terumisan
terumisan
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949819#Comment_3949819
again, I said that like 5 times, tunnelling and other strategies are not requires when more than half of your games are against survivors way below your skill level if you're just decently skilled.
new matchmaking would eliminate that because instead of balancing by winrate it will balance by in-match performance which is way more accurate at measuring skill which would lead to these strategies being required.
I think I am not going to be heard in this thread.
wasn't that the pip system?
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949676#Comment_3949676
I think that would be the case if tunneling was required which, honestly, I don't think it is. Generally speaking there isn't much being stacked against killers right now, there hasn't been for quite some time, so I don't think compensation will be needed.
Killer role is progressively losing skill expression in macro
This I completely agree with. And honestly, I blame the sheer amount of anti-loop / chase-oriented killers added to the game in quick succession for that.
We've had way too many characters who are extremely oppressive in chases and that is their only power. If their chases fail, the killer just falls apart. These characters are very unlikely to drop chase, because they are way too focused on the 1v1 aspect, instead of the 1v4.
the game is 1v1's though since you can only chase 1 person at a time unless you're nemesis and also even if you do the 1v4 survivors will get it nerfed
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949795#Comment_3949795
But would you trade, say… basekit Corrupt for it?
remember 6.1.0 also made corrupt go away when downing a survivor at that point it should've been basekit with that change
they also destroyed ruin and was the source of the totem aura garbage that plagues us today that killed noed
pop got destroyed that patch since it went from total to current
ds was gutted at the time
otr got buffed to what it is now op
it was the patch that shook up the meta and nerfed killers hard and removed 2 cruches for survivors (dead hard for distance and ds) at the time
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949764#Comment_3949764
Expecting survivors to bring Unbreakable/Exponential in case they get a killer doing a bleedout strat is the same logic as me saying:
"As a killer if you hate boil over sabo squads, just play pyramid head or use hangmans trick (back when it respawned hooks very quickly)"
Does that sound right to you?
Even in full bleedout games, unbreakable (a perk that actually is used a lot) is 1 use. Once it's gone, that's it.
yea it's what you had to do just like how when gen regression was gutted people just swapped to aura builds it's literally a meta shift. the survivor meta doesn't change that often but killer meta shifts usually every patch since the devs usually nerf killer perks every patch and do a minor buff to a lesser used perk
also that's why i said and/or exponential but 1 unbreakable can turn a game alone but they don't really need to since they abandon for any reason now
survivors shouldn't be able to abandon if there is an active exponential or if someone has an active unbreakable
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@Raccoon said:
With the announcement of Phase 2 looming, HIT ME WITH YOUR BEST SHOT….FIRE AWAYYYYY
i have no idea and whatever they implement killers will be worse off
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949445#Comment_3949445
Something having counterplay doesn't mean it's not unhealthy/griefing when used a certain way.
The problem with Knockout was that it disproportionately punished solo Q survivors and did virtually nothing against swfs on comms. It was also the #1 perk choice for people playing bleedout playstyles which imo is borderline griefing since it was one of the main reasons basekit unbreakable was almost a thing and is one of the sole reasons why survivors have the abandon feature now.
Killers who use slugging properly and tactically weren't the issue and they didn't really use knock out for that regardless in my experience.
so you know that counterplay i mentioned that invalidates that playstyle? like the build that is reliant on slugging gets invalidated and they lose since their build relies on slugging if everyone just brought exponential and just lit totems on different parts of the map or at least brought unbreakable the killer couldn't really do anything since the survivors could just reset
but that didn't happen
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949455#Comment_3949455
I disagree. The point of voice chat in my eyes is to make it so survivor doesn't get any more basekit buffs which will promote slugging and hard tunnelling. Comms are used in Comp setting and people do just fine.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949454#Comment_3949454
Also no. I'm saying it's 2025 and every multiplayer game has comms. He wants the norm, the norm is voice chat.
we both know this is a lie since they'll get this and still complain
also right now i because i don't have a way to communicate with teammates despite running kindred i'm not toxic the day it's added i'll be using sentence enhancers to let people know incompetent they are
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949455#Comment_3949455
Except that the strength of SWF is not Comms but filtering out bad teammates. And random Voice Chat in DBD does not change that.
even bad teammates or noobs can listen to basic directions like killer is there or do gen and the ui enhances that further.
