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sonata93

sonata93

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sonata93
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  • I think the creative team are spot on with their original chapters (except Tools of Torment lol). They nail the aesthetics and consistently write genuinely original and creepy lore.

    I’d also say the fun moments in the game when you realise some players are just here to have a good time too! When other survivors nod at you, killers who shake their heads when they do something goofy, etc. it’s nice when you play with other people who don’t take themselves or the game that seriously and don’t treat it like we’re all competitive e-gamers!!

  • I agree, it’s all come full circle as the original metas which they tried to get rid of back in the big perk overhaul update have just come back around with slightly different varieties. You still consistently see the same 2/3 offending perks in lobbies.

    I think the issue lies with the overall validity of the wider perk selections. I mean, as a survivor, you have obvious meta perks that you consistently get value from (exhaustion perks, OTR, Distortion, Adrenaline, etc); good but situational perks (FtP, Deliverance, etc); fun/gimmick perks like Head On, Blast Mine, Chemical Trap, Boil Over etc; and finally, outright useless perks (This Is Not Happening, Slippery Meat, etc). There’s just no incentive to run other perks when strong and reliable ones exist.

    We need another perk overhaul, big time.

  • I say this as a survivor main: survivors had it good for a long, long time. Killers deserve a much needed buff because for the longest time, survivors had the upper hand. I agree to an extent that the current roadmap feels more killer favoured, but to be fair, last year they put a lot of energy into survivors (the activity hub, base kit endurance, etc). Plus, there are some positive things to look forward to as survivor (mangled nerf, upcoming changes to DS).

    This game will never, ever be considered balanced as there’s always a contingency of people who will shout the loudest about changes. Look at DH: it was heavily nerfed back in that big perk overhaul, only to be nerfed again to only activating after hooks, yet some people still complain it’s unbalanced and unfair despite it being in its healthiest and fairest state yet. It’s like each “side” want their own metas protected, whilst the oppositions gets nerfed into the ground.,

  • I personally dislike going against Legion as you spend so much time mending which just feels very non interactive and repetitive.

    However, I would never DC just because I don’t like a specific killer. You play whoever you want, whenever you want - it’s just the nature of online gaming that, unfortunately, you get salty players who don’t like it when things don’t go there way so have to ruin the game for others.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621754#Comment_3621754

    Killer doesn't read your perks

    killer has never heard of wake up in their life

    Not a too far fetched scenario.

    I've been called a hacker for running iri tag in the past, it's just rare.

    Yeah but my point was that even when the killer could see my perks and I explained what Wake Up! does, they still accused me of hacking. It’s not my fault they’re a sore loser 😂

  • I once got accused of hacking when trying to get the Adept Quentin achievement. I was the last survivor and the killer closed hatch before I could get to it, I stealthily got to an exit gate and Wake Up! Meant I opened gates much quicker. Killer said it wasn’t possible to open that quickly even with that perk. Absolute absurdity.

  • @Stroggz said:

    There should be no hatch. You are the last? Auto sacrifice. Your team lost. It is what it is.

    But why though? The hatch is balanced as it’s completely RNG dependant, which essentially means the killer has just as much chance of finding it first as the survivor does.

    Even if the EDG existed without the hatch, “auto sacrifice” (as you put it), shouldn’t exist. I say this because from time to time I’ve been the last survivor with all gens done and actually managed to open the gates and escape. Your suggestion is unfair as it suggest the killer should just get an easy 4k, when a number of games end with the final survivor being able to escape. In fact, if you’re the last survivor and manage to open the gates, I think there should be an extra reward for this as it’s not easy (the killer will often just patrol the two gates until they see one of them being open).

    Your solution is basically “the games over for me so it should be over for you, too”. Being the last standing survivor is an achievement in itself, and therefore they should be given at least a chance to escape. Plus, you’d have more survivors “just give up” if there are only two left and multiple gens left to complete. Where’s the incentive to continue playing? Knowing full well if your team mate gets sacrificed, you will get auto-sacrificed, too. Might as well go AFK as I’m going to die anyway… you see the problem?

