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terumisan

terumisan

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terumisan
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  • i mean i was partially able to say stuff from a killers point of view but not as much as survivor

  • i'm surprised her first syringe doesn't give all status effects or it progressively adds them over time the longer you don't cure it

    let's say the first hit doesn't injure with the stab attack but they get oblivious + blindness then after 15 or 30 seconds it progresses to add an injured state with mangled + hemorrhage and after another 15 to 30 seconds broken + hindered

    also to not make her a better clown i would've changed her haste syringe to a syringe that makes her basic attack have a longer duration like coup that way she could outplay survivors at certain loops

    you can have the bane intentionally leave these cures as experiments lore wise that give a random positive effect for survivor for example they cure the illness and get a small haste or a small repair speed bonus and you can even make it as a risk reward system where the more illnesses you have/statuses that progressed the more buffs a survivors get

    I'll be honest scourge demolition and hex martyrdom i wouldn't use but cynical report i would

  • ehhhh it doesn't really matter to me because if i get what i want that killer will be nerfed into the ground because survivors complain

  • @Coffeecrashing said:

    Are we allowed to know what percentage of players are in the 1,800+ MMR range?

    We just got official BHVR stats that list "MMR 500 and above" and "MMR 1,800 and above", but we have absolutely no idea what percentage of players this is.

    When BHVR says Blight's doing well at 1,800 MMR and above, is that the top 5%? Is it the top 1%? Are we allowed to know how rare it is for a Blight player to perform over the 60% kill rate?

    For the "High MMR" survivor stats, are we allowed to know what percentage of players are "high MMR"? Is it still 5%? Is 1,800+ MMR the top 5%?

    most players (especially survivors) are bad and i feel like the dbd community would throw a fit if they found out how bad they really were

  • you can run we'll make it and clean break

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915921#Comment_3915921

    I'm afraid that being the power role does not mean Killers should be winning all of their matches.

    It is, after all, a game. Games are supposed to be fun for all players, not just you.

    Being pre-designed to lose is certainly not fun, or would you say that the current state of the game is healthy?

    this is a pvp at the end of the day and since it's a pvp game 1 side wins and another loses and the loser doesn't have fun

    which side will you prioritize having fun since one sides fun is at the detriment of the other

  • @brewingtea said:

    Also, could you explain why 0-499 MMR is ignored? What is so special about 500 and 1800? (I'm looking for an official explanation included with the actual stats, in the future)

    And could we see those low MMR numbers?

    0-499 is probably the newest player mmr and players probably can't dip below 500 without making a new acc

  • @Jtflorencio said:

    Obviously this is the basis of my opinion.
    1- Best addons
    2- Someone who makes the most of it 100%

    https://us.v-cdn.net/6030815/uploads/L3JSGE09KU30/my-image.png

    #BuffFIREUP

    even with how terrible kaneki feels to play rn i'd put him at low A+ high A also i'd move bubba to high B+ with his lack of mobility

  • @Waynesl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915013#Comment_3915013

    By this logic let's nerf Deathslinger harpoon down to 16 since 19 meters is to strong and must make them get used to it

    i remember when they nerfed deathslinger because cod players joined and picked him up

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915336#Comment_3915336

    skill to play.

    what skills does survivor have other then looping and sitting on a gen?

    shift w obviously but kaneki is way worse countering that now

  • https://forums.bhvr.com/dead-by-daylight/discussion/442630/which-map-sucks-the-most

    erie is really long sightlines extremely bright has sand that makes footsteps unheard a giant map and really safe pallets in mosy of the map

    it's an extremely survivor sided map that should have been shrunk to the size of coal tower

  • @akbays35 said:

    I find myself listening to music box covers for songs it helps me calm down, especially when I play killer and the sound it soothing and unobtrusive to the gameplay.

    nothing. you will miss audio cues if you do

  • @joeyspeehole said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914412#Comment_3914412

