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uganda_calm

uganda_calm

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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446357#Comment_3446357

    I agree with you.

    Just a note that might help you a little gaining pips a little faster. I usually play brown addons when I have 0-1 pip and iri addons when I need one more and it's hard. Hope this helps 🙂

    not to brag but i dont play addons higher than grey. And i just reached iridescent 1 today, even without my generator penetrator build.

  • @SpiritsHusk said:

    Yes, I honestly find no point in trying to continue a game if a player disconnects at 4/5 gens just because they got outplayed, the whole team gets punishment for their action, I would not want to increase dc penalties as some people do have valid reasons to leave a match such as their internet disconnecting or such.

    Dc's at 4/5 gens almost guarantee the killer a win most of the time, where you can just play it out and wait for hatch or something boring like that, if BP Gain was increased least players would have a bit of encouragement to continue the game and not dc instantly after.

    I think this is a very important point. Disconnecting is a very big problem for survivors and killers. (survivors a bit more of course)

    Killers loose a lot of BP and possibly a pip when a survivor disconnects in the early game. And survivors pretty much lose the chance to win.


    So first of i would say if some one disconnects everybody in the game should get a save pip, so they dont down rank.

    Then disconnects should count as 3 hooks for the killer. (only because of the pip)

    And i would say to give killers and survivors a little bp bonus at the end of the match, maybe 10% or 20% because those matches loose a lot of of bp for both sides.

    And maybe a little bonus of 1 or 2 percent for survivor things if some one disconnects, just the even the odds a little bit.

  • @[Deleted User] said:

    As a solo queue teammate since 2020, I believe it's about time toolboxes receive the same treatment as medkits did in order to maximize the interaction between survivors during a match. The thing i love the most around medkits rework is the encouragement to help out a teammate.

    Under this circumstances, toolboxes should also head in the same direction. In the current state of the game, the ability to increase efficience in reparing a generator is very inadaquate for the reason that we already have enough perks for gen progress. Besides toolboxes currently even allow survivors to load into a match and barely interact with other players, just do gens and leave.

    So my idea is:

    • Make it so toolboxes have two side objectives: sabotage hooks or craft a remnant pallet
    • A remnant pallet can be reconstructed by assembling the remains of destroyed pallets with a toolbox. It spawns already dropped replacing the destroyed pallet (if you guys believe this is too strong just make it a single-use add-on substituting the brand new part).
    • Fast vaulting a remnant pallet gives the survivor a 3% haste as long as they stay in a range of 16m from it (a incentive to use the toolbox to craft it).
    • If kicked by the killer, the remnant pallet inflicts a debuff on him for a few seconds (could be hindered or blindness status effect, slower speed upon breaking action - some ideas for a variety of addons that impact the gameplay)
    • Toolboxes now hold the same amount of charges across all rarities (lets say about 20-24 charges just as medkits) and an action to repair a gen reduces the efficience.
    • Rarities only affect the speed to complete side objectives and add-ons would need minor tweaks here and there.

    The idea came from the anniversary stream where the devs introduced the charge system for the anniversary in-game event. i hope you guys consider this suggestion 'cause i believe it could encourage teammates to help out in other ways than just doing gens (anything to make the game less straightfoward can improve the quality of the gameplay). Thank you for reading and see you in the fog! 💙

    i think you have some pretty nice ideas but i think your idea of a remnant pallet is a bit to strong, giving survivors buffs and killers debuffs, basically making looping a living hell for killers.

    I think the toolbox should stack when multiple survivors sit on one gen (because they are all using your tools). So if multiple survivors bring a toolbox and sit on the same gen they do not stack on each other (because everybody already has tools). In this example, tools would be like a status effect that buffs your repair speed. And every one with a toolbox or anyone sitting on a gen with some one who has a toolbox will get this status. So if everyone has a toolbox and sits alone on a gen it is not as effective.

    The remnant pallet could be an add on that you just could repair pallets that have been destroyed by the killer (maybe one for every repaired generator or something like this). But only keeping them dropped so Any Means Necessary still has a use.