  • I think “tunelling” has become somewhat of a distorted term in recent times. The thing is, say you’re a survivor who was last unhooked, sometimes the killer just comes across you first even if they’ve not camped or gone straight back to the hook. Sure, it’s nice when a killer leaves you as they acknowledge you were the last one to be hooked, but equally, ignoring a vulnerable survivor puts the killer at a huge disadvantage. Why start chase with a healthy survivor when there’s an injured survivor in close proximity? From a competitive perspective, it makes no sense.


    I don’t play killer often but the other day I got accused of tunelling when a Feng came to take an OTR endurance hit for her friend; naturally I switched target to her as she was injured and her teammate wasn’t. As a result, I got a heap of abuse in the EGC. If, as a survivor, you decide to play aggressively and bait the killer - don’t be surprised when the killer returns the same energy. Simple.

    For me, tunelling is when a killer targets one survivor for an extended period of time (chases them straight off hook, ignores other survivors, etc) and generally makes it their sole ambition to get that specific survivor out of the game. As with my above comments, I don’t condone tunelling (especially boring, sweaty killers who want an easy 3v1 at 3 or 4 gens). Equally though, people cry “tunelling” a lot of the time when it actually isn’t.

  • @BigHeadAss said:

    Most boring:

    1. Pig
    2. Legion
    3. Pinhead

    Most annoying? That's a hard one since it really comes down to who's playing the killer, but I personally hate to see:

    1. Hag
    2. Knight
    3. Clown

    Funny, I actually forgot about Pinhead! Haha! I hate versing him, too, but he’s such a rarity these days that he’s a non-issue for me.

    1. Dull Merchant: does this one even need explanation? Boring, un-fun, and just an outright abomination. Horrible killer.
    2. Clown: 99% of them I go against are super sweaty and the pink bottles give me a migraine/motion sickness.
    3. Wesker: I can appreciate his design and say that he’s (on paper) a good killer, but I go against so many Weskers that he’s just become boring and a lot of them use the same builds/playstyles.

    Shoutout to hook-trapping Hags, camping Bubba’s, and iri-head Huntresses.

  • As already said, BT is more altruistic; where OTR very much encourages players to run far from the hook and self-heal, BT is run for more team-spirited players (has great synergy with We’ll Make It).

    I also love how BT catches killers out who wait out base-kit endurance. The extra length-endurance and speed boost can make for some great escape plays: another thing which OTR doesn’t do as it deactivates at the end of the match once the gates are powered.

    its certainly not meta like it used to be, but it’s certainly not a useless perk imo.

  • @Nun_So_Vile said:

    Dark Devotion - Unique and niche obsession-stealth perk that can bring the funnies

    Thrilling Tremors - I just think it's neat

    I second Thrilling Tremors for killer; such a solid information perk. Is it meta? Certainly not, but it’s consistently reliable.

    For survivor, I’m going to go with Parental Guidance. It’s a very situational perk, but on indoor maps like Lery’s and Hawkins it’s so good to loose line of sight of the killer and waste their time (paired with Smash Hit, of course).

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609724#Comment_3609724

    Healing has been nerfed to the ground and yet self healing is still too strong

    Medkits need to be nerfed more

    How is self-healing still strong? One med-kit has just enough charges for one heal - not withstanding how multiple killer perks can completely negate this anyway (Franklins, Sloppy Butcher, etc). I only talk about med kits as you can no longer self-heal with CoH and Self-Care is one of the worst survivor perks.

    Med-kits are only strong when healing others, which they should be as it rewards altruistic play.

  • Clown is by far my least favorite killer in the game. I find the effects from the pink bottle give me a headache, and I just dislike everything about him: his sound effects (that awful cough), his grating chase-music, and just his overall aesthetic. Plus, I find 90% of clowns I verse are super sweaty and I have really unfun games against them.

