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terumisan

terumisan

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terumisan
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  • the thing that counters it is slugging since the majority of second chances are hook based

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083321#Comment_4083321

    To be fair you have to keep in mind, anti-slug and anti camp were heavily abused in the ptbs they were tested in. And didn’t help solve the slugging/camping problem when it came to solo Queue as much as it was supposed to.

    Especially the buffed anti camp radius straight up breaking mult-floor and indoor maps like you could be on the second floor of rpd patrolling and the guy you hooked below you would get anti camp basically for free, plus swfs could hover just outside of the anti camp range leaving killers in a lose-lose scenario. Either you camp and feed the bar letting the guy get off hook Scott free whenever, or try and commit to the hovering teammate who likely is nearby to safe area they can easily hold W to, or leave the hook altogether to go pressure somewhere else while they reset for free.


    and of course all it did was punish low tier killers who had to rely on slugging and proxy-ing for consistent wins

    also applies to anti slug since free unbreakable just makes a lose lose scenario because one guy can hover and the survivor can just pick themselves up or run the uncounterable flip flop power struggle and just get stunned if they do a pick up

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083310#Comment_4083310

    I don't know how delusional you have to be to say something Iike "they won't revisit it because it benefits survivors" after fog vials, fast track rework, and the nuclear annihilation of the anti-tunnel, slug, and camp.

    anti tunnel slug and camp were busted to the point in the first ptb thr hub would actively lie to you and if a survivor died before 6 hooks it was an auto lose they were basically making 1v4 as busted and unplayable aa 2v8 fog vials made it so that you couldn't see let alone track and fast track was free permanent progress for all survivors (besides the hooked survivor) because the survivor hooked and it's still strong it's just not free passive permanent progress and they have to do sonething instead of nothing

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083259#Comment_4083259

    At almost every tile you can see the survivor during chase. This perk doesn't turn them invisible. They have to step on your footprints to gain elusive.

    high wall loops like jungle gyms shack and indoor maps exist also the hitbox id so big you can get hit and it procs not to mention it's multi floor

  • @cogsturning said:

    I would assume the point of pallet density was to help with tunneling. And judging from all these unattended dropped pallets in this clip—and someone dead at 3 gens up with almost no one else having hooks—it did not actually help with tunneling, or keep you from winning. So I'm not sure you stopping to break pallets on your path to victory is a great argument against the pallets.

    the point of pallet density was because survivors were complaining about deadzones which i guess at the time people were still doing run to yellow and pre drop it got added some were removed and then re-added since on the ptb some people were acting like there were massive gaps like on yamaoka so they just re added pallets and left it and won't revisit it since it benefits survivors

  • idk why not she's seen so little people actually forgot her counterplay so she needs something to buff that pickrate

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082666#Comment_4082666

    Most killers have boring, one dimensional gameplay and killer players have no incentive to get better at the game when perks and intentional hand holding design carries them.

    >Most killers have boring, one dimensional gameplay and killer players have no incentive to get better at the game when perks and intentional hand holding design carries them.

    and yet killers usually get nerfed from ptb to live then nerfed again due to survivor complaints even though all these killersshould have boring one dimensional gameplay that should be easily countered

  • survivors should be nerfed hard for the sake of the game and survivors have no incentive to get better at the game when the devsand perks carry them

  • @KokoakoCube said:

    After seeing Jasons powers I came to a conclusion that he is just overpowered Springtrap.
    I know they work differently, but at the same time they are not that different from each other.

    Looking at the ability without addons Springtrap has doors that he has to guess where survivors are, and there is low chance to getting to someone. And people know when you come out looking at the number panel.
    For Jason every single 'vaultable' object is his 'door' and he sees if survivors are nearby, so there is no guessing and you instantly are 'in game' after manifesting. (fog does nothing if you still can see where survivors are going)

    Springtraps axe is 'heavy' so it has low range and flies slowly.
    Jasons projectile is too fast to even react (you have to guess when he throws to be able to dodge)

    As Springtrap you have to come close to grab someone with axe inbeded in them.
    Jason can impale survivors from really far away and prevent them from moving.

    Springtrap can reclaim his axe after some time.
    Jason doesn't have to wait, he just has to use the ocasion while chasing to 'grab' another projectile.
    If survivors would try to avoid those trash piles and hooks, they would just end the chase themselves running into corners.

