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solarjin1

solarjin1

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solarjin1
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  • @not_Queef said:

    I'd rather 1% haste per stack.

    i don't think we need any more haste perks.

  • kinda big and the t walls on this map gotta be the longest ever (only out done by the game map t walls)

  • @egg_ said:

    If I win (3/4 out or 4k depending on the side I was on), it was balanced

    Otherwise game's clearly broken

    hahaha

  • it can be very strong when u force a trade and tunnel the slow survivor off hook. other than that it trash

  • been a little slow for me as well but this occasionally happens. Will pick right back up surely

  • These ones i don't like going against myself

    Background player- You can't pressure someone who sitting 18 meters out of range waiting for u to pick up. Blight serum level speed all over the damn place

    noed- no need to explain this perk! it always feel like bs when u hit by it. Especially when the killer have been performing extremely bad throughout the match.

  • @Disco said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602386#Comment_3602386

    I've been playing Legion.... gets boring when people stop you from using your power by body blocking though

    super annoying when that happens

  • @Disco said:

    Doesn't seem fair

    The new blood always keep it entertaining around here man. You could play legion for a little while if u really don't wanna deal with the endurance.

  • @lav3 said:

    Blighed Rat - afflict Blindness

    Blighted Crow - afflict Mangled

    Adrenaline Vial - afflict Hemorrhage

    Alchemist Ring - recharge 2 tokens with a M2 attack

    Compound 33 - remove Hindered, token recharge takes 50% longer, pallet/wall break takes 2 seconds

    Iridescent Blight Tag - movement speed 4.4m/s penalty

    the gutted process is grueling and rigorous. It's honest work! somebody gotta to do it

  • @luvcraft said:

    I just watched a bot crouch-walk in circles in a corner of the map while I went from full hook meter to dead.

    amazing.

    it must be on one them Ayrum solo q excape streaks.

  • @CountOfTheFog said:

    I audibly groan when spawning into this Map every time. As killer, I can usually get a 3 or 4K but the match goes on for far too long.

    As Survivor, I can never find the generators. It's so annoying and I will never get used to it if I haven't by now.

    Does the community view this as a Survivor-sided map? I find it to be slightly worse than Midwich.

    Everybody gangsta into they run into pallet freddy on the meat plant

  • @NomiNomad said:

    Buff: Decicive Strike has been changed to Orbital Strike. Press the Active Ability button to instantly disintergrate the Killer.

    A pretty substantial buff right there

  • chucky voice- good times are coming

  • i remember the fit people threw when they thought windows got shadow nerf.

  • lol of course survivors running at blight speed isn't balance. U can sit 18 meters out of range where most killer can't even threaten you and still make it to the pallet in time. The flashlight more reasonable to deal with but the pallet drop is kinda impossible to stop.

  • @ShowNoMercy said:

    It's obvious by now that we survivors ask for way too much from bhvr. We begged for basekits and mechanics that will make killers weaker. M1 killers soon have to be deal with not only 3 gen changes but also save the best for last, sloppy butcher and more. We beg for reworks that also made Trickster worse and onryo worse than ever before. We're deeply sorry for this.

    We're always blaming killers for picking nurse, blight, wesker but never question ourselves why. It's because of our actions that ultimately lead to this situation. Now we're complaining that we see too much of these killers but instead of promoting a healthy balance we keep nagging the developers for nerfs to M1 killers and perks that actually helps M1 killers to flourish during the game and now the 3 gen meta will also kill off more lower tier killers such as Trapper, etc.

    20231130_225601.png


  • @ShinobuSK said:

    I thought 3gen was fixed by drone rework and Deja vu buff? How is it still a problem now

    it not really a problem at all now! but in the future it could become an issue i guess? they not taking any chances.

  • @Lost_Boy said:

    Not a Trickster main, but I enjoyed playing him from time to time. He feels much worse now imo. Not really sure why they even removed recoil it was barely noticeable. I've only played one game with him, but he just didn't seem to flow the same way as before. I kinda liked main event from before you could change the outcome of a game with it. The new one feels a bit underwhelming.