    2nd place goes to Wesker, and 3rd goes to the Dull Merchant.

  • Is this post satire? “Why no nerfs for survivors”? *MfT has entered the chat.

    Healing has been nerfed into the ground and it now takes forever. Why waste time healing when you could be completing gens? Especially in this current gen-kick/regression meta.

    I don’t understand killers sometimes. Back when healing was strong with COH, better med kits, etc, they said “healing is far too OP; survivors can heal in a matter of seconds”. Now it’s “survivors aren’t healing enough, how dare they focus on their objective instead of wasting time with nerfed healing”. Do you see the double standard here?

    Final point, exhaustion is one of the fairest mechanics in the game. It has a lengthy cooldown and there are many perks/killer-specific add-ons which directly counter it. Reminder that killer always has the advantage, so I fail to see how a short-lived speed boost to help in chase is problematic. Do some killers just want super-easy, short-lived chases? Boring.

  • That’s a completely false comparison, though.

    you’re not considering the asymmetrical nature of the game: if survivors so call “tunnel” gens, the outcome is a game ending quicker due to survivor efficiency (notwithstanding the multitude of killer meta perks which directly counter this play style).

    If a killer tunnels a survivor out of the game, it gives the killer the sole power of denying that specific survivor any meaningful or fun gameplay. Remember, killers hold the power, so survivors “tunnelling gens” is something that they’re able to intervene in. Conversely, if a killer decides their mission is to end the game for one specific survivor, there’s very little the survivor can do to change the outcome.

    For the record (and before anyone corrects me), I know the definition of tunelling has become somewhat distorted. In my discussion, I’m referring to a killer targeting one specific survivor, repeatedly downing/hooking them, whilst ignoring all the other three.


    Edit: I forgot to say also, the current killer meta is literally kicking/regressing gens. You can’t argue that most killers aren’t brining perks like Jolt, Pop, Pain Res, etc in droves, so survivors are adapting their play style to counter it. Let’s say you’re a survivor and a gen is on 80% and someone’s about ti go down: why would you waste time cleansing full totems, healing, or opening chests knowing that within the next 30 seconds that gen is going to get desecrated by regression perks? As long as the gen-kick meta is popular, survivors will continue to prioritise gens. That’s just a fact.

  • I think it’s because of the complete meta shift and how most of the original survivor “go-to” perks have been gutted.

    Look at it like this: back when the meta was DS, DH, BT, and either UB/Adrenaline, even weaker survivors had crutch perks to waste the killers time. What I mean by this is that survivors with little-to-no chase skills were able to still play aggressively with these perks, and even though they couldn’t loop, were still able to waste time. Remember when survivors used to flashlight click/fast vault to get your attention? Sure, it still happens but nowhere near as much as it did.

    This is simply because you can’t be carried by perks alone now; skill and map/tile knowledge is a must if you want to be decent at chases/wasting killer time. Since the meta was gutted, a weak survivor is now far, far more vulnerable than they were back in those days.

    Stealth is certainly becoming more popular as it’s both easier to waste the killers time without the pressure of chase, and equally, tunnelling is by far the new killer meta so survivors are trying to avoid being the chosen one. I think this isn’t helped by the fact that the two, so-called “anti-tunnelling” perks aren’t too great. DS is useless, and whilst OTR is good on paper, a lot of killers just eat the endurance hit early on so its secondary effects are pretty useless if you’re engaged in chase anyway.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600661#Comment_3600661

    I wouldn't even go for that, to be honest. STBFL to knock the unhooker, then slap them on the hook they just pulled the tunnel victim off of. It kinda makes carping counter the anti-tunnel.

    I see where you’re coming from, but is that not that the whole premise of “anti-tunnel”? Is it not better for the unhooker to be chased instead of the person who’s just been unhooked? Camping is a separate issue in itself, but at least in the example you said, doing that multiple survivors are targeted/hooked instead of just one.

