the waiting game fully intact. I really think it just needs to do something else, the game just isn't designed around survivors being able to "parry" a killer's attack on demand.

  • I’m torn on it. I absolutely love the perk as survivor and I use it a lot. And it is good. But I also see it used a lot and its pickrate seems quite high. And I’m starting to wonder if other endgame perks (with the exception of Hope) don’t get used much because Adrenaline just outclasses them. (Though I think Wake Up could use another buff personally, maybe not to the gate opening speed but give it something else extra.)

    The wake up from dream world function Adrenaline has does need to be removed though, a perk should never have a built-in hard counter to one specific killer, in this case a killer who is already one of the worst in the game. Yeah, I know it makes sense with lore but that doesn’t matter, balancing should come first.

  • -Very obnoxious at pallets. It's not as bad at windows because if the survivor DHs into the window and you don't swing then they're dead 100%.

    -Gets value just by existing even if the survivor doesn't have it/leads to a lot of waiting even in a deadzone. Old DH usually couldn't save you in a deadzone, new DH can. I don't even use DH anymore and I can still waste a ton of time as survivor baiting killers into thinking I have it and/or possibly even making it to a pallet in the process.

    -When used against certain special attacks, can be uncounterable (eg. Knight's guards, or any other attack that takes long enough/is restricted enough that it can be reacted to making it unavoidable).

  • Starstruck is fine as it is, even if you don't get instadowns it still forces survivors to waste time waiting out its effect and playing more carefully. It's also still good for shutting down hook bodyblocking. It's not a perk you can just ignore like you can with several other bad killer perks. Starstruck was strongest on Nurse, admittedly, but it's still good on a few other killers as well.

    That said, the perk that SHOULD be buffed is Awakened Awareness. Now that Nurse has no way to instadown, I'd be fine with it having its 2 second aura linger back.

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346496#Comment_3346496

    Hyperfocus on paper is balanced, 24% higher skillcheck chance and greats give up to 2.8% progress.

    Issue is Toolboxes boosting skillcheck chances and the perk works with Toolboxes.

    Autodidact is another token perk but it doesn't work with Medkits.

    Stakeout is fine since it needs to be charged and BHVR never nerfs two wholely different perks because a new one is working great with them.

    Eh. With toolboxes at least you still need to actually hit the great skill checks on your own. Hyperfocus is supposed to reward skill at great skill checks. Toolboxes make skill checks more frequent, but they don't take away the skill aspect of Hyperfocus. Stakeout does. I wouldn't necessarily complain if its toolbox synergy was removed, but I think the problem with toolboxes lies more in the strongest toolboxes themselves (and the BNP addon), although weaker toolboxes are not really an issue.

    Anyways, the fix is simple, just make Stakeout grant 2% bonus progress on a good skill check (similar to how Autodidact grants bonus progress on good skill checks) while having at least 1 token, rather than converting it to a great skill check. Now Hyperfocus actually has to be earned since the two perks would no longer work together, and Stakeout when used on its own is not actually nerfed at all because it still essentially does the same thing by itself, just in a slightly different way.

  • Hyperfocus is the only one of these 4 that’s actually good and it’s overpowered when combined with Stakeout (it’s fine by itself though).

    The other 3, including the new perk, are all bad.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346006#Comment_3346006

    When the word "SWF" is mentioned you know the point is already lost

    The game should never be balanced around SWF

    It shouldn’t be balanced exclusively around SWF, no.

    Doesn’t change how strong the perk is in SWF.

    You can get tokens in chase right now as long as there’s a terror radius.

    Stake Out and Diversion have an out of chase requirement, but Distortion doesn’t.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345623#Comment_3345623

    I think that the visual clutter in some maps and confusion is worst than the information.

    I remember situations where i panicked and just went to a wall because it was yellow and didn't noticed that it was a breakable wall. I know it was my fault, but i would also prefer to not have those flashing yellow on screen

    If anything, maybe the breakable wall auras could be changed to a different color if it would help players better discern them from pallets.