    @AssortedSorting said:

    I agree that Remnant Pallets when rebuilt should start in the dropped position.

    Give the Gloves Addon the Any Means Necessary effect. (Has a few charges before the addon Breaks, but is independent of Toolbox Charges)

    Debuffs must be “Reinforced” onto a pallet as a separate action (And the reinforce Action may take longer depending on the debuff(s) applied) The Action is unlocked via slotting an appropriate debuff addon or toolbox archetype. Which can also be applied to naturally generated Pallets.

    No hinder debuffs on Break. However perhaps Reinforcement can increase time to Break?

    Overall an interesting idea.

    Do Pallet remnants spawn in addition to existing Pallets at Trial start? Or are they only ever sourced from the Killer Breaking a Pallet?

    I think the former, so a Survivor might take time at the start to do something other than gens.

    No hinder debuffs on Break. However perhaps Reinforcement can increase time to Break?

    Another add on could be to reinforce standing pallets so the killer needs longer to break them and survivors vault it a bit faster (because the surface becomes a bit smoother). But this and this:

    The remnant pallet could be an add on that you just could repair pallets that have been destroyed by the killer (maybe one for every repaired generator or something like this). But only keeping them dropped so Any Means Necessary still has a use.

    should only work once per pallet so survivors cant set up the same loop over and over again.


    @Coffeecrashing said:

    I want toolboxes to no longer have increased chances of skill checks, so they won't super combo with hyperfocus and fogwise.

    I think this is also a very good point. Gen repairing perks and toolboxes are strong enough alone and dont need to push each other so hard.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446026#Comment_3446026

    I understand you. It's cause and effect. You are not to blame, but you are "part of the problem". Of course you will go strongest stuff when your opponents do strongest stuff against you. And of course they will bring strongest stuff if they get strongest stuff against them.

    Right now there are just 3 ways around it. A, loose a lot of games so that your MMR adjusts (but MMR is very loose, so it will still not prevent this experience) B, you do what you are doing. C, you just shrug off those games as they "don't matter to you - they didn't win, their items/addons/perks did".

    The only other thing to be done is to convince devs to remove from both sides (removing stuff from 1-side just means more frustration and possibly a lot less people playing that role) atomic options in hopes that the less-efficient stuff will bring more balanced/fun games (but it's still questionable if that would be the end result).

    Right now there are just 3 ways around it. A, loose a lot of games so that your MMR adjusts (but MMR is very loose, so it will still not prevent this experience) B, you do what you are doing. C, you just shrug off those games as they "don't matter to you - they didn't win, their items/addons/perks did".

    I dont think there are 3 options, because i want to rank up, 1.000.000 BP at once is nothing to just "shrug off" and i know there is a way to consistently rank up, it does not bother me personally when i get no kills but i will rank down if i just ignore those rounds.


    The only other thing to be done is to convince devs to remove from both sides (removing stuff from 1-side just means more frustration and possibly a lot less people playing that role) atomic options in hopes that the less-efficient stuff will bring more balanced/fun games (but it's still questionable if that would be the end result).

    This is the big problem in my opinion. Balancing in a game like this is very hard. The two sides have very different playstyles and mechanics. And one side has 4 players one side only has 1.

    And if the devs just remove mechanic after mechanic on both sides, in the end the game will be balanced but there will only be one playstyle for each sides and no diversity in different rounds. Every game will be the same.

    So i think the best way to handle things like this build or my build is to try a lot of stuff. Nerf and buff different things over and over again until the feedback becomes more and more positive. It would take a long and very stressful way to truly balance DbD the right way, so it will likely never happen. The concept of cause and effect is just to strong in a game like this. In ervery patch there will a new op mechanic that makes the game unfun for either side.

  • @k3ijus said:

    let me cook before y’all flame me. A 3 gen occurs when three generators nearby each other are guarded,and it’s almost impossible to break it unless the team is perfectly organized. Behavior has offered incentives for the killer to stop it- but it doesn’t stop the playstyle. After all

    A lot of people think 3-gens is the issue, but the issue itself is the fact killers can repeatedly damage a generator over and over again back to 0% progress without any issues. It is extremely unfair(coming from a killer main;blight at that) that killers can always damage a generater back to 0 constantly and constantly. I found 2 solutions that would completely break this.