    Isn’t all this just hyperbole, anyway? At the end of the day, no amount of perks/base kit mechanics can stop tunnelling/camping. Deter and punish killers who do? Yes, but if a killer is that hell bent on getting someone out the game, they will do so by any means necessary.

  • The difference between basekit BT and the concept of basekit Corrupt is simply down to variables. Basekit BT works the same every time, and only really punishes killers who are hitting survivors straight off hook. Its easy to go a full match and not even need it.

    Basekit Corrupt would essentially be a bandaid fix to a much bigger issue: gen spawns/layout. Sure, basekit Corrupt on Mothers Dwelling or Badham sounds great, but what about small maps like Dead Dawg or Midwhich? Loading into one of those maps as survivor with basekit Corrupt, and as someone else pointed out, an empty killer perk slot for yet more gen slow-down would simply be GG for that survivor… easy win for killer (especially 3 gen killers and those with high mobility).

  • It’s hard because there’s no definitive right/wrong solution. What I’m saying is, it’s not and black & white issue in terms of the game rules/mechanics.

    For example, if a survivor is targeted at 5 gens and the killer makes it their sole ambition to get rid of them (ignoring all other players, camping and chasing them straight off the hook, etc), I think we can all agree this is tunnelling? Let’s then say a system is implemented to deter this play style, that’s great on paper, but the game isn’t able to differentiate between genuine tunnelling or players simply strategising with this said “anti-tunelling” mechanic.

    What I mean by this is, look at old BT/DS (pre-basekit BT & DS nerf). The very essence of these perks were to punish tunnelling killers and deter that play style, however, survivors soon found ways to weaponize these perks even when they weren’t being tunnelled (body blocking, forcing DS, etc.). So whilst the intention of these perks were good, they in themselves “solved” one problem but then created more. However, that’s not to say these perks shouldn’t of existed because there were two sides of the same coin: some survivors abused them to gain a competitive advantage, whilst others simply got value out of them because they were genuinely being tunnelled. It’s a very circular discussion with a lot of nuance involved.

  • @humanbeing1704 said:

    Hey you used to get an easy 10000 objective points with prove thyself but illogical nerfs ruined that

    Agreed. The whole “we don’t want BP incentives to determine perk choices” was such a bad justification for gutting Prove Thyself/WGLF. I miss getting bonuses from these perks when, as per this discussion, survivor BP rewards are already thin on the ground.

  • Tbf, most of those perks are fair-game.

    Deliverance requires you to complete an unhook and not be the first to be hooked in order to get any value. It’s a very conditional perk.

    Unbreakable is again a very fair perk as it’s fundamentally an anti-slug perk. If you don’t like UB, don’t slug.

    DS is fundamentally useless now, hence why most killers are happy to just eat the 3-second stun. At best you get a little more of a chase, at worse you get caught in a dead zone and get downed again seconds later anyway.

    DH I agree is still controversial. I personally don’t use it as I’ve never been able to get the timing and 9/10 times it screws me over (I play console lol). However, I would say it’s at its healthiest state; it can only be used twice per match and there are plenty of perks/addons which counter exhaustion.

  • I think the best course of action would be to revert it back to the 5-second stun duration active for 80 seconds. However, the condition is that you must be the most recently hooked survivor, therefore if someone else is hooked and your timer is still active, it automatically deactivates. That way, only killers who are actually tunnelling are punished, and it can’t be weaponised and used to waste fair-play killers’ time. Of course, the usual conspicuous action and end game deactivation rules would apply, too.

  • MfT was problematic and deserved a huge nerf; that is something I can 100% get behind.

    However, some killers complaining about exhaustion perks is just silly at this point. Do they just want easy, guaranteed win chases at this point? Honestly, all of the most problematic survivor perks have received huge nerfs (DH, MfT, DS, and CoH). It’s like some players aren’t happy once their most hated perks are nerfed and simply say “next” and complain about something else.