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if they do that they have to giga nerf survivors across board permanently since swf comms destroy killer gameplay
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https://forums.bhvr.com/dead-by-daylight/discussion/448974/should-players-get-bloodpoints-for-staying-in-tough-matches
as a killer or survivor? can you elaborate more?
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@UndeddJester said:
So Knockout wasn't particularly strong or meta before it's rework, however, it had to be changed because this perk was exceptionally punishing for SoloQ, had some really mean strats on certain killers, and was generally quite nasty to face for new players... this meant it was more often used to as a griefing tool rather than a genuine perk slot.
However looking past those flaws, I would argue its old intended identity was a perk that helped m1 killers secure a down and allowed the killer time to push off Survivors trying to save, or pick up a Survivor while making it harder for survivors to coordinate for flashlights and pallet saves.
Arguments can be made at how effective it was at that... however, it's new identity is as a perk that punishes survivors for trying to leave tile after dropping it, but before the Killer breaks it. Often the killers who benefit from this are killers that can already effectively zone a pallet, a stand out example being Artist, and limited application for killers like Clown and Doctor... However I'm not sure this effect is healthy, as it doesn't help really killers who need it, and makes ones that can exploit it even more egregious to play against.
Outside of this, one thing that really irks me about new Knockout is it's name does not match it's description at all. The whole identity of the perk no longer makes sense... how exactly does a Survivor running away from a pallet cause them to get hindered as a result of a "Knockout"?
So I'm basically throwing up the ball for discussion on what exactly should Knockout be? Ideally we want: -
- A perk that doesn't encourage obnoxious/griefing playstyles.
- Has an interesting niche that preferably benefits m1 killers and is no abusable by stronger killers.
- Extra points if it synergises with Bubba.
- Fits the idea of a "Knockout" blow.
I have some of my own ideas, but I thought I'd open to the floor, what kind of role should Knockout fill in DBD, and what effects should it have to achieve it?
the reason why it spiked in usage is because slugging is more preferable than hooking which buffs survivors and constant gen regression nerfs
it wasn't really a griefing tool since there was counterplay with unbreakable and boon exponential
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949275#Comment_3949275
it does matter tho because you catch up to them quicker. and, as I said, the haste makes things way less reactable.
you basically make half of the loops into unsafe loops you can outplay with movement because it takes way less time to make a loop to the window, meaning that there's way less time to react. especially since you can see the aura of the axe. it's really good.
yeah, you're giving survivors benefits too so it might backfire, but it's high risk high reward. at absolute worst you just 2 tap people faster.
sorta? i'm used to survivors understanding how to loop (or i'm that bad) so they'll either start pre dropping or shift w to the strongest window and use an exhaustion perk to gain more distance or both and if you take the axe out it defeats the purpose and slows you down it's a lose lose in my eyes but you can use it
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949014#Comment_3949014
you get a bigger movement speed difference because your baseline speed (to which multiplier is applied) is 115% instead of 100%.
but the main value is just how it makes the chase go WAY FASTER making it much harder to react to what you do so its unsurprising bad players are struggling against it
the bigger move speed difference doesn't really matter since they added 20% faster vault speed and everyone around you also gets it so if the victim decides to go to a main building the extra vault speed makes it harder to catch them and makes main and shack stronger
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perk call of brine overcharge bamboozle blood warden.
loot bag security badge/ streamers security badge
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@TheGoone said:
So it's very obvious nobody uses the camera system cause Aura reveal just ain't worth it so what if Springtrap got revealed it also prevented him from using doors for [insert duration here]?
aura reveal is very strong on survivors why would it need more
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ghoul since i can't just shift w and i have to chain loops against him
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@Shot_thru_a_cannon said:
If all survivors are either hooked or downed and they all abandon, I as killer, the feature to abandon now becomes available. Does this count as a draw for me in MMR? Do I need to wait for the bots to die off for it to count as a win? Also, now that we have stats available, do those count as kills in my kill rate percentage?