    1- After losing [specified amount of progress] That generator is given a repair speed bonus permanently. If a killer wants to hold the game hostage and continue kicking generators the entire match- the survivors will win the long game.This feature wouldn’t even affect most matches- unless a killer is purposely holding a game hostage with a 3 gen.

    2-After a generator has lost [specified amount of progress]it receives fixed points. Fixed points are percentages of a generator that cannot be lost. (Ex:a generator being stuck at 10% progress) Fixed points are slowly added as the generator continues to countless be kicked- it’s complex to explain but eventually the fixed points would get to high for a killer to kick and run.

    Both these solutions completely ruin the ideal of “3-gens” and anything associated to it.Survivors shouldn’t have to work around a 3-gen that literally enables a killer a win.

    There is a problem with your solutions. You are just flipping the coin.

    In the current system, the killer most likely wins over the long shot but your changes would not balance the odds, it would just switch the rolls in the endgame. And if one side is better during endgame the game becomes one sided.

    Even worse is that those options would make tunneling even more attractive because killers would want to prevent to go down to one or two gens because they could not defend it over a long game.



    @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446282#Comment_3446282

    guard alone will waste your time, but shouldn't injure you. Logic is also same, you see knight using guard you prerun, so you won't even get to chase with guard.

    if there are not even two survivors alive, you lost. No need for complicated system.

    If there are not two survivors who know how to win against 3-gen, do they really deserve to win? Seems like git gud issue at that point.

    i kinda agree with you @DaddyMyers_Mori but not on all points.

    Guards are a big problem in 3gens because it tells the killer if you are there and where you are, even if you dont get hit by it. And if there are most likely only 3 survivors left in the endgame, there would be 1 person in a chase that could also not repair a gen. So effectively the knight can protect 2 gens at ones.

    But you are right about the second part, if 2 or 3 survivors dont know how to counter 3gen it really is a skill issue.



    @k3ijus said:

    this is all playing hypotheticals that the 2 survivors(who hypothetically still are alive) are actively smart enough to work together without any communication, and to some extent hag and maybe skull merchant could be broken..but realistically any decent knight plsyer could at least defend 2 generators at the same time, you keep referring that the coB era is broken,it still exists just not as powerful

    if there are only 2 survivors with 2 gens left, they should not have a realistic chance to escape together. This is what the hatch is for, even if your team looses you can still escape.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446060#Comment_3446060

    It's about time efficiency. You win plenty of time by caging survivor as you can immediately move to the next target. The proposed suggestion would allow pyramid head apply tormented status on multiple survivors as well with good cast or during unhook ( this was the main reason devs listed as to be op, even though it could be fixed by not applying the tormented debuff at all when within X range of hook ) and generally allow this particular killer to be more effective. Sadly as we know, when somethin makes any killer more effective it gets thrown out of window for very known reason.

    your suggestion would be my option nr 2.

    I think this would be pretty good solution, even tho you could still hit several players at ones in many different situations.

    Another good option that isnt in the original post would be to make a cooldown for the torment effect, so if a survivor had torment in the last 60 or 90 seconds he cant get it again. This also would prevent tunneling with cages.

    In combination with one off the other options, this would make a nice little buff for pyramid head.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446062#Comment_3446062

    The way their matchmaking with CrossPlay off works is you only would be matched with others on your particular platform who also have CrossPlay off too, and not between the prior gen machines either.

    So if I play DBD on my ol' venerable Xbox1 with CrossPlay off I couldn't get anyone on Xbox series x or s, nor any other console, even if they also have CrossPlay off too. Just those on Xbox1 with it off.

    I tried it. Waiting 40-50 minutes for a match is trash fam. Trash.

    And they've said many many times they have no plans to add M&K support, so that ain't coming either.

    oh ok, i did not know this. This makes it even worse.

  • It is a big difference in my opinion. But you can just deactivate crossplay and you will play against much less mnk players.