    Exhaustion is arguably one of the fairest mechanics in the game. Not only does it have a hefty cool down, but many perks and killer add-ons are direct counters to the likes of SB and Lithe.

  • Meg, for sure. She’s great for newbies who aren’t too confident with being chased, and Adrenaline/SB still being meta all these later is a testament to their power.

    I’d probably then say Dwight as a close second. Whilst he has no chase-related perks, his basekit encourages good teamwork/co-ordination.

    A couple years ago I would’ve included Claudette in this discussion as Empathy/Botany Knowledge are great perks for helping your teammates. However, since Self-Care got a huge nerf I wouldn’t reccomend her to newbies. Self-care encourages baby survivors to run to the furthest corner of the map to spend ages healing themselves. Since self-heals got a nerf and anti-healing builds became more popular (Sloppy, Coulrophobia, etc.) it’s so damaging to a team for someone to be self-caring when it can take literal minutes with certain killer perks.

  • I agree that prestige should be hidden as it encourages killers to pick & choose their lobbies, which results in longer queue times and skewed MMR.

    However, I’ve sometimes been pleasantly surprised by p100 survivors. Some of them aren’t even that good… and remember, the higher prestige and more ostentatious the skin doesn’t mean higher skill.

    Its the low prestige, default skin Dwight’s and Leon’s with flashlights you need to be wary of. I know this is pure hyperbole, but I’ve been in games with high prestige survivors and like I said, some aren’t even that great at looping.

  • The thing is, character Prestige is purely a superficial aspect of the game. Once you’ve reached Prestige III and have that characters unique tier III perks unlocked for everyone, the only real incentive to progress the blood web is to gain items, add-ons, and offerings. It’s not like prestiging that high unlocks any cool content or anything.

    Here’s my thoughts: I agree that prestige should be hidden in the pre-game lobby. As others have said, seeing a P100 survivor in a lobby encourages a killer to lobby-dodge, which in return, increases queue times. I must admit, I’ve played against p100 survivors who aren’t that great, and then gone against p1 default survivors who are looping gods and constantly get flashlight saves. Of course, prestige isn’t indicative of skill, but it’s fair to assume that people with that many hours will have a good game sense, map knowledge, and killer-specific counters.

    i understand that it’s fustrating for players who’ve gone through the “grind” (we can all agree this game is still way too much of a grind) to get to P100, only to have their one benefit of being able to show it off taken away. However, I believe BHVR need to incentivise the prestige system A LOT more. Why have it purely for the benefit of having a badge to tell others you’ve grinded HARD to get to p100? Which in itself is not much if a reward. I think there should be unique skins for milestone prestige numbers (25, 50, 75, and 100). This would encourage people to actually want to prestige, whilst avoiding the preconceptions people have about p100 players in the lobby.

  • @CircusClowns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581679#Comment_3581679

    It's a shame you didn't bother to read my comments before replying to my topic. Also, nice hypocritical comment.

    Somebody shouldn’t have to read every comment in a discussion in order to make sense of it, though? You made your points pretty clear in the original post.

    Hypocritical… how exactly? The start of my post regarding Eruption was supposed to be sarcastic and exemplify my main point which is that every side has grievences with the other and that it’s futile turning this game into an “us vs. then” situation when both sides are equally guilty of exploiting OP/meta perks.

  • so survivor’s using an OP perk and having fun before it gets nerfed is really terrible? What about killers spamming Eruption and making games drag forever before it got nerfed? Just as an example.

    the “us vs. them” rhetoric just doesn’t work as there are glaring issues for both sides and let’s not pretend both killers and survivors have been guilty of overusing perks the opposing side hates.

  • I sometimes run a “gen protector” build: Repressed Alliance, Blast Mine, Deja Vu, and the forth perk can be any that speed gens up (I like mixing up between PT, Resilience, or Hyper Focus).

    Whilst you have no support with chases (no exhaustion perks) or revealing the killers aura, the trade off is that you’re really strong on gens and keeping them repaired any protected from gen-kick builds!