  • I think it’d be fine if it just didn’t recharge in chase, and only while you were in the terror radius outside of chase. As it is, it’s too easy to never run out of tokens against most killers.

    That’s all it needs.

    @egg_ said:

    People really underestimate how strong distortion is. It's so easy to gain tokens back that only killers/powers/addons that can easily eat through them gain advantage (and as of now I can only think of two killers with this advantage: full aura reading huntress thanks also to her short TR, or plague with black incense, maybe there's some more but otherwise when facing killers with full aura build I still have zero problems gaining back my tokens before they all expired).

    I still can't understand why gaining tokens in chase is allowed, or why they don't change it to gen progress % instead of TR.

    I'm saying this as someone who's been steadily using Distortion for a couple of months now. It's really that good

    Yep I agree with everything you just said. And I use it a lot too.

    I actually went against Black Incense Plague the other night with Distortion and while it did use up my tokens quickly I still gained enough back throughout the match that it proved to be very useful especially at one point when she didn’t come back to defend an important gen that was almost done because she didn’t see me and assumed no one was on it.

    @Firellius said:

    Gonna point out the same thing as with the old Stridor vs Iron Will: it's not one perk disabling it, it's four.

    All survivors must have distortion to block aura reading in full. Aura perks still function even if one survivor is immune.

    While this is true, even just one Distortion is incredibly strong compared to zero. Even if your SWF friends aren’t running it, they can use the knowledge the one Distortion user gains to play around the killer’s aura reading more effectively, especially if you are knowledgeable on the addons for any given killer and what they are. For example, a Distortion user can immediately figure out whether a Dredge has the Worry Stone addon or not by locking a locker. You play around what you know is there, and you ignore everything else that you know ISN’T there, too. Even if a killer has zero aura reading, that is still useful information to have.

  • Knowing which breakable walls are still standing and which ones aren't can be extremely useful information, especially if they're near windows because a lot of loops become weaker once the walls are broken down.

    Just because you can't interact with breakable walls as a survivor doesn't mean they aren't important.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345345#Comment_3345345

    I still think that 24m are a big deal. You basically can't stealth away without Distortion since you don't get away soon enough. 16m should be fine IMO.

    I think within 24m of the gen is still a small enough area that it at least gives the survivor an idea their aura is being revealed because they can often see (or hear) the killer kicking the gen within that range. Maybe 20 would be fine, but 16 is too small.

    What I have an issue with is being able to kick a gen, cover a sizable distance, and THEN see a survivor who was too far away from the gen to notice and therefore they don’t have the slightest idea that NTH might be active and that the killer knows their exact position.

    @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345345#Comment_3345345

    Didn't realize it worked like that. That's actually insane given the radius.

    It didn’t for a while because it was bugged. It’s fixed now.

    So basically, if you kick a gen, walk away, and then after walking for 2 seconds you come within 24m of a survivor, then you see them for 3 seconds (but not 5 seconds, because 2 seconds already passed).

  • @FMG15 said:

    They need to nerf the range of Nowhere To Hide aside from that the perk is fine. You still require a gen that you can kick. CoB is the easiest perk to counter so that perk needs no treatment at all. The devs should look at Overcharge though. Why is the skillcheck staying when the gen regressed to 0? Makes no sense to me.

    Imo NTH should just be centered on the gen instead of the killer (like how it was when it was bugged) and then it’s fine.

    But kicking a gen as a high mobility killer and then seeing survivors in a large radius around you while you’re quickly traversing the map is dumb. Every killer aura reading perk in the game is balanced imo except for this one.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345228#Comment_3345228

    Yay, X less seconds to get an useless broken key or an useless green map. So happy xD

    Combine keys and maps into one item and improve their baseline effects without addons so they are more useful :)

  • A lot of maps need updating regardless of 3 gens so I'd rather they just do that and it take a while than add an extra gen to every map. There does not need to be an 8th gen on the map. Maps like ARP and Suffo Pit are just bad maps and should be changed.