    Overall your problem is that consoles are meant for casual gaming and not for high pressure professional gaming. So if you want to play best and rank high every season you will have to play on mnk.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445439#Comment_3445439

    The difference is much bigger than you think. Tormented survivor can be caged instantly and this can't be denied by survivors as they can't blind killer like during pick-up animation, can't sabotage a hook while killer is carrying survivor and allows killer completely negate whatever defensive perks survivor had that would make hooking harder.

    For me as killer its not much of a difference. I am very cautious when picking up survivors and almost never get stunned or anything like this. So for me its not big.

    But you are right, if you have problems while picking up survivors, the cage can make a big impact in your game flow.

    But still, the cage is planted far away from you, so if you dont instantly run over to it to protect it, its much easier to get someone out of there.

  • @shofarian_starfall said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377842/about-the-planed-executioner-punishment-of-the-damned-torment-changes

    Why couldn't it just be made so while you have the BT from unhook, you are invulnerable to the torment in question? Meanwhile the survivor who unhooked their teammate while being unprotected, gets tormented ? excuse my poor english im baked and its late

    What you said is basically option 1, just with a different way of doing it.

  • @jesterkind said:

    I think you're missing some stuff here.

    I'll tackle Machine Learning first because it's really the one thing we just disagree on-- I don't think it's fair to say that a perk is bad because it activates when a generator is completed (after all, Machine Learning is far from the first with that requirement), and I definitely disagree with you saying that you're supposed to be protecting generators. You're not, you're supposed to be killing survivors, and defending generators is just a good way to achieve that goal- that's relevant because while Machine Learning does require you to have lost a generator, it gives you a benefit that helps you to fulfil your actual objective. 10% Haste is nothing to sneeze at, and Undetectable on top of that is a really nice cherry on top. Still, we ultimately just disagree there.

    Where I think you're being more legitimately misguided is in the other two. To tackle Scavenger first, I think part of what you missed is the specific feedback that the PTB version required no downtime; it was compared to Built to Last a lot, to highlight that BtL requires you to go hop in a locker and take time off generators to recharge your item. Scavenger, meanwhile, had no required downside; you just got your charges back and could use them immediately. This change enforces either downtime, or a net neutral efficiency; your +50% bonus from the toolbox offsets the -50% penalty from the perk, sure, but if you actually repair through that you're not really gaining anything from bringing the perk in the first place. On the flipside, if you get off generators to actually wait out the penalty's timer, you're not doing generators during that time, which is enforced downtime more than equivalent to Built to Last. It'll remain to be seen just how effective the perk ends up being, of course, but this was very much a direct response to the specific feedback that was given to Scavenger.

    Same with Pyramid Head. The "much desired" QoL change suggested on the PTB was anything but; overwhelming feedback was that it shouldn't go live without heavy adjustments, and if they didn't have time to make those adjustments then simply cancelling it (for now) was absolutely the right call. Again, a direct response to feedback, not ignoring it or flying in the face of it.

    It's also worth mentioning the other changes that came with this developer update, because those were also a direct response to feedback. EMPs felt too available for how strong they are, so they're reducing the availability. It was hard to tell at a glance when a Biopod was hacked, so they made it more obvious. Straight complaint -> resolution, exactly as with Scavenger and Pyramid Head.

    I'll tackle Machine Learning first because it's really the one thing we just disagree on-- I don't think it's fair to say that a perk is bad because it activates when a generator is completed (after all, Machine Learning is far from the first with that requirement), and I definitely disagree with you saying that you're supposed to be protecting generators. You're not, you're supposed to be killing survivors, and defending generators is just a good way to achieve that goal- that's relevant because while Machine Learning does require you to have lost a generator, it gives you a benefit that helps you to fulfil your actual objective. 10% Haste is nothing to sneeze at, and Undetectable on top of that is a really nice cherry on top. Still, we ultimately just disagree there.

    You as a killer are supposed to protect the gens, otherwise there aura would not be revealed to you. You have to protect them or else the survivors escape. Its like saying, the survivors are not supposed to heal, they only supposed to escape.