  • The worst survivor meta was pre 6.1.0 update days when every survivor ran DH, DS, Adrenaline, and either Resilience or Deliverance. Survivors were virtually untouchable and even people who weren’t good at the game got free escapes because this build virtually carried them. Even worse was pre-“conspicuous action” days when survivors could pop a gen in your face and DS would still activate. A horrible meta which encouraged really toxic and unfair gameplay.


    For killer, my vote goes to the gen-kick meta pre-Eruption nerf. What were they thinking? A meta which disincentivised the funnest aspect of the game (chases), and encouraged killers to play gen-kick sim for 15 minutes.


    The current meta is stale, too. We need another 6.1.0-style perk shake-up again, tbh. But instead of reworking 5 or so perks to be really strong, they need to rework like 20 and make them all strong across the board. Survivors and killers are incentivised to use like the same 5-10 perks as they’re the only useful ones. Why would a survivor use , for example, something like This Is Not Happening or Slippery Meat over MfT or Adrenaline? There’s just no reason to use like 60-70% of the perks unless you’re doing a meme build. I’d happily miss out on a chapter if it gave BHVR more time/money to make better changes to the game.

  • Chill, it’s really not that deep.


    It’s just a silly/goofy aspect of the game. People take this game way too seriously so it’s refreshing when people do silly things like this as it’s funny and makes the game more fun… which at its core is what it’s meant to be (I know it’s a horror game but people wouldn’t play unless it was fun and gave them some level of enjoyment).

    You’d hate being in a match with me as I do this a lot. I also chuckle to myself when I’m running kindred and can see the aura of a hooked survivor flailing their arms.

  • WoO and Adrenaline are absolutely fine, though. You only get value from Adrenaline if you’re injured when the last gen pops (which isn’t always the case). Some killers with insta-down powers directly negate Adrenaline, anyway, and there are whole end-game builds/specific perks (NOED, Terminus, etc) which, again, counter Adrenaline.

    WoO got a nerf not so long ago, right? Plus, it’s a fantastic perk for beginners who don’t understand map/loop layouts. As someone who plays 50/50 killer-survivor, no amount of WoO changes a player who can’t loop. Does it extend their chases a little bit and give them a clue where to run to next? Sure. But as I said, no amount of meta perks hide bad plays, imo.

    BHVR have said MfT will get a nerf. I 100% agree it does need a nerf, too. Maybe it should be on a timer like Lucky Break, or it can only be activated once for 60 seconds per game? There are plenty of ways to balance the perk without completely ruining it and making it redundant.

  • I saw compilations of funny DBD moments and thought you could stun killers when fast exiting a locker… I didn’t realise you needed a specific perk (Head On) for this, so there was me trying to stun killers without head on. Ha!

  • It should stay and here’s why:

    Several times I’ve loaded into a lobby as a killer and wanted to leave as I’ve been matched with P100 survivors. I know prestige doesn’t = skill, but generally speaking, if someone has that many hours in the game they generally have a good game sense. I’ve been proven wrong time and time again when these survivors go down really quickly and don’t actually loop particularly well, and I’m saying this as someone who plays survivor/killer equally and is probably moderately skilled (as in I’m not Otz/JRM level of big brain, but not a complete noob either).

    Honestly, I’ve been absolutely crushed by more low-prestige default survivors than I have the ones with high prestige and fancy skins. I know this is hyperbole, but it’s my genuine experience.

  • Take no note of them, you did nothing wrong.


    Sure, there’s an “optimal” way to play shack pallet (loop it before dropping and usually towards the end of the match), but if it stopped you going down I don’t see the problem.

    Some survivors see being sacrificed as the biggest L in their lives - same as some killers not getting a 4k. It’s really not that deep, don’t even humour these kind of players.

  • Very interesting.

    Although, it pains me to see Self-Care still has such high usage. Horrible perk that fundamentally screws your team over.