    He 100% worse. Probably won't play him anymore but i appreciate Behavior attempting to buff hin at least. His time to down is horrendous now. Any good survivor who know how trickster remotely work will never go down to his blades. The laceration decay to quick now which put more pressure on u to go for bad shots. His throw rate plus needing 8 blades to injure have almost guaranteed a long chase every time vs anybody good.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595429#Comment_3595429

    I don't think DS should come back and all and should be entirely reworked anyway. Along with OTR and BT and the basekit BT. You shouldn't bandaid a design problem with perks. All that does is make the perks "meta" and "required" to play the game. The game should be balanced in a way where you don't need any perks, and then the perks themselves are interesting additions to the game, not things that are required to bandaid a design problem.

    Better to fix tunneling in a way that doesn't require a perk at all, then to force everyone into using the same perk every game, on top of forcing them to buy a DLC for it.

    They would have to balance gen rushing & tunneling simultaneously which is tall order. otherwise the kill rates will quickly fall apart at certain tiers. I think bringing DS back is cool for now because they clearly not working on way to balance objective rushing. maybe in 2025

  • I'm fully ready for DS 50% pick rate. assuming just about everyone gonna be running it. hopefully no more tunneling crying afterwards

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595087#Comment_3595087

    They mentioned addressing "frustration on both sides" for DS and ultimate weapon.

    My guess is they will rework DS entirely because DS is too hard to balance. Either it is useless or too OP and punishes you for things. I'd guess something like: Buffed back to 5 seconds, but deactivates if the killer downs someone else, thus obviously not tunneling you or something like that. That or some kind of total rework.

    i wouldn't want that down deactivate con. Somebody could be body blocking a tunnel survivor and go down. Now the tunnel survivor don't have DS because his teammate didn't magically know not to body block.

  • @[Deleted User] said:

    I'm all for a surrender button. A big red one please.

    download (3).jpeg

    The killer TUNNELING!!!

  • pretty good perk. mainly use it on drift billy but i guess any high Mobility killer will be able to make use out of it

  • @ShowNoMercy said:

    idk how you killer mains do it you handle the stress and that is impressive. im going back to play survivor more chil and fun.

    (slight chuckle) enjoy them chill fun solo q games...

  • @moulesfrites said:

    Before you jump the gun, yes, there must be proper adjustments and fine-tuning made to other terror radius perks. It'd be hell if you face Distressing + Coulrophobia.

    Would you be against it?

    I mean would that work with ultimate Weapon or no? starstruck would no doubt be a problem. The devs would have to change a few different perks...ehh just seem like a waste of time honestly.

  • i would let them go for a few different reasons.

    any survivor who meme at all, baby survivors who clearly just got the game, or a god tier looper who i feel deserve to excape.

  • @Mediva said:

    We had an artist. Tunneled first person out (hardtunneled and camped them) i was the second one found. Told my teammates to just do gens and i would unhook myself. To my surprise, killer was ten steps behind the hookthe whole time. I was in terror radius the whole time. All the artist did was send birds to all the gens and walking behind me basically camping. Both remaining teammates opposite of the map.

    To my surprise, i was only able to unhook myself at second stage with just a tiny stripe left on struggle fase. Literally last second i got it, while literally being camped for the whole duraion with no teammate ever coming near me.

    If this is what the anticamp is, then its literally just useless. In this situation, i should have been able to free myself within first hook fase, and be able to buy more time for my teammates to do the gens against a killer that refused to chase and just opted to stay with hook and camping it for the tunnel. In its current state, it is just a joke.

    i mean it stop people from hardcore face camping but that the only time you will ever get to hop off the hook. U need reassurance if u want even a tiny chance of someone hoping off in any other scenarios.