    Machine learning as of right now is not a good perk. You have to kick a gen, then you kick another gen and then ignore it until it gets repaired. You cant activate it on multiple gens and you have no control over when or even if it triggers. So you are not even guaranteed that it even takes effect in your game.

    I think there are much better ways for a perk like this to work.

    • Make it so the perk activates right after kicking a gen, this way you could combine it with nowhere to hid for example.
    • Lower the haste to 7% and make it activate every time a gen is repaired.
    • Lower the haste to 7% and make it so you can put it on multiple gens.

    I just think the requirements are to high for this level of inconsistency.


    Same with Pyramid Head. The "much desired" QoL change suggested on the PTB was anything but; overwhelming feedback was that it shouldn't go live without heavy adjustments, and if they didn't have time to make those adjustments then simply cancelling it (for now) was absolutely the right call. Again, a direct response to feedback, not ignoring it or flying in the face of it.

    I think what he wanted to say by "much desired" is just that pyramid head players were supposed to get a big and much needed thing and now they dont get anything because the developers dont really know how to do it.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445451#Comment_3445451

    No purpose? You cannot say this when it pairs SO well with rancor

    The speed buff is just an extra effect, you use it for the obsession switching and with rancor you're pretty much tombstone Myers on any killer. You just have to know how to use it correctly

    I'm really offended by this given that it is my favorite in my rancor build, slap on NWO, remember me, slug the obsession on 1 gen, boom instant kill, then go hit someone else on a gate. If they're not the obsession, leave them slugged and find another person

    i dont think that a good combo with ONE perk is a reason to call it a good perk. If you have to run a perk with another perk just to give it some value, just how good can it really be? If you want to play like this you could just play noed on a killer who can kill survivors and save a perk slot.

    @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445857#Comment_3445857

    If you like it then more power to you, but I don't play Rancor builds and even in a Rancor build if the perk had the same level of consistency as say Trail of Torment it would still overall be better than it currently is.

    And i agree with this, if you like to play it, fine with me but this combo only gets value after the gates are powered. So 2 perk slots are usless over the first half of the game.

    In my opinion it would be way better to just pick 2 perks that have value all game long.

    But fun over all, if you like it, like it. But i still dont think its good.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445394#Comment_3445394

    And this is probably reason, why OP had to write this. Quite possible that group had u as a killer just previous game...

    https://forums.bhvr.com/dead-by-daylight/discussion/377826/toolbox-bnp-wire-spool-built-to-last-prove-thyself-stake-out-isnt-fun-to-go-against

    The answer is - you just loose and go next. If they are not potatoes, they can't loose that one.

    Just a note - killers can and do the same thing and I would say they do it even a bit more often - just pick your blight+C33+alch ring, or yakuyoke+mdr spirit, or double iri plague, or impaling wire+engeneering's pinhead, or.... You get the point.

    And you don't see this often, because people usually do this out of frustration from what their opponent did to them (or maybe to do challenge or get their last pip) - otherwise it's quite boring usually

    you are right with that, but i also only started running this build because i got genrushed within minutes multiple times in a row. Its all just cause and effect. If medkit gets nerfed and survivors start to run toolboxes more often, i as a killer have to think about ways to play around the new meta. And in my opinion you cant get around something like this in a game like this. Both sides have opposite goals. Killers dont want to be genrushed and survivors dont want to be 3gened and if you give one of them there will you will have to give it to both of them or else the game becomes one sided.

    Overall i think that survivor squads with full generator builds are to strong with the regression perk nerfs. So if i dont run full gen control i will never get more than 2 kills in a game. and this is not enough for a pip.

  • @nars said:

    Probably the most tone deaf post I've seen all day.

    Explain to me, how exactly are killers "buffed to gods"? Is it the gen kick meta-- wait actually that got removed entirely. Actually, most regression perks are either dead or reworked. And now pain resonance, the strongest regression perk, has been reworked to discourage tunneling. Or was the healing nerfs that went through that ptb-- nope actually that just nerfed med kits down to being fair. being able to save the time it takes to find another survivor, and have them heal you wasn't fair. Especially because you could undo a skillful play in 16 seconds.