    Could your argument serve as a counter to claims about Boon: Circle of Healing, that killer players pushed for a nerf simply because they didn't want to adapt and learn counterplay?

    tbf boons have no counterplay besides shattered hope which just destroys the killers totem and not disables the boon for the rest of the match all they can do is snuff it and the survivor can just relight it infinitely (which is bs compared to hexes)

  • @TalonTheGreat said:

    I've been playing dead by daylight as a survivor and killer for many years, what's up with the recent hook changes? Not only do sacrificial hooks respawn, but there are hooks every 10 meters. This essentially makes sabotage builds or boil over style builds obsolete. As a killer you no longer have to worry about which hooks you sacrifice survivors on, there's hooks pretty much everywhere, and in almost every room.

    not really. indoor maps especially the game can still have deadzones

  • @darky3 said:

    As the title says, what are the best gen slowdown perks in your opinion?

    After researching, I made a post and found that the five strongest perks are: Corrupt, Pain Resonance, Grim Embrace, No Way Out, and Eruption.

    Out of these 5, would you swap out any of them & what are your favourite ones?

    if corrupt didn't go away after a down it would be wayyy better

    eruption is garbage with the 8 kick

    pain, no way and grim are just ok

    i personally like trail rn and count it as a gen slowdown perk since if it goes away you'll know someone touched it but the thing about gen regression perks is you're picking from a pile of bad perks since they've been heavily nerfed over the years

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914227#Comment_3914227

    So, I will assume you are not trolling and actually mean these.

    First, Ruin was never 400%. And even the old 200% Ruin was a hard meta perk by itself, so there is 0 reason to exceed that line. I also don't want the perks to become targets of survivor complaints immediately after a buff.

    I don't know if you ran the numbers through your head, but reverting Thana and inverting Dying Light would create the second coming of Forever Freddy (or Forever anyone, really). And, I don't know about you, but I would despise going against that. We're talking about 50% slower repair speed almost for free.

    I would like Pentimento to stay the same, but we all know that is not happening.

    The 8 kick gen limit exists for a reason, to avoid things like old chess merchant (now more like chess knights and singularities, but the point stands)

    so 400 must've been on ptb and the reason i wanted 400 is because it's normal survivor repair speed rather than 200 being half of a survivor's repair speed

    they could just make those 2 perks (thana and dying) not stack but even slow i want killers to have early game slowdown

    8 kick merchant is an auto win for survivors if they just keep gen tapping and running to the other side of the map and also makes eruption and sometimes surge unusable

  • @SoGo said:

    So, gen regression perks are the most picked perks in the game. But only a select few, the rest has really small pick rates. And for a good reason, most of them suck.

    In this post, I'll go over those that I feel should get buffs or changes to increase their popularity and, in doing so, also variety.

    Call of Brine:
    • Increase the regression speed to 200%.
    • The regression speed is also capped at 200%.

    To avoid the second coming of Overbrine, the hard cap should be lowered to 200% regression speed. With that, both perks can be strong without being annoying.

    Dying Light (Rework):

    You start the trial with 3 tokens.

    Whenever you hook a survivor that's not the Obsession, all survivors repair and healing speed decreases by 3/4/5% for each token you have. This debuff will remain while the survivor is hooked and 30 seconds after.

    Whenever you hook the Obsession, you lose a token.

    Current Dying Light is a failure as a concept. It's a win-more perk. So, why not invert it?

    Eruption:
    • Only the inital kick is counted as a regression event, the subsequent explosion that happens when you down someone doesn't.

    Hex: Ruin:
    • Increase the regression speed to 100/125/150%.

    Hex: Pentimento (8.7.0 version)
    • Remove the totem auras, or (if they have to be there) make them work in a similar way to Plaything (the aura is revealed after some time)

    Oppression:
    • Decrease the cooldown to 50/40/30 seconds.

    Overcharge:
    • The regression speed now rises from 120% to 160%.
    • The regression speed is capped at 200%.