    Springtrap has a bonus for insta grabbing survivors in the office, but noone uses them, so it really does nothing.

    Am I the only one thinking that Springtrap will be just forgotten because of Jason?

    he is just upgraded springtrap but i think springtrap is better than jason by a mile since at least springtrap doesn,'t nerf himself to get his axe his pole cooldowns are way too long and the different don't matter besides the hook spear and he's 110 so if you miss your spike good luxk

  • @The_Count said:

    https://youtu.be/bf12yve3zto

    We just ask for a minimal of respect BHVR.
    Don't try to make a fool of us by gaslighting with this kind of thing.

    i thought it was added back in due to a 2v8 bug and never removed since survivorw didn't care

  • @TropesDaMan said:

    alright i have a stupid opinion, is Franklins that good of a perk, ive seen so many say its strong, but i dont see it being better then other M1 perks like STBFL or Sloppy Butcher.

    nope it got nerfed into garbage tier when they got rid of the damaging charges for items

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077934#Comment_4077934

    Back then we didn't unhook when the killer was near, and if the killer WAS near you did gens instead. To be fair gens were slightly shorter then, 80 seconds as opposed to 90. But the hook timer was also 60 seconds and not 70, so i feel it does balance out. In general i have seen the quality of survivor play continue to go down as more and more hand-holdy basekit mechanics are added for survivors.

    back then there were a lot more basement trappers and basement bubbas too. survivors don't need to get better if the perks carry them

  • darth vader isn't really horror since star wars is a action adventure sci-fi series than a horror series and jason is a legal minefield so realistically darth vader but i hope not

  • i just want the thing from john carpenter 1982

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077610#Comment_4077610

    It was actually meant as 50 of current progress.

    Please, stop trying to pretend like you know my perk draft better than I do.

    What I intended with this draft was:

    Once the boon is up, 50% of the current gen progress becomes Locked.

    If the gen gets hit by a regression event, for example Pain Res, if it has 70% progress on the gen and 35% is Locked, Pain Res still reduces the gen to 50%. The progress would still be displayed on the gen, so even if you Lock 40% of progress and the killer regresses it as much as they can, the 40% remains AND IS STILL VISIBLE. In fact, it would probably show that the gen is affected by this, if this was implemented.

    I am not talking about removing charges with this perk, this is why I invented an entire new status.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077536#Comment_4077536

    Also, eyes exist. With the increased visibility of pistons, and the lessened fog, you can see gens clearly from afar. In case of Surge, this is double the case, as you are already close.

    To finish, can we stop having arguments like this about a FAN draft that will never exist?

    can you specify current between current and total progress since you never specified and if you read it it says it still counts towards total progress

    Boon: Steadfast

    A boon that makes a single generator's progress permanent.

    While next to a Totem, press E to bless it.

    • 10/30/50% of progress of the generator closest to the Boon becomes Locked. When the killer snuffs out or breaks the boon, or the boon changes locations, the generator loses the Locked status.
    • After the boon is snuffed, blessing it again will take 100% longer. If the same boon totem is snuffed out twice, the totem breaks.

    Locked generator progress cannot be regressed until the boon granting this state is removed. The progress still counts towards the "total charges" of the generator for perk reasons.

    I know this may be too strong, but it's a quick draft, and also not a version that will probably get used.

    if you want to include this

    What I intended with this draft was:

    Once the boon is up, 50% of the current gen progress becomes Locked.

    please edit the post to reflect that instead of treating me like i'm taking you out of context since the former reflects total and you never implied current progress

    >Also, eyes exist. With the increased visibility of pistons, and the lessened fog, you can see gens clearly from afar. In case of Surge, this is double the case, as you are already close.

    indoor maps and multi floor maps exist. so if your using a perk that can go through walls you won't need to check the gen

    >

    To finish, can we stop having arguments like this about a FAN draft that will never exist?

    it's a discussion on how this fan change would work i just disagree with the changes

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077536#Comment_4077536

    the gen cannot go below 50 it will be locked if it's above it will regress until the gen is at 50

    So I think you grossly misunderstood @SoGo 's suggestion.

    They aren't saying the boon will lock a gen above 50% progress at 50%. That boon will lock in half of the generator's progress. Which means that a gen that's at 60% will only have 30% locked.