nope its a loss also if all your survivors are bots it's a draw if you abandon then
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@Hoodied said:
Springtrap being invisible is a bug (one thats known and being fixed soon) however the last thing springtrap really needs is nerfed, his haste add-ons are strong but thats because you also get said haste bonus, you can still definitely loop when both you and him have the haste of foxy’s hook and/or celebration poster
celebrate poster and foxy hook are awful idk why people run it since everyone in the area gets a speed boost and gets a vault speed boost unlike the ptb where only the axe victim and springtrap got the speed boost
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i think it was the new moon offerings? (one that made maps darker) + 4 stack fog on old swamp (when it was huge and extremely foggy) where you couldn't see anything
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948981#Comment_3948981
But I find it weird that when people learn about tunneling and camping and how it feels to be on the receiving end, they don't adjust their playstyles :(
My best guess there is that it's a matter of what feels worse to a person: does empathy for the other side make winning when tunneling feel lousy, or does it feel worse for the player when they lose? Survivors themselves may have a hand in which way the killer player leans: the more a killer player experiences bad winners who gloat when the killer tries to spread hooks, the more likely the killer player will have less empathy for survivors.
But that's a guess based on personal experience and observation, not a statement of fact.
as someone who started as a survivor main then became a killer main
i do feel empathy towards the killer when i'm playing survivor since i can abuse tiles like shack or t-wall i understand how to run the killer just loses gens
when i play killers against survivors i do feel pity if i 2 stage someone too quick so i'll just ignore them and then that pity goes straight out the window since they act toxic and start taunting me when the gens go too low
so you're right in this statement
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948213#Comment_3948213
Because they should care too. This is an equivalent trade.
"I give you the opportunity to have fun by adopting a fair (even sometimes dumb) behavior, so please provide me the same"
As long as people will remain selfish and be focused more on the win than on the game, minds will never change
usually if you play killer long enough it's just survivors t-bagging going gg and ez if you play by the rule book and getting a 0k and getting t-bagged at the gate isn't fun for me
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i don't know if scrap baby is as tall as her 7ft tall circus baby self but either one would be nice to see
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old pig traps where they work in endgame and survivors couldn't leave or they died
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948562#Comment_3948562
I agree that unbreakable shouldn't be basekit, but I also don't think we should just dismiss the idea of a solution to slugging for the 4k. Either an abandon option, or an option to bleed out faster.
i slug for the 4k and i also had people dc when i was letting them go the abandon option just made go next worse
i'd be fine with the bleedout option but as we've seen with abandon right now survivors just abuse it
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948453#Comment_3948453
It's mainly when he's camping hook, if he hits you with the axe you can't unhook. It can also make healing very hard, making trying to pick someone who's slugged up nearly impossible. Had an issue where I got 2 people to 99 got hit with axe, and instead of being able to finish the heal started trying to remove the axe.
if the killer is camping hook run in the opposite direction and try again later
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@Elan said:
First, it's a hot topic, but we need to recognize what types of tunnel exist:
Hard tunnel
→ targeting single survivor at any cost no matter if any progress of game has been done
Forced tunnel
→ survivor purposely bodyblock with equipped antitunnel perk (OTR, DS, DH…)
Panic tunnel
→ Survivors objective is too far for killer to maintain pressure without getting survivor out of game asap
Unintentional tunnel
→ You cannot find anyone else, they have same skins…
Only hard tunnel should be punished in my opinion and there is pretty simple but risky way:
→ Last survivor that is unhooked will receive DS basekit for 30s, this is deactivated by any conspicious actions, if survivor is getting chased, the timer stops. If any other survivor is unhooked the DS shifts to the last unhooked survivor. Might be activated twice on same survivor, causes 3s stun.
Pros: This will solve hard tunnel, while giving survivor option to get chased with paused timer as reward for doing well. This will prevent you to get punished when maintaining hooks quickly enough.
Cons: Might cause agressive bodyblock strategy, but that is already case if survivor wants to get tunneled.