  • @jesterkind said:

    To be fair, the whole "second story instant loss" thing doesn't happen anymore, you can just take the drop immediately and it'll only shave the tiniest amount off the overall wiggle bar. You can't take drops towards the end of your path to the hook, that'll break them out much quicker, but if they go down next to a drop you just pick them up and walk over it immediately.

    That being said, it is definitely annoying. The aura hiding is fine, and I also don't really have much of a problem with the drop thing since it's no longer abusable and only rarely gives you value, but the side-to-side sway is hardly fun even if it isn't gamebreaking. Some other third effect would be nice if they can think of one.

    Yeah but on certain maps you have to walk a bit before dropping if the survivor runs to a certain place so you can't necessarily just always drop right away. Overall it's annoying and I think it should just be changed into something else personally.

    I think what they could do is remove the drop effect and increased struggle (or at least reduce it) and instead just have it directly reduce the killer's movement speed while carrying the survivor (like a reverse Agitation, but not as extreme, maybe like 4-5%).

    I also wonder if the hook aura blocking might be more useful if it was inverted. Right now if a killer misses a hook near their position when they first pick up because they can't see the aura, it's often not a big deal because they can still reach a hook that's outside the 16m range. On the other hand, if the killer could only see hook auras within a certain range of them and there isn't one near the pickup spot, it may become harder for them to find a hook they can use. I'm not 100% sure about this part though, that may be too annoying.

  • Here’s a hot take.

    If medkits are nerfed, opening chests should be made faster baseline. No need for Plunderer’s to speed it up.

  • Killer is fun in moderation. If I get too frustrated I just switch to survivor or stop playing.

  • I played against a Spirit last night and in addition to the issue described above, there were also a couple instances where it sounded like she was directly at my position when she wasn’t. It went from this (while still having a directional sound) to then having no sound at all (because she went outside 24m and was chasing one of my teammates), which can’t be right because I should have heard her going further away if she really was next to me and then went away.

    Anyways, Spirit should be disabled until she’s fixed. If Clown was disabled for having Haste, this shouldn’t be any different considering her phase sounds are bugged to the point where you can’t even trust the information it gives you.

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364572/ds-and-off-the-record-is-disabled-at-egc-why-is-basekit-bt-not

    i don't think survivors should have base kit borrowed time.

    yeah i said it. fight me.

    run an anti-hook perk as the entity intended.

    or should we make deadhard and adrenaline basekit also since everyone runs them too?

    “as the entity intended?”

    The devs literally implemented base BT because tunneling was often uncounterable without it if the killer was near the hook. The entire point was to keep BT from basically being a required part of a survivor’s loadout.

    DH and Adrenaline aren’t used to counter otherwise uncounterable situations, they’re used because they’re very strong perks. BT in the past was a strong perk that also band-aided a core issue with the game. It’s still a good perk now, it just isn’t required anymore. And that’s good.

  • I’ve had this happen before and I’m 99% sure it’s because when Thrill of the Hunt gets transferred by Undying it doesn’t lose a token. It has nothing to do with Pentimento.

  • @C3Tooth said:

    I use Noed, Rancor, Remember Me, Terminus. It sad me when other 3 dont bother to make an attempt, leave the hooked one and escape, I dont have a chance to make the perks play.

    Endurance from basekit BT actually give killers more kills. It gives a sense to other survivors think they can make a save, sometimes from 1K lead to 4K. Without it, remaining survivors would just leave.

    That's why you gotta run NWO so they can't just leave.

    @Sillymare said:

    You can also nullify it by using a killer with a teleport or high speed movement ability by hanging out of the 32 meter radius wait for unhook and then rush in. Granted this won't work out well if it's near gate

    Distance from the killer has nothing to do with it, it just activates every time no matter what. Doesn't matter if the killer is nearby or not. It even works if you unhook yourself.