  • @GoofyGooberRock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591433#Comment_3591433

    It's starting to happen so much that I'm running ds, off the record, adrenaline and reassurance for any team members of mine being tunneled and the rest for me in case I get tunneled

    i really don't understand why ftp/buckle up not in every survivor build tho. It make tunneling extremely difficult even against average survivors. literally the only anti tunneling tool that not complete trash. I feel DS is pointless unless u resetting your exhaustion to SB away or something .

  • gotta imagine they will be changing everything about him in one patch. addons, hug tech, maybe basekit, etc

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397523/resilience-deja-vu-prove-thyself-vs-dying-light

    Lethal Pursuer: Do nothing and BHVR will show you to the killer main objective (survivors) for free at the most important time with 2s aura extend bonus.

    Enduring: Play bad, get stunned by a pallet and receive this amazing 50% stun duration reduction bonus!

    Deadlock: Go AFK and make a sandwich, and slow the game down by a minimum of 30 seconds but often more, even against cheaters!

    We can do this all day, perks are meant to help you and give you benefits. There's no need to "us vs them" and strawman these perks like they're all incredible crutches that the "other side" doesn't deserve.

    "Go AFK and make a sandwich" hahaha material like this is why I stay on the forums

  • @Raccoon said:

    It is crazy how some killers try to win the game as efficiently and quickly as possible!

    We need to slow down their objective somehow!

    maybe side objectives like cleaning and polishing totems.🤐🤐🤐

  • @ChrissyG88 said:

    I'm a killer main who will occasionally play as survivor, but the thing that puts me off playing as survivor is when a killer tunnels me, because I'm simply not good enough in chase. There have been too many occasions where I've been killed off the game quicker than the amount of time it's taken to actually find a game in the first place.

    I'm not against people who do tunnel, and admittedly I do tunnel when I'm killer, mainly because it's just the most meta tactic. If a survivor is killed with 3 or more gens remaining, even if the other 3 survivors have no hook stages, it is extremely rare for the survivors to win.

    So here's my suggestion for disincentivizing tunnelling:

    Part 1 (disincentivize tunneling): If a survivor has been killed out of the game whilst the other 3 survivors have a combined total of 2 hook stages or less, then the three remaining survivors get a 10% bonus to repairing, healing, cleansing, sabotaging, unhooking and exit gate opening, plus a 3% haste boost.

    Part 2 (Incentivize anti-tunneling): If all 4 survivors have had at least 1 hook stage before any have been killed, then as soon as the 4th survivor is hooked for the 1st time, all the survivors have a 5% penalty to repairing, healing, cleansing, sabotaging, unhooking and exit gate opening, plus a 2% haste penalty.

    The numbers themselves are simply a guide, but if a rework of the game along these lines are implemented, then I think it could lead to a much more enjoyable game for both killers and survivors. It would obviously be a huge rework to the game, but I'd personally love it if these changes came into play.

    I'm sure people will find gaping flaws in my suggestion, and I'd be happy to hear them.

    i forgot to say but after hooking 3 different survivors the last one aura should be reveal. Otherwise people will start hiding the last survivor as a tactic.

    @Xernoton said:

    I'm not against this suggestion but I'd rather they don't play around with Haste. Movement speed is finicky that way. There is a reason that some killers are 5% slower than others and MfT is considered overpowered.

    They could turn up the other numbers, or maybe even add something to help the killer find whoever they haven't hooked or hooked twice yet to incentivise going for more hooks and a higher bonus to healing and repairing could also be used to compensate for tunneling.

    100%

  • @ChrissyG88 said:

    I'm a killer main who will occasionally play as survivor, but the thing that puts me off playing as survivor is when a killer tunnels me, because I'm simply not good enough in chase. There have been too many occasions where I've been killed off the game quicker than the amount of time it's taken to actually find a game in the first place.

    I'm not against people who do tunnel, and admittedly I do tunnel when I'm killer, mainly because it's just the most meta tactic. If a survivor is killed with 3 or more gens remaining, even if the other 3 survivors have no hook stages, it is extremely rare for the survivors to win.