Opinions?
so what happens if the hooked survivor just forces you into chase like they bodyblock you after unhook and try to force you into chase and just don't touch a gen and i'm talking about it's the first chase
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@dbdbdbd said:
by having a killer who can come out of a doorframe invincible with little counterplay to it at any second creates an environment that encourages new players not to do gens.
It will teach players that doing gens will get you killed and more people will be afraid to do objectives.
Change the door placements or start on a rework already because this is the most unfun patch i've ever been in and im taking a break until things change.skill issue use headphones
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unbreakable being base is horrifically broken. i ask you what is a killer supposed to do to pressure if you're a m1 killer and the gens are flying because there are certain situations where you don't have time to hook someone
also i'll get downvoted hard for this but i don't feel bad when killers slug for the 4k since i've also been in that situation and understand it
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948414#Comment_3948414
Console survivors still cannot touch the doors/cameras unless they want their audio screwed 😢
if he teleports to the door it has a tell with audio and visual cues. as a pc player i hope they can get that patch as soon as possible
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@meg_solos said:
First of all why can this killer instantly uses its doors? Sometimes it's literally possible for this killer to start a chase in under 10 seconds like not even nurse and that's saying a lot. Plus why do the doors spawn 3 meters away from a gen and with no cooldown either? Im already seeing COB and eruption very often. He's the new 3 gen killer. Once the "Wow new fnaf killer" wears off people will realize how unfun this killer is to go against. imo it's worse than skull merchant. Not to mention the glitch that makes him invisible for a few seconds when he uses his infinite door. "This glitch wasn't in the ptb btw" (side eye)
I don't think its overpowered it think its too unfun to play against. Like why can dredge a killer 5x worse that it have a power cooldown at the start but not him?
I just find it funny that the devs cut the survivor from the chapter to make sure spring trap is perfect. But look where we are at. "I think we did a pretty good job so far!"
the doors give a tell and survivors can use the door also eruption eats through 8 kick limit so that combo will make him block that gen if you pressure that gen and it's a free gen
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947589#Comment_3947589
Ambient sounds comopletely going away is also not enough of an indicator? Like I am genuinly baffled at this, do people expect sneak attacks to be announced? Dont get me wrong an indicator is needed for counterplay, but seeing as you have 1: door flashing if you have LoS of the door, 2: door opening sound, 3: springtraps foosteps that take effort to not be able to hear them and 4: map wide ambient noice going quiet when he uses his tp, what else does he need? A big red neon sign showing the door he will come out of? Like no wonder bhvr only does dash killers now, people are too used to stealth killers being a joke and it seems they like it that way.
ambient sounds go away? i didn't know that and i thought that was an audio bug. that's a nice tell and very subtle
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@Halloween2005 said:
I have not been on the forums for years despite my years of playing and so much content has released over that amount of time. So I shall ask again, who is everyone's favorite killers? 2025 edition.
it used to be pig then wraith a bit of ghostface now springtrap
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bad map personally since the main building if looped correctly (just bring windows) wastes a lot of time
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948002#Comment_3948002
i agree completely. but if i kill the bot it should still count as a kill for my stats instead of not. i never use the abandon feature as killer, i make the effort to kill all the bots and yet, my stats are negatively effected.
well that's a side effect of adding the abandon mechanic and you can't really kill harder since they'll abandon anyway
it's kinda unsolvable unless they remove it
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@Coffeecrashing said:
By that logic, can we killswitch survivors like Ace, that provide an auditory benefit of being much quieter than their normal survivor counterparts?
or ada
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@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948008#Comment_3948008
There’s no possible way you’re being this ignorant. If someone DCs, then you absolutely killed them. Most DCs happen when someone is about to die anyways lmao
i'm not being ignorant i'm being literal you didn't kill them they quit and since this is a pvp game bots don't count and would screw up kill rates between players
it's probably this way to get accurate data on balance
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@CrossTheSholf said:
I would like multi hooking to be more viable.... Like give us a basekit slowdown reward for hooking different survivors
we should've had basekit reverse dying light
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@Rapid99 said:
Since you guys somehow still struggle to not make skins that provide an auditory benefit of being much quieter than their normal counterpart, in the big 2025.