    Was it bc DH got nerfed? No, that cant be. There are still at least 2 very strong exhaustion perks. And with regression being dead, toolboxes can go rampant unpunished. one bnp does 22.5 seconds of progress in 5 seconds. 22.5 x 4 = 90s to undo a 5s BNP. Ah yes killers have been buffed to gods.

    Come to think of it killers been getting nothing but nerfs lately. Gen kick's dead, pain res nerfed/sidegraded. Gens are flying faster than ever since theres next to nothing to stop them now. Most meta perks encourage playing fairly, like NWO and Pain Resonance. Deadlock is simply passive slowdown to prevent genrushing and double pops etc. Huh... almost killers arent gods...

    Not to mention survivors been seeing buff after buff. Did you forget the soloQ hud? Or the anti camp changes? or basekit BT? all of which were implemented to streamline the survivor experience into a bearable and fun gameplay loop. Survivors are getting basekit changes to prevent unfair strats like tunneling and camping. Basekit changes to ease soloQ, along with killer perk nerfs making popping gens much easier. All it takes is a commodious toolbox with a few addons to destroy a generator.

    So by my metrics killers are gods because:

    • Their strongest meta got nerfed
    • most regression perks are dead
    • the meta perks discourage or are neutral to tunneling
    • survivors have basekit anti tunnel, basekit informative hud and soon to be basekit anti camp
    • med kits are fair now
    • coh is fair now
    • toolboxes are running rampant
    • gen rushing is now unstoppable
    • DH is finally done being overpowered
    • survivors still have plenty of good exhaustion choices

    There have quite literally been next to no killer buffs this year. In fact, one could argue survivors are "buffed to gods" though i wont because thats stupid and not true. All im saying is that theres more to work with there if one wanted to.

    Seriously, if you are having trouble escaping right now its just a skill issue. I know how pretentious that sounds but for real. Right now killers can barely do anything about gens, have a terrible early game without corrupt, cant counter gen rushing and have to deal with all the gens popping almost every game. Im not saying its easy to escape right now, but gosh golly gee willikers is it easy by comparison to before.

    -----------------------------------------------------------------------------------------

    The Tangent: Part 2

    Okay, so let me lay out the things you want in this post.

    • Old hatch
    • Basekit Unbreakable
    • Killer nerfs (assumedly)
    • Win every time you play a "great game"

    Im going to start with old hatch............ WHAT. NO. I am not going back to that. Gone are the days of bringing a key and escaping for free, good riddance to them. It was unfair on all levels, letting all 4 survivors escape for something completely chance based. Or by old hatch do you mean the standoffs? BECAUSE ALSO NO. I refuse to stand on hatch for 3478384 hours just so elodie can hide until the server boots us. not happening. ever. please god. never. again.

    Basekit unbreakable................NOOO. Slugging isnt fun and all but they kinda already tried removing it. There was a PTB back in august or september where after 45 seconds of recovering you could self revive. Some good cam from it, bleedouts were no longer a thing. Neither was slugging for the 4k. But more bad came from it. First off, twins was unplayable. Twins HAS to slug to function, and since unbreakable was buffed on that ptb to revive at 100% it would only take 22.5s to completely deny a fair earned hook. Secondly, pallet saves were uncounterable. Right now, if someones contesting a pallet save, you can either bodyblock the side their gonna pull from if possible or chase them away. If the first was impossible which is common considering loop design, then you had to chase away. At which point the survivor picks themselves back up with nothing you could have done. Same thing applies to flashlights. If a bunch of people are bodyblocking a hook then you have the option to drop and chase away, but it doesnt matter because tey just pick themselves back up anyways. Same with saboing and all that jazz. If you downed everyone though then everyone died instantly. All it did was buff nurse while nerfing everyone else. Yeah no, I'd rather not have killer become completely unplayable because you cant handle being slugged for a little while.

    Killer nerfs.... I already outline how killer is actually in need of some buffs considering the current dbd climate. Maybe a 10s basekit deadlock or smth idk. But clearly killers are not gods, and in fact, do not need nerfs you just need skill.