  • I’ll echo what’s already been said in this discussion; it’s not an “anti-camp” mechanic, more of an anti face-camp mechanic.

    Proxy camping/defending a hook when survivors are swarming it is a perfectly viable and respectful play style.

    The purpose of this mechanic is to dissuade a Bubba from mindlessly facecamping you to death in the basement or when killers stare right at you and hit you in hook because you looped them too long or got some flashlight saves.

  • Cause he was using his m1 a lot, wasn’t very good with chainsaw and kept missing/going into tantrum so by the end of the match wasn’t even bothering.

    That wasn’t really the point of my post, though?

  • I would say it’s inconsistent at best.

    for example, I had a match before against a really sweaty Bubba who camped and used a full end game build. My solo queue team were very good and thanks to some totem hunting, distractions, body blocking and protection hits we all escaped.

    On the flip side, on my first match of the day I died on first hook whilst one teammate ran to the opposite side of the match to self care every time they got hit (by a Legion), whilst the other two did everything besides repairing a gen.

    That’s the thing: you just don’t know. Sometimes I finish a session and love the game, other times I genuinely consider uninstalling.

  • Not only is the current hatch system perfectly fair, but it’s needed in order to prevent hostage situations and players refusing to end the game (happened a lot in old school DBD before the EGC was implemented).

    It creates a situation where either a) the survivor finds it and escapes so the game ends, or b) the killer finds it and closes it which forces the end game collapse.

    Equally, it’s completely RNG dependant so both killer and survivor have equal chance of finding it first. I’ve played both sides and been lucky and had the hatch spawn close by; it’s literally luck of the draw.

    Finally, it’s gives the final survivor some motivation to continue the game after the penultimate survivor is sacrificed.

    And no, it’s not a free escape as many claim as MMR doesn’t register it the same as escaping through the exit gates. Even if the fourth survivor escapes, it’s still a sure fire win for the killer. Most competitive tournaments count either a 4K or a 3k with a hatch escape as a win for killers. Out of many of the issues in this game, hatch is arguably one of the most balanced and fair mechanics in the game.

  • I really like it as it does truly given you a second chance if the killer is hell-bent on tunnelling you.

    My only gripe with it is that it’s negated if a killer hits you straight off the hook (when they assume you only have basekit endurance and not OTR). If a killer does this, the other effects of the perk are superfluous (hidden aura, reduced pain noises) as you’re in chase anyway. Whilst I’m not sure how to fix this as stackable endurance shouldn’t be a thing, but in the same breath, the perk is pretty useless if you take the endurance hit early-on as that is already covered by basekit BT.

  • @OnryosTapeRentals said:

    Disliking playing against something is not grounds for it being killswitched.

    Is she horribly designed? Yes. But from a technical standpoint, she's functioning as intended and doesn't need killswitched.

    Maybe not, but when a large percentage of a player base unanimously agree they hate this killer and think she’s garbage, is it not good sense to do something about it?

    Survivors hate versing her and most killers probably never bothered investing in the chapter because why world they? Surely that indicates something is up?

    Also, “functioning as intended” is not grounds for keeping something that broken in the game. Old DS, pre-exhaustion SB, old DH, old Eruption all “functioned as intended” but that doesn’t mean they should’ve been kept in the game.

  • I think Resilience is fine. As you said in the original post, the trade-off is that you’re injured and vulnerable to the killer.

    If the perk was changed you’d only really feel the benefit of the gen speed boost and nothing else. Exhaustion perks are a “must have” for survivors so the vault speed boost would be virtually redundant as most exhaustion perks (Lithe, SB, Overcome) are used earlier on in chase.

  • Yeah, whilst BHVR did an incredible job visually on the Alien chapter, the killers itself is very, very overtuned.

    Out of the 20+ I’ve gone against, I’ve escaped two or three (maximum). The tail power is far too OP and those hit boxes are utterly ridiculous. Alien needs a nerf, asap.