  • They said in the dev update last week that the PTB would be this week, so given that plus the date mentioned in the video trailer, it probably is the 15th.

  • Basekit BT is counterable in endgame by not hooking the survivor right next to an open exit gate. 10 seconds is significant, but it doesn't get you across the map.

    If it were disabled in endgame, then there's no counterplay for a survivor after they get unhooked because they can just be instantly downed again before going anywhere.

    DS and OTR, on the other hand, are disabled in endgame (and should be) because there truly was zero counterplay to this for killers in almost all situations.

    In the worst case scenario where your only option is to hook a survivor near an open exit gate, you still have the option of going for another survivor when they try to unhook and/or grabbing someone mid-unhook. But if you're at that point with 4 survivors alive, chances are you've basically already lost the game anyways regardless of whether you manage to get that kill or not.

  • I wish they would stop including map selection in the player choice events. It's always the same maps every time and it gets boring really fast.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344634#Comment_3344634

    Eh I think it's fine, it helps with three geners. You don't want to chase fine I'll heal and be right back on that gen

    That's because 3-gens are too strong right now but once Eruption gets nerfed in the upcoming patch that should help quite a bit. That is not a good reason to keep CoH as strong as it is when it is not balanced. Saying "X thing is okay even though it's OP because it helps counter Y thing that's OP" is bad game design.

  • Would 100% love to see all 5 of these addons changed. None of them are balanced right now.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344553#Comment_3344553

    But if they're hard to reach, that also means it takes longer to set them up and to take advantage of them.

    Even if it takes longer to reach for survivors, that’s more than worth it if it also makes it take longer to reach for the killer to the point where they can’t afford to repeatedly snuff it because they give up too much pressure doing so.

    I’d say over half the time, if CoH ends up being a net-negative for survivors in terms of healing efficiency because it got snuffed before they got back their time investment from it, it’s because the survivors misplayed, or the killer is snuffing when it’s not worth it for them to do so, at which point it’s good for survivors anyway because that’s just more time on gens.

  • I think it’s boring and I generally won’t do it as survivor if there isn’t a good reason to. Sometimes you have to though.

  • DH already does work against guards. Completely uncounterable if the survivor does it correctly.

  • @DredgeyEdgey said:

    I belive legion can with

    mangled and hindered addon

    deep wound

    exuastion and blindness with fearmonger

    oblivious from plaything

    Incapacitated with eruption

    Exposed from a variety of perks

    Thats 8 effects with 4 perks 2 addons and the power

    Legion doesn't have a Hindered addon.

  • @Moxie said:

    Mmm I'd probably say Clown with his status add-ons (Blindness and Mangled) So that's three with the base kit bottle Hindered.

    Then use Blood Echoes perk (Hemorrhage and Exhausted). Then any exposed perk.

    6 Status I believe?

    You could do these addons, along with Blood Echo (Hemorrhage and Exhausted), Plaything (Cursed and Oblivious), Eruption (Incapacitated) and Starstruck (Exposed).

    You could go further and have the survivor bring a perk that inflicts Broken. Now you’ve applied every negative status effect except for Madness, and there’s no way for Madness and Hindered to co-exist because Doctor doesn’t have a Hindered addon so you can’t get all of them.

  • Freddy is pretty much a joke at this point.

  • Only the Knight himself can start a chase.

  • So think of it this way:

    If you’re in the main hall facing away from the front exit gate that always spawns (so the upstairs library is to the left), whichever side has all of its rooms open (east or west) is the side of the map you’re on.

    If all the rooms on the upstairs library side are open and you can go further into that side of the map than where the library is, you’re playing on West.

    If the upstairs outside area is open on the right side, you’re playing on East. (The east side outside area downstairs is open on both variants.)

  • Nurse is weaker now without range and recharge. Mistakes are more punishing without recharge, which is good. And like you said, it shows who was actually good at her and who was relying on busted addons.