    Which means that a gen will only lock to 50% if its total progress is… 100%. That means it'd only hit 50% lock if the generator was already completed, but got stopped at the very last charge and regressed allllll the way back down to 50%.

    So the only way the situation you describe would arise is if the gen already lost 50% total progress and THEN got hit with more regression.

    It is a nerf to surge and pain res

    It's not a nerf, it's a counter. And since it's a survivor perk, it does eventually have to do -something- you will not like, it can't just be a dud and do nothing.

    the problem i have with this perk is it's too strong. a gen with these conditions waste so much of the killers time

    The chances of you actually losing regression or perk procs to this are incredibly low and it wastes a lot of survivor time due to the booning time invested.

    >They aren't saying the boon will lock a gen above 50% progress at 50%. That boon will lock in half of the generator's progress. Which means that a gen that's at 60% will only have 30% locked.

    >10/30/50% of progress of the generator closest to the Boon becomes Locked

    it's a blanket 50% progress so i assume it's 50% total progress of a gen since it was never outlined 50% current progress of whatever charge it happened to be on and if this happened in game it would probably be 50% total progress of a generator too

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077479#Comment_4077479

    no it just requires it to be above 50% when it hits 50 it goes into locked status meaning you can't kick it and the gen acts identically perk wise as if the gen was at 0 so if it was at 50% and locked any remote gen regression wouldn't give a notification or proc regression perks

    I'll be honest, I cannot follow what you are saying at all.

    the gen cannot go below 50 it will be locked if it's above it will regress until the gen is at 50

    how i see the locked status working is it will treat a gen a 50% like it's at 0 or a gen that isn't regressing so any regression will not work on it so you won't get notifications and perks will not work on it unless the boon is snuffed

    It is a nerf to surge and pain res because if you do not check the gen from the killers perspective it will look like that gen hasn't been worked on due to the locked status

    Deadlock also is psudo affected by this since deadlock doesn't really counter gen rushing if survivors just leave the blocked gen alone and deadlock will also show a locked gen due to it being at 50 at least

    the problem i have with this perk is it's too strong. a gen with these conditions waste so much of the killers time that you need to be a mobile killer and makes low tiers worse

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077217#Comment_4077217

    This situation requires you to have already regressed the gen from 99% to 50% by other means before hitting it with another regression. Also, at this point, Pain Res likely -can't- hit it.

    no it just requires it to be above 50% when it hits 50 it goes into locked status meaning you can't kick it and the gen acts identically perk wise as if the gen was at 0 so if it was at 50% and locked any remote gen regression wouldn't give a notification or proc regression perks

    so it's a nerf to surge pain res and deadlock and if you're running deadlock with surge that would be the only way to actually know since deadlock would only proc on that specific gen meaning your still vulnerable to gen rushing since it's procing on that specific gen and the killer has to waste time walking to that specific gen searching and snuffing that boon then kicking the gen instead of pressuring the other gens that survivors are working on and if the killer does that the survivor will just replant the boon and more time is wasted for the killer

  • @SlyKing said:

    The Cenobite’s old perk “Deadlock” could be made partly basekit. This would mean after a generator is complete:

    • The generator with the most progress is blocked for 15 seconds
    • The perk “Deadlock” is changed to only add an extra 10 seconds to this timer, making it the same as usual.

    this change would do several nice things, such as:

    • Stopping multiple gens from popping back to back, which is known to be very frustrating for killers
    • Allows the killer to regain lost pressure by giving info on the next gen to pop
    • Doesn’t negate survivors progress on a generator and isn’t intrusive enough to be problematic
    • And makes killers less reliant on gen regression, allowing for more perk diversity.

    I do really think this SHOULD be tested in a PTB because it could really be extremely healthy for the game.

    deadlock technically doesn't stop gen rushing if they just leave the first gen they get pushed off of they get to keep a gen that's high progress that gets locked on that specific gen

  • @KrazyKat1011123 said:

    I kinda like how dbd is going, but I miss when it was scary. Now it’s more arcadey/comp.

    you have to cripple survivors and buff killers to bring back the horror aspect

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077080#Comment_4077080

    The boon doesn't block ALL regression, just regression past a certain point. The only way that leaves the gen at 50% is if the gen was 100% done already. Pain Res would never kick off enough charges to hit that point.

    it removes up to 50% so whatever above gets regressed to 50 and doesn't dip under. if you use a perk like surge or pain res where you don't have to actively check the gen and pressure somewhere else they're kinda screwed especially since dbd is a time based game

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077057#Comment_4077057

    I accounted for the situation you are mentioning.