  • I 100% agree with you; it’s for sure becoming a “crutch” perks much like old DH or old DS (before inconspicuous action was introduced) and you were basically untouchable for 60 seconds.

    The endurance aspect of the perk isn’t an issue, in my opinion. It falls under the “high risk, high reward” category as healing someone close enough to the killer to get value from the endurance is hard to pull off and doesn’t happen every game.

    The thing I find most problematic about this perk is it’s interaction with the exhausted mechanic despite it categorically not being an exhaustion perk. I’d suggest two potential fixes to balance this perk:

    • turn it into an actual exhaustion perk.
    • or a better option, much like old Lucky Break, the 3% haste is granted for 60 seconds and there’s a timer on the perk from when you first get hit. If you’re healed, the timer stops until you’re injured again and this repeats until the 60 seconds is over. This is far more balanced as it allows survivors to get one really good chase with MFT without it being a constant problem for killer.

    I’m never usually one to fall into the discourse of “problematic perks” as a lot of it is hyperbole, but MFT stacked with Resilience on maps like Lery’s is just painful to go against. Some of those chained windows create infinites and it’s not ok.

  • As stated, Mad Grit, Agitation, Starstruck, and Iron Grasp all counter this play style. Then again, genuine full sabo teams are so infrequent it feels like a waste to run a build like this.

    If you mean just one perk, I suppose they could do something like a survivor being exposed after sabotaging a hook or they’re hindered or something. But again, it’s like Lightborn, you could run it in 10 games and o only get value once or twice.

  • There will always be more favourable characters in any video game, that’s not exclusive to DBD.

    Look at Wesker: one of DBD’s most popular killers/chapters. Sure, there’s an element of people playing him because he’s a strong killer, but also people who brought him simply because they like RE and think he looks cool. If you’ve paid real money for Wesker who is one of the better killers, why choose a weak M1 killer from the base game? There’s no reason to. To further prove my point, I see a lot of Ghostface/Myers who are generally considered mid-tier… again, people choose them because they like the character.

    I know it’s a bit of a false comparison as survivors aren’t “unique” like killers and all share pretty much the same stats, but I see so many Feng’s, Claudette’s, Meg’s and Leon’s in comparison to, say, Haddie or Elodie. Why? Idk, maybe it’s lore or cosmetics, but survivors obviously have favourites, too.

    I do agree with the fact that there’s a power imbalance amongst the killer roster, but you can’t blame killer mains for choosing their favorite character or having a preference for stronger killers. Like you said, the burden there falls on BHVR to acknowledge the root problems as to why certain killers have such a low pick-rate. For example, Twins are buggy and are only viable when you play in a boring slug style, Freddy is virtually a weak M1 killer, and 3-gen merchant should be deleted and only remembered as a dark time in DBD history.

  • MfT is a whole other conversation, but… Resilience? Really?

    Being injured isn’t a “mistake” on the survivors behalf, it’s a basic part of the game and is pretty much expected in every game. With resilience there’s a trade off: you may get the 9% speed boost but you’re vulnerable as you’re injured, and therefore much easier to track and be downed. As others have said, it’s a “comeback” perk, the same idea as a killer having perks like NOED, Bitter Mumur, Coup, etc. it’s making the “best of a bad situation”.

  • Calling it a “crutch” perk is utterly ridiculous. Working on that logic, you could argue that pretty much all meta perks are “crutch” perks. I use it because I play solo-queue and often get matched with overly pallet-friendly survivors who drop every pallet in their path, therefore it’s nice to know what’s still available to me during chase.

    Aura reading perks are amongst the most powerful in the game, whether you’re playing survivor or killer. Watch how many killers “crumble” without powerful aura perks like NWTH, BBQ, etc.

    Also, I concur with what’s already been said: it’s a wonderful perk for baby survivors to develop their chase skills and not get downed in 10 seconds.

    I could maybe get on board with its range being reduced, or maybe some sort of cool-down introduced, but this perk is fine imo.

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