Please killswitch it.
i don't have a problem with p2w skins
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@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948002#Comment_3948002
If they left then they conceded the match
yea it's a loss for them but you didn't kill them
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@GeneralV said:
Greetings, friends of the Fog! I hope this discussion finds you doing well.
By now most of us have already seen that the Go Next Prevention mechanic was killswitched after the disaster that it caused when players got punished even if they did nothing wrong.
But I think that raises the question as to why such mechanic was added in the first place. And the answer may be obvious at first: the "Go Next" epidemic and the sheer amount of games where players decide to suicide on hook.
The answer is correct, sure, but I would like to propose a deeper discussion:
What was the origin of the "Go Next" epidemic? Why did such thing ever existed in the first place, and how did it reach a level so severe that changes were made to fundamental aspects of the game?
And if I were to share my own answer, I would say it was caused by a gradual deterioration of the survivor role. Because let's think for a second about the year I started playing DBD: 2018. Back then the game simply didn't have DC penalties, one could DC as much as they wanted to, with the only punishment being rank-related (the loss of a pip, if memory serves me right). And yet, people didn't disconnect like crazy every single game.
It happened sometimes, of course, especially with OG Legion, but I wouldn't call it an epidemic of its own.
However, back then there was more to the survivor role than there currently is. They still had proper resources, they didn't have to worry about waves and waves of gen-related killer perks, stealth was still a viable playstyle, killers weren't as oppressive, and the list goes on.
But we all know that changed in more recent times. Survivors lost most of what they had available to them, and nothing was really given. They die more often, their objectives are harder to do (due to perks), and generally speaking they have a worse experience. It is a lack of everything, and it seems to me that was the primary reason for the massive increase of hook suicides.
Let me know what you think, please share your thoughts, any feedback is welcome!
Why do you think the "Go Next" epidemic existed?
it's because survivors realized that instead of getting better that the game they can just go next instead and cry to bhvr to get whatever they don't like nerfed since it also inflates kill rates at the same time and also they get into matches faster (especially since now this is a killer only chapter so there is an abundance of killers atm)
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@pigslittlepet said:
so when a survivor abandons the game it doesn't count as a kill. well if the bot that is left behind is killed it should definitly count as a kill in the stats for the killer at least. i don't care if it counts as a death for the survivor or not. that's irrelevant. but on my merchant i have maintained a 80% or higher kill percentage which i am extremely proud of since i kept it up even after they nuked her. i am seeing that percentage start to edge down because abandons aren't counting as kills so even a game that i have 4k'd in is counting as only a 2k in the stats. i know this is a very minor issue for most and is nothing compared to actual balancing issues and bugs but it matters quite a bit to me. hopefully this can be fixed soon so i can keep my completely pointless number up that nobody will ever care about but me.
you didn't kill them they left or "abandoned" so of course it doesn't count
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@Iron_Cutlass said:
This might be a hot take but Ive seen an upsurge of players on social media complaining about Vigil being too strong since it got buffed recently. Vigil is a strong perk now, dont get me wrong, but I think people are pointing fingers at the wrong perk here.
The main cause for the complaints is when Vigil is stacked with Sprint Burst or Lithe because you effectively get insane distance on a 24-second cooldown as opposed to the usual 40-second cooldown. For reference, Smash Hit has a 20-second cooldown (without Vigil), and it has a significantly harder activation condition.
In my opinion, I dont think Vigil is as much of an issue as Sprint Burst and Lithe is. Sprint Burst and Lithe by default have a 40-second cooldown, and this is shared with many, many other Exhaustion perks that have harder activation conditions and/or risks associated with their usage but Sprint Burst and Lithe lack such activation conditions and/or risks. In 2025, I dont think there is any reason for Balanced Landing and Head On to share the same cooldown as Sprint Burst and Lithe.
Solution: Just increase the Exhaustion timers on Sprint Burst and Lithe.
And listen, I understand that these perks have remained unchanged forever and they have been meta staples for a long time but the fact that these perks are effectively just free distance with little thought being required to use them. Im also just tired of see Exhaustion perks that are unique and strong on their own right get overshadowed by Lithe and Sprint Burst solely just because they are that easy and mindless to use.