    The charges are still in the gen, the pistons would show that there is, and perks like Pain Res would still cut off the exact same amount it does normally, you would just be unable to regress it past a certain point.

    you didn't though. what i'm saying is if you bring surge or pain res and don't check that gen to see if the boon is near the gen (which wastes more of the killer's time) the survivors have a free gen at 50% also it indirectly hurts deadlock because it'll probably hit that gen first

  • i mean he's still terrible so your changes is probably what he needs

  • @SoGo said:

    So, I'll try my hand at making a draft too.

    To catch up those who aren't aware, here is what one of the Grimoire perks should look like:

    https://us.v-cdn.net/6030815/uploads/W70256JPZSFP/img-20260505-103956.jpg

    There's no denying it sucks, numbers wise and also, imo, conceptually.

    So, here is my alternate idea:

    Boon: Steadfast

    A boon that makes a single generator's progress permanent.

    While next to a Totem, press E to bless it.

    • 10/30/50% of progress of the generator closest to the Boon becomes Locked. When the killer snuffs out or breaks the boon, or the boon changes locations, the generator loses the Locked status.
    • After the boon is snuffed, blessing it again will take 100% longer. If the same boon totem is snuffed out twice, the totem breaks.

    Locked generator progress cannot be regressed until the boon granting this state is removed. The progress still counts towards the "total charges" of the generator for perk reasons.

    I know this may be too strong, but it's a quick draft, and also not a version that will probably get used.

    that's a broken boon even if it's 1% progress because it's permanent i'd just run gen progression perks to compensate i'm talking about the original boon

    your changes make life infinitely worse for killer since if they run pain res or surge and don't have time to check the gen the survivors have 50% progress to go back to

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076709#Comment_4076709

    I'm again asking you how a baby survivor is supposed to waste substantial time against a high-hour Blight, and also shouldn't have access to DS.

    You mean the pallet density that was whined about and heavily nerfed.

    lol it wasn't but ok a baby dwight can pre drop shift w since it's a high level blight who's targeting that specific dwight for some reason he's probably going to camp him to death too if he's that fixated on it and his team should just slam gens in the meantime

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076688#Comment_4076688

    OK not at all what I said, but let's go with it. You, of course, have a bunch of footage of you successfully looping a high-hour tunneling A or S tier killer (without DS, because it "should be removed") while your team finished gens and won the game? You wouldn't be asking people to do something you can't do yourself, right?

    And you're saying a 200 hour survivor doesn't understand things correctly? Yeah, true. So what are they supposed to do against the high-hour tunneling killer? And how is it their fault if they get put with such a person?

    And Windows is fine but DS isn't?

    they're supposed to waste time to give the team enough time to do the gens what did you think pallet density was for?

    no i don't record dbd videos so no

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076683#Comment_4076683

    Explain to me how survivor A "messed up terribly" if 200 hour baby soloq teammate B is insta-tunneled by an 8k hour high-mobility killer a minute into the match? It's not hard at all to create a 3v1 in a game with awful matchmaking. It's not even uncommon to 4k at 5 gens.

    so a 200 hour survivor doesn't underatand what rushing gens is what a god pallet is and doesn't understand how to use them effectively compared to an 8k survivor also their teammates aren't good if they aren't focusing on gens

    they are messing up massively since they don't understand looping or even pre dropping since A tiers can also be high mobiliy too its a skill issue on the survivors part since the teammates can be on gens rather than do literally anything else and with pallet density adding a ton of pallets they have an abundant amount of them to use not to mention windows

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076679#Comment_4076679

    DS exists to slow down a tunnel in order for survivors to survive since easy 3v1 wins exist.