    I’m still doing fine, personally. I never used the old range addons at all and I never brought more than one recharge. And I never used Starstruck on her. So not much actually changed for me other than the addition of her obnoxiously loud music which I’m hoping they’ll turn down a bit.

  • My opinion is that boons need to have better counterplay from the killer side, but then the boons other than CoH need to be made a bit stronger to compensate.

    I think their current lack of counterplay in some situations (eg. inconvenient totem locations for killer that aren’t worth taking the time to snuff) hold the mechanic back a lot because it limits the strength of the perks. A survivor going out of their way to heal in a boon usually doesn’t matter as much as a killer going over to snuff it while survivors advance their objective. CoH is the only boon that sees regular use and it’s too strong. The others are situational at best.

    Nerfing CoH to be at the power level of the other boons without changing anything about the baseline boon totem mechanics likely means completing nuking the perk and boons as a mechanic would then die because none of them would be that good anymore.

    @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344042#Comment_3344042

    This is probably one of your few takes that I totally disagree with

    COH is "not a problem" many times because it's just the random mikaela that boons 8 times the same totem in an area the killer already wants to pressure, wasting a whole gen in progress. COH shows it's true strength when survivors apply a minimum of reason when placing it. A well placed COH, in an area where gens are done, and where generally the killer would have to waste a lot of time to reach just to snuff it, is insanely strong, because any possible pressure they can get is nullified by the survivor running over there. The killer ends up in a lose/lose situation: commit to the survivor in an area where it makes it difficult to reach back the generators being worked on in time, or drop the chase, giving the survivor the chance to reset their pressure.

    It's just like (old?) DH, bad players making bad use of it don't affect the potential strength of the perk

    And this without even taking into consideration some totem placements (main building top floors) that are extremely excruciating to reach for killers, but for 1 survivor out of 4 is just a mild deviation from the main route

    I agree with this and I sort of wonder if some of this has kept CoH as strong as it is for this long. If used poorly, CoH (or any other boon) can quickly lose you the game and so when used poorly, it looks more balanced than it really is.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343889#Comment_3343889

    i can't with math so ima take ur word for it but "not realizing killer has X perk" shouldn't be a point used for balancing reasons ,and to be fair unless you're the obsession you shouldn't be giving up stacks like that imo

    I just want it nerfed for camping more than anything else honestly.

    One thing I do like about STBFL is that it helps weaker killers keep up a bit more (especially killers like Pig) and it doesn't make Nurse or Blight more oppressive because it's not good on them.

  • Darkness Revealed is fine, this nerf isn't necessary at all.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343872#Comment_3343872

    Idk ,the only time this perk is just obnoxious to deal with is when killer is fully stacked and camping a person,,you can't even trade without unhook increasing effects

    Imo it's also obnoxious when carrying a survivor. If survivors don't realize the killer has STBFL and try to block a hook/sabotage only to get downed by STBFL that's often very hard to come back from and I don't feel like this should be the perk's strength, nor should its strength be in camping. It should be a good chase perk, but that's all.

    Fwiw, if the cooldown reduction was lowered to 4% per token (instead of 5%) the cooldowns would still be shorter than they were prior to 6.1.0 all the way up to 7 tokens (and only slightly worse at 8).

    image_2023-02-12_214808356.png


  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343867#Comment_3343867

    All Survivors can now see the Killer is going to be undetectable, not just the one on the triggering gen.

    Which is information that SWF already had anyway so I don’t see that as an issue.

    I never see Tinkerer anymore since its nerf anyway and I already stopped using it myself well before it was nerfed because of how obnoxious it used to be.

  • This wasn't something you couldn't already do before though, you could still estimate 70% on the normal repair progression bar.

  • So you're telling me they not only completely ruined Furin and made it useless when it didn't need to be changed, but they accidentally made her basekit too strong again?

    Guess I shouldn't be surprised.

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