    Same story as Call of Brine, but unlike it, I feel like that it's secondary effect makes it so it doesn't need to be all the way to 200%.

    Pop Goes the Weasel:
    • Increase the time it stays active for to 30/45/60 seconds.

    Yes, I know this isn't an unpopular perk by any means, but this change is only aimed to make it more accesible to lower mobility killers.

    Thanatophobia:
    • Decreases survivors repair speed by 1,5/2,5/3,5% for each survivor that's not healthy.

    Thrilling Tremors:
    • Remove the cooldown.
    • Now, it blocks generators for 16/18/20 seconds.

    Fun fact! This perk stayed the same since it's release. That's over 5 years...

    Undone:
    • Good skill checks now give you 1 token.
    • Remove the cooldown.

    ruin should go back to 400%

    your dying light idea is terrible and all dying light needs to do is work in reverse and the obsession should be affected by it too

    pop should just be reverted to 25% of total gen progress instead of current

    pentimento shouldn't be changed

    thanataphobia should be at 4 or 5

    thrilling should have no cooldown and block gena for 30 seconds so m1 killers can also get value

    also the 8 kick limit should be removed

  • i guess a killer perk that allowed access to old pig traps to help with slowdown? and by old pig traps i mean the ones where they could still activate if the last gen pops and you couldn't escape the exit gates with them on or you die instantly

  • @SoGo said:

    Hello there, forum users.

    I would like to propose a creation of a new part of the DbD terminology, with - The Freddying™.

    Now, what is The Freddying?

    It is a pattern of specific events, that lead to the following timeline:

    1. A new killer (may be replaced with a perk or add-on, but it usually includes a killer power) is released into the game.
    2. The killer has a unique ability that the playerbase starts to despise with a passion over time. This is either caused by the overall strength, or the convoluted nature of the power.
    3. The killer power gets nerfed.
    4. The playerbase demands more nerfs despite the point above.
    5. Points 3 and 4 may repeat multiple times.
    6. The killer power is destroyed, the killer is now in the C/D tier of every tierlist.
    7. The killer is eventually reworked, stripping them of their uniqueness and made into a stock dash/projectile killer.

    Examples include: the original Freddy, the Skull Merchant, the Good Guy, the Knotted Rope add-on (a unique case, but it does follow the pattern).

    What are your thoughts? Do you think this term may see some use? Let me know :)

    i use the term dumpster because that's where killers usually go after nerfs

  • @ChucksterMainin said:

    Yamori's Mask is blatantly a 5th perk

    tired if seeing it on every EVERY SINGLE GHOUL!!!!!

    why would a ghould want an info perk when they have that.

    i don't bring add-ons since i want to fully understand his power before using it. start using hardened or calm spirit i guess

  • @I_Cant_Loop said:

    I don’t know why people do this and intentionally make the game harder for their team. At least bring something to help your team. Even a crappy toolbox is better than nothing. If you are one of these people, please explain your rationale. Not brining items is a giant red flag to go find another lobby.

    i don't feel like relying on items. it's better than me just not bringing perks at all

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443221/long-killer-queues-dont-release-over-powered-killers-and-then-watch-people-suffer-and-quit

    this has been the well known easy for it for a long time, same as with ultimately broken new survivor perks

    nah it's worse with survivor perks since if they aren't nerfed in ptb they'll stay unchanged for months or years before being looked at unlike a killer who'll get nerfed pretty quickly

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911996#Comment_3911996

    Did we all just forget the new killer came with a perk that blocks pallets and windows for a full minute during end game? Seems on par as far as "free" goes.

    And this still won't work vs half the roster that outright prevents saves during end game hook camping or any killer with mobility.

    i honestly forgot that perk existed and i haven't run into anyone who used it.