    Would you like to keep going?

    first 3v1's aren't easy 2 if a survivor is put in a 3v1 situation they messed up massively or wasn't focusing gens

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076630#Comment_4076630

    Antigen shoud be removed since gens are a survivors obejective.

    gen regression exists to slow the game in order for the killer to kill since pallets weapon wipe and sprint burst on hit exist

  • ds should be removed since killing is a killers objective

  • lol this hsppened when knock out was meta for a short time and the devs destroyed it but never actually addressed the issue of ehy it was becoming meta which is survivors get buffed/have too many second chances when you hook them it still has counterplay though

  • it is a competitive game it's just balanced so heavily in favor of survivors it's like a party game

  • i like outlast and the players that dbd caters to do not mix with outlast i like coyle and i find the things he says funny but i know none of his voice lines would transfer over or franco barbi as deathslinger liliya as skull merchant

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075618#Comment_4075618

    It wastes time.... Of the survivors. You have to spend some time building them, and unlike the party pallets in the anniversary event, you have to actually lead the killer there, and that can get a bit tricky.

    I am not denying that extra pallets are powerful, but it takes a lot of timing to actually use them to your benefit.

    it doesn't really waste time of survivors since there are 4 of them and they can do basic things like read a hud and windows/five moves ahead are meta since survivors are the ones who dictate chase

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075678#Comment_4075678

    If you want the game to be balanced for solos then the power level of solos and swfs needs to push closer not further. Having a perk like Fast Track exist where it is too strong in swf is simply a problem for the entire game.

    so cripple swf? but everytime someone advocates it people start whining how we shouldn't punish people for playing with their friends

  • yea i'm fine with the changes because the pre ptb ver was ultra busted. now they have to do something instead of nothing for value

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075400#Comment_4075400

    While this is somewhat true, the event ability in the Anniversary Event is already garbage and you get this for free.

    To have to waste time to search two chests to activate this Perk is not really appropiate.

    i'm thinking ahead like if the devs change the activation conditions instead of chest seaching they changed it to gen progression it would be busted which is why they have to be really careful on what they change it to since even if they put it down to 1 chest search people still wouldn't use it

  • fragile pallets prevent brain dead pre dropping but if that same pallet keeps being built it wastes a ton of time and dbd is a time based game

  • @jesterkind said:

    Definitely a lot better, this actually does fill a need instead of just harming killers.

    The first chase/first hit out of nowhere is when a SWF would know what killer it is, so it's a good baseline to shoot for. Very glad this was adjusted, it would've been a problem otherwise.

    >fill a need

    95% of the time there is a global audio cue or visual indicator before the first hit

  • if apocalypic ingenuity didn't have such strict conditions you'd have 4 survivors just rebuilding god pallets

  • because the people bhvr are caterinf to can't handle it even though only adults should be playinf the game

  • i just went against a nurse earlier today and it was a 4 man out with a bot since i was just ran around loops with los blockers and she didn't know how much charge it took to hit me

  • they don't like him since he punishes shift w

  • people on average don't play mac so no

  • @Slurp_Ramen said:

    if you watch most of these videos all it is people who fed up with the current state of the game and voicing their collective frustration (at survivors) and trying to educate them on how to get better so they can stop blaming ‘toxic killers’ for their problems.


    if you don’t see the issues you’re either in a 3-4 man swf, a killer player, or a new player who doesn’t know bad plays when they seem them.

    Please I encourage any doubters, go play solo-duo queue and watch how many game you lose because your teammate survivors heal under hook, farm hooks, loop in disadvantages areas, die too fast due to lack of knowledge, or dc/go next immediately. These people are the reason half the killer roster have such bad reps, because instead of learning they b***h and moan or dc until mommy and daddy bhvr fix the ‘problem’.


    I don’t see a problem with ‘survivor bashing’ content, maybe it’ll get some of the worst offenders to educate themselves but what do I know, they probably saw the thumbnail left an angry ‘killer mains bad’ comment then went back to throwing games and complaining on twitter.

    true solo sucks because of teammates

  • @Rick1998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073878#Comment_4073878

    blight and nurse i'm jot sure if i agree on . Those are the only two killers that deserve complaints . Any other killer then yeah a comp swf has the leg up always .

    if you watch comp dbd survivors even with blight and nurse can't keep up and have to camp hooks since if the survivors and the killer are both good the killer loses since there are 4 good survivors not to mention doing 5 gens with no gen progression perks can be done faster than 12 hooks

  • the problem with comp dbd is you have to nerf survivor heavily for killers to have a chance even with current blight and nurse since you still find them camping a hook to secure a kill so a loooot of perk combos or perks are banned for survivors are limited to 1 strong perk per person

  • probably because he got nerfed to be unfun if it's fair to survivors it's unfun for killers

  • kaneki since it comes down to me looping well

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