And I know what you are thinking, "what about 99% Sprint Burst, that takes skill" and you are right about that, managing Exhaustion can be a difficult task depending on the situation, and past a certain point I dont want to remove that micromanagement and skill required, but at the same time, mindless Sprint Bursts are just far more common to begin with.
I know this might not be seen as "a good opinion" or whatever, I dont care too much, I just wanted to talk about this or even hear the opinions of others on this topic just for a bit of perspective since there are two sides to every coin and I might be missing something here.
vigil does more than decrease exhaustion timer it decreases every status effect and stacks so on top of enabling the broken exhaustion perks it invalidates a bunch of killer perks and add-ons and doesn't tell the killer
vigil is a op perk and it stacks
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outside of the Franklins weave combo when i specifically bring a map i don't really hate killer perks since the majority are useless/i don't notice it's effect
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@Naiki said:
I'm so tired of killers deciding to tunnel the first person they hook as soon as the game starts, since this last update I've seen killers tunnel non stop(we load into the game and someone gets tunneled as soon as they get unhooked while there's still 5 gens remaining so no one can say that "they had no other choice"). The new killer is strong as it is, I don't think tunneling is necessary but that's all they do. Behavior needs to do something about this because lately all they're doing is just slowly killing the game so many just want to have fun playing.
it's because for killers it's an issue of time where a killer just loses if they don't pressure survivors (mainly getting them out as quickly as possible) and this is also a side effect of nerfing gen regression into the dirt + adding 8 kick limit
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947349#Comment_3947349
No. Something like a jungle gym tile, the door will be on the other side of the wall that has the window, while the gen is by the pallet. You can't hear the door because the gen drowns it out plus it's on the other side of a wall, so it's just a free hit.
There's also the problem of if the keypad isn't facing you so you can see the light flashing and know he's coming to you, you won't be able to get far enough reacting to just the door sound alone because he comes out so fast from it. It's not like xeno or sadako where it takes them time to actually hop out of the tunnel / tv. He just straight pops out and you have no time to get any distance.
sadako is a special case where spamming tv's can just kill survivors if RNG is in her favor and xeno gets screwed since his turrets detect him
also i use headphones so i can just hear the doors and footsteps over the gen sounds usually and on top of that i keep my camera facing towards the door just in case i don't hear it
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946957#Comment_3946957
When? From PTB to live, or after it went live? Cause I played against some Springtraps yesterday and they literally outran my sprint bursts… You get no distance running in a straight line, at all.
from ptb to live they nerfed it by lowering the haste but adding faster vault speed so you're hindering yourself if you use it
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@TheGoone said:
There's definitely gonna be an incoming nerf to Springtrap hold axe movespeed his zoning is extremely strong with no counterplay for survivors
https://x.com/AfroM1_/status/1935895005018628458?t=13-o5GKWWy2PYFvIXysgcg&s=19
not really? i usually miss a hatchet throw since i overcorrect where i think a survivor is going to go and have dodged similarly
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947302#Comment_3947302
Ok but again, my point is the door is so close that you NEED to react to the door itself and even sometimes if it's close enough it isn't enough.
By the time you hear footsteps, he's already on top of you and it's a free hit. That's the problem.
The door spawns are way too volatile. They are either perfect, way too close, or completely screwing over the springtrap by being in an entirely different room (like gideon) or on a completely different floor from the gen.
wait but if the door is close enough that you need to react to it you can either see the door opening which the door is either directly across from the gen or close by enough to hear the door itself open and subsequent footsteps which i remind you are very loud and as a consequence makes me pre run everytime i hear something other than a generator on principle
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947121#Comment_3947121
Except if the door is around a corner where being around a wall completely drowns out the noise the door makes. Or if the keypad is just… facing away from the gen so you physically can't see? lol.
The killer right now is entirely based around door RNG. That's not a good design.
he's really loud when stomping in stealth outside of audio bugs
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945402#Comment_3945402
So, people should bring a perk for a "just in case"? Sounds an awful lot like the old days where you needed to run DS, BT, UB just in case, and only had one perk for yourself.
we haven't really left that they just made bt base and survivors replaced it with another broken perk