    So here's my suggestion for disincentivizing tunnelling:

    Part 1 (disincentivize tunneling): If a survivor has been killed out of the game whilst the other 3 survivors have a combined total of 2 hook stages or less, then the three remaining survivors get a 10% bonus to repairing, healing, cleansing, sabotaging, unhooking and exit gate opening, plus a 3% haste boost.

    Part 2 (Incentivize anti-tunneling): If all 4 survivors have had at least 1 hook stage before any have been killed, then as soon as the 4th survivor is hooked for the 1st time, all the survivors have a 5% penalty to repairing, healing, cleansing, sabotaging, unhooking and exit gate opening, plus a 2% haste penalty.

    The numbers themselves are simply a guide, but if a rework of the game along these lines are implemented, then I think it could lead to a much more enjoyable game for both killers and survivors. It would obviously be a huge rework to the game, but I'd personally love it if these changes came into play.

    I'm sure people will find gaping flaws in my suggestion, and I'd be happy to hear them.

    cool idea honestly. The penalty need to be 10% minimum to make any difference tho. The haste changes on both ends are unnecessary. This would definitely make some killers "play fair". Most these anti tunnel system suggestions go into convoluted route of making unhook survivors invincible but this one you propose make perfect sense.

  • @BigKuhfahl said:

    I simply want to talk about the whole 3 Gen Tactic where the Killer protects three generations and does nothing else since I find it terribly dull and demonstrates little to no skill in the match. Personally, I see these kinds of matches back-to-back most of the time these days. I'm simply curious what the community feels about this type of playstyle in the game. I don't play like this when I play Killer, but I don't expect anyone to play like this in a video game; however, I will say I find it weak and uninteresting.

    How frequently do you participate in these kinds of matches?

    How frequently do you DC or die on the first hook?

    Do you believe there should be something in place to accommodate this type of play?

    Overall, how do you feel when you play in these matches?

    i think the tactic fine but it can draw out matches way to long. It feel unfair on RPD and Dead Dawg saloon especially. Maps like Suffocating pit & Azarov u need to 3 gen because it impossible to portal both sides of the map. They could stop making small&big maps but they don't seem to wanna go that way.

    The 3 gen solution in the works so just sit tight i guess.

  • Some survivors just have fun scrambling Killers eyeballs. Most of the time it better to run but if u wanna try to disappear the flashlight the move. Much like survivors there are plenty of average players and they will not be able to keep track of u blind consistently.

    also points

  • life time

    probably 55% killer, 5 swf, 40% solo q



    Currently i play only killer tho. You must be mentally prepare to lose most games when going into solo q and i not dealing with that rn.

  • @TeleportingTurkey said:

    last time I checked, FTP+BU combo doesn't discriminate between tunnelling killers and any killers that down a survivor

    You're just a turkey that occasionally teleport.. so how would u know?

  • seeing survivors run like blight for a few seconds always make me laugh

  • @please_explain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582701#Comment_3582701

    People are abusing this combo even if the killer is not tunneling.

    yeah, it need a change in some way but it also need to retain it strong anti tunnel capability. Someone made a post a while back saying the endurance should only effect the person being pick up. I think thats a reasonable nerf.

  • The combo definitely busted but it the only perk that do something vs tunneling. kinda want it to stay

  • survivors making a faint noise when slow vaulting....What the point of slow vaulting a window if the killer can still hear you with head set?

  • nah it would make mind gaming way to easy.

  • @CircusClowns said:

    Survivors do enjoy abusing a overpowered perk for their personal amusement and you wonder why BP incentive is 100% on killer. They really make me turn my stomach. Don't complain if your queue times are long.

    I'm not seeing mft at all. Most survivors i ran into been running SB. i can only assume they are prepping for the nerf.

  • dress & paint brush

    oppression, lullaby, overcharge & merciless storm

  • @Interocitor said:

    Mandy mentioned in another thread that Chucky's model has a smaller capsule size compared to other killers and is similar to survivors, so he can hug walls closer than any other killer and use survivor check points.

    that sound dope actually

  • Agitation and corrupt is mandatory in my opinion. The rest is whatever

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