  • @scoser said:

    I thought that the new Awakened Anger achievement (get blinded as killer and then hit the blinder within 30 seconds) would be rather easy to get because you usually can't go more than an hour or two before you find a full flashlight squad, and usually at least a flashlight user every other game or so. After the latest update, no one seems to bring flashlights any more, much less try and blind the killer if they do. On one hand, I can pretty much pick up without worrying about a blind save, but on the other hand, I might never get this achievement done.

    Is anyone else seeing this, or is BHVR trolling me and only me?

    i still get blinded periodically

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911882#Comment_3911882

    Nah, I just know a trash Perk when I see it. It is one of those Perks where Killer players make all the doomed scenarios of Survivors working together and yet you will never see this Perk.

    Just stop panicking and I will eat my words when it hits live and becomes a problem. But I know it wont.

    it's a free endgame escape perk outside of that will be niche i'll use it because i use boons and i can find fun things to do with that

  • @Clevarz said:

    I know a lot of things are happening like the event and the release of kaneki and Etc and the fire is only increasing but if you think your hardest is this better than what behavior was and used to be and do you think they are deserving of a little credit for how they "improved" if you believe they did or need to work harder and have a whole lot more room for improvement from being considered "Better" from what they were?

    what is your thoughts on this

    how far back is back then? i've been playing since pre huntress back on console

  • well vigil exists for the first option

    the second option will the reserve be used first? or will the sprint burst eat the reserve and the sprint burst

    how i see good survivors using this is using vigil or just reserve by itself along with sprint burst (most likely sprint burst since just running is the activation requirement) immediately cancel start walking then run to the gen and start working on it to get rid of the exhaustion and when the killer shows up use sprint burst and then pop reserve to go halfway across the map or use it at a loop that blocks los for way more distance and just do it again till all gens pop

  • @daikaimon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911188#Comment_3911188

    The kill rate for ghouls is 63%, a result not much different from that of nightmares. (Of course, his pick rate is usefully high, and this is not a story that can generally be judged by kill rate alone.)

    I don't see anyone, at least in this comment section, saying that weakening is completely unnecessary. What I fear is that excessive weakening will create a boring and stale existence.

    The way you get overly excited, play on poor sarcasm, and shout your arguments too loudly is not very smart.

    Paranoia-like victimhood is unseemly and even diminishes the validity of your arguments.

    I suggest you keep a cool head.

    isnt the kill rate goal supposed to be around 60% so shouldn't he be fine as far as the devs are concerned?

  • @Blueberry said:

    I know lots of the community hates slugging and I tend to get a lot of hate for it in matches. I wanted to post here and get some rational responses as to why it's toxic/bad/boring, whichever interpretation you have.

    Note: I am not talking about leaving 4 people slugged to intentionally bleed them out. So assuming as soon as everyone's downed you hook them. Everything else fair game.

    What's the difference between being on the ground and being on the hook? At least on the ground you can move around, set up for a pallet/flashlight save/ hide/potentially anti slug/heal perks/might not lose one of my health states. On the hook you literally cannot doing anything other than try to remove yourself from the game.

    If you can't do anything on the hook I can't even see an argument for it being less boring than being slugged. The only rational reason I can see for hating slugging is that they want the ability to remove themselves from the game on the hook, that's it, and I don't think that should be encouraged.

    I'm genuinely looking a good reason to support peoples dislikes or to change my mind on the topic. As a survivor I'd always rather be slugged than hooked, I can't see any reason why I wouldn't.

    well people don't want to bring unbreakable or the unbreakable boon and counter slugging so they complained to bhvr and behavor destroyed knock out

  • sounds broken it's double sprint burst or sprint burst + whatever secondary sprint perk so shift w will be more prevalent and the m1 killers will be even worse

  • 20 seconds for a power cooldown is a lot in dbd does the cooldown shorten if he regains agony? because that's the only way i can see why the cooldown is this high

  • @nevaehlt said:

    The fact that I can get slugged for up to 4 mins in almost every game that I play is an amazing feature in this game. Especially when the killer slugs me just so they can mori the last survivor. Some of the best moments of my day. Nah on a real note the last 2 survivors should have base kit unbreakable bc that literally happens me in 95% of the games I play and it can't just be my luck. It's super unfair and not to mention super not fun and an unnecessarily big waste of my time.

    no learn to bring the unbreakable boon and unbreakable

  • because he can't down with his power and gets no info rmation he can only cut you off from a loop which is why he can cancel and cut you off from loops

  • @Nathan13 said:

    We’ve all had rough games but have you ever had matches where you couldn’t get a single hook? It’s probably a rare occurrence but I’m just asking out of curiosity.

    no. i faced good swf but they made at least one mistake and i at least got a hook

  • @ChrissyG88 said:

    As a survivor, I'm seeing killers run this perk more often recently.

    But I'm not really sure how to counter it. I'm getting absolutely destroyed by this, especially when coming up against high mobility killers like Ghoul, Nurse and Blight.

    I decided to start running Calm Spirit and Distortion but in my last game, after the last survivor was death hooked, I hid in a locker, still had a distortion stack, and yet the killer still knew to come right for me.

    So is there any counter to this perk?

    boon shadow step blocks auras

  • @WeaverReaver42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908252#Comment_3908252

    So your big rebuttal is just "nuh-uh" from what I've gathered. You haven't provided any examples to prove your point, and you just repeat your opinion without any other explanation. Am I right? Because that's overall how it comes off. If you have actual points to argue against my assessment of the current state of survivor play, feel free to actually mention them. Right now it comes off more like someone wanting to make this a "us vs them" post rather than actually trying to figure out how to make the game more fun.

    the game is inherently us vs them because this is a pvp game where 1 guy goes against 4 (unless bhvr is going to bust out killer bots when there isn't enough killers or when the killer disconnects) the killer should have the advantage because he can only chase 1 person at a time while the other 3 can focus on the objective the reason i say survivors are terrible is because they don't focus on gens solely and get scared of tr, are bad at looping or doing something else

    "making the game more fun" for whom killer or survivor? since it's a pvp game you can only focus on 1 sides fun or the other and the devs choose to focus on the survivors fun because statically survivors are the majority since they are the 4 in the 4v1. it's also the reason why the majority of killers are unviable when you get to the upper tiers when why you see mainly blights spirits nurses weskers but when something strong comes out here comes survivors to cry and have killers dumpstered for months or years until they're merciful enough to buff some killers

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909322#Comment_3909322

    Yeah, and that was a good start.

    Things like penti and thana stacking is a big part why thana got nerfed, because almost 3 minutes for a single gen was obscene.

    This also, BTW, applies to progression: so things like deja Vu, prove, etc no longer stack either.

    It feels like some people really, really want this to apply to survivors only (for "gen rushing" and haste), yet then melt down when it also gets applied to killers.

    true but killers usually melt down because they nerf gen regression without nerfing gen speeds and then when killers just swapped to slug builds they just nerfed that right away making killers just go back to gen regression

  • @AmpersandUnderscore said:

    It's a good change that's been a long time coming.

    Now do progression and slowdown.

    they already capped slowdown with the 8 gen kick limit and if you bring eruption or if survivors are in a specific area with surge you don't have gen regression anymore

  • @DEMONANCE said:

    https://us.v-cdn.net/6030815/uploads/XICH2SX2PEHI/img-20250410-163726.jpg

    and why are the devs using the excuse of new players for so many questionable changes rn?

    yes fnaf chapter gonna bring many players and you should focus on making the experience better which you are with the many of the qol changes.

    but this change doesn't fall into that it just hurts niche haste builds that are not even strong on either side and limits a lot of fun perk/power/addon synergies just making the game feel more stale and limiting for both new and existing players.

    if certain perks are problematic with their speeds nerf them but killing whole builds is not it, who even complained about this?

    and what would happen to singularity's overclock speed if they decide to use a perk like rapid or Play with your food for example does it just take the Perk's value making his basekit speed useless?

    remember when bhvr also stopped bamboozle from speeding up power vaults? and they nerf flashbang angles which were not even what was bad about the perk but leaving flashbang locker saves as is?

    please rethink this change it's not needed

    the only time i think haste and hindered stacking were a problem was with pre nerf skull merchant but otherwise it doesn't hurt anybody.

    actually haste stacking was broken since if you're a 110 killer there was nothing you could do. but i didn't know that hindered stacking was a thing since the numbers were so low and the duration was so short it didn't make a difference so i never thought about it

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909295#Comment_3909295

    Yap, now it doesn't affect on opening the gate and getting up from the ground and now instead of getting 30% with first totem, you will get a couple of percent for each otem (so for 30% slowdown of repair you need 5 penty totems on map)

    wow that's awful and the worst part is you'll never get that 30%

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909114#Comment_3909114

    I read the last post and I don't know how to tell you, but the nerf pentimento is not antigenrash

    they're nerfing penti?

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909098#Comment_3909098

    It shouldn’t be required to use situational/bad perks to combat an unfun playstile, that is not even countered by those perks. This buff is extremely minor and if you’d really want to tunnel you still could, but if you’d rather have DS basekit to combat an unhealthy playstile that’s fine too.

    if i can still tunnel if i want what's the point of the change then? also it is required ti use situational/bad perks it's there to change up playstyle and to prevent the situation your complaining about fron happening if you decide to use those perks instead of begging behavior to make the game easier for you

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909100#Comment_3909100

    That doesn't even kind of address anything I said. If you want to respond to a comment I make, please don't just state random irrelevant talking points people make about things on the forums. I'm happy to have a constructive discussion, but not to just say slogans at each other. If you think your comment contains something relevant to what I said, please explain how you think it's relevant.

    nah i quoted you by accident i meant to quote op but sure i'll respond there isn't any real reason to feel bad to slug for the 4k since survivors won't give a free hook when you have 0k but a bunch of hooks while they t-bag you at the exit gate

    i do agree it doesn't feel good to the survivor when they're slugged for the 4k but it sort of goes out the window since the reverse sucks for killer

  • @MechWarrior3 said:

    Needless to say I reported. She did it all game.

    https://youtu.be/YEd4V8xIEXE?si=lXhwiAS6BXNljthW

    that's a hacker

  • @smurf said:

    Yeah, I'll agree with this. From the killer perspective, if I down the second to last survivor, and leave them on the ground, it just seems like me telling them "Wait here and do nothing while I go do stuff to your teammate." It's super rude. And as survivor, it's so annoying to have to wait so long just so the killer gets a few more blood points. At that point the killer has already won, so there's no need to do it. And if someone wants an adept, then they should just go actually earn it instead of using a cheap exploit to do it. From both perspectives, I see slugging for 4k as cheap and rude.

    I have to admit though that last week I had a match where I wanted to give hatch to the third survivor, but their teammate had seemed somewhat annoying, so I downed the third and went after the fourth. Once the fourth was on-hook, I went to go pick up the third so they could wiggle off. I searched frantically and couldn't find them. I felt bad because I forced the third survivor to wait while I did that, and then I ended up with an undeserved 4k :(

    unbreakable and unbreakable boon exist

  • @Langweilig said:

    • The hook bubble explosion after the unhook removed
    • In the hud the survivor icon that shows the killer someone is on hook, changes to injured after a certain delay
    • Both the unhooked and the unhooking survivor leave no scratch marks, pools of blood and make no grunts of pain for short period of time

    All the changes allow the survivors to get somewhere without the killer easily locating them and by the time they are found, they should be healed again.

    What are your thoughts?💭

    no? honestly people should start running babysitter lightweight iron will otr or something rather than buffing survivors across the board on top of the meta perks they already have

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