    That last one sounds reasonable on paper. But its not. Just because you specifically play well shouldnt automatically get you an escape. DBD is a team game and unless you are actively working with your fellow survivors to escape and they are doing the same then you shouldnt get to go. Doesnt matter how good you are at looping, if everyone isnt working together then you shouldnt deserve to succeed in a teamwork based role.

    TL;DR your wrong get ratioed'

    @Trotay said:

    Where is the update to have built in self pick up ffs. Every single game the last 2 survivors are exactly the same. They get one down and they leave them and go looking for the other. I shouldnt have to run specific perks to have a chance at hatch. I've taken to DCing so the last survivor has a chance rather than lay on the ground for 1-5 minutes while the killer looks for and loops the last survivor.

    Or better yet, bring back old hatch. You've buffed killers to the gods and nerfed every option for survivors, you can play a great game and the killer still get a 4k.


    I agree mostly with you nars but Trotay also has a point.

    Yes, killers in this state of the game are not as strong or frighting as they used to be. And if you want to do something about gen rushing you really have to take 4 regression perks. Gen kicking a is useless mechanic if you dont build for it.

    But i also think that slugging (only with 2 survivors left) is a very frustrating mechanic for survivors. And there has to be a way for 2 survivors to still win with 2 or 3 gens left.

    So i think its best to not make a base kit chance but a new perk.


    Learning from mistakes

    Every time you fully repair a generator or unhook a survivor you get a token, up to 3 tokens.

    When there are only 2 survivors left this perk activates, giving you the following benefits.

    • If one other survivor gets downed while you are in the dying state you can pick yourself up by spending 1 token
    • 50% haste for 5 seconds after picking yourself up with this perk

    Once you used this perk 3 times it deactivates.


    This is just something i thought of right now and i think its pretty balanced. It prevents slugging for 2 survivors up to 8 times if you combine it with unbreakable. In my opinion, base kit changes are a very hot potato and only should be made as absolute last option. If survivors hate one mechanic like slugging, 3genning or tunneling specifically they should build against it and not just be saved from all danger by the games base mechanics. As survivor you should not be able to counter every mechanic with just one build, its not the purpose of perks to make you a all rounder. They only should help with one or two things specifically.

  • didnt even thought about this😂

    i play this combo on wesker just because i love the gameplay, but i think on skull merchant this would be an almost unstoppable combo.

  • @jordanjustice said:

    Please make it so you have to push a button or something to try and expose Ghostface.

    It gets really tiring to try and be stealthy and him have no idea where you are, until you accidently look in his direction and he gets a prompt that you are exposing him. Its pretty asinine.

    They could just hold or spam the button until they find you.

    A better way would be, if they relay had to focus you in the middle of there screen.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444930#Comment_3444930

    I run Trail of Torment a ton and it's actually quite good because I am rewarded for being proactive and able to make plays. It feels really nice to use and pairs well with dragon's grip. Two perks that I wouldn't have gotten to use if gen regression didn't get nerfed so heavily, but on the flip side game can absolutely fly by. Machine learning would have been a great supplement to that build, but instead they made it an even worse version of Game Afoot of all perks.

    Game Afoot needs you to be in a chase with specifically the obsession and then also be able to break a palette, wall, or gen mid chase to get a hast effect. That's already a massively bad perk and they seemed to have looked at it and said "What if this but even less reliable". It's so strange to me and it's frustrating.

    I totally agree with the thing about game afoot.

    its an absolute useless perk, it has really no purpose.

    You have to be in a chase, with the obsession, than you have to break your chase, destroy something and than you have 10 seconds to find the obsession or some other survivor and catch up to them.

    With this in mind i relay start to think if the developers even know how far are survivor can go in 2 or 3 seconds, these days. Breaking a chase for a few seconds could be an absolute neck break for almost every killer. the only killers that could benefit from this are killers with a dash ability, or maybe a hag.

    And machine learning, as you said, is the same perk but even worse. You dont even can control if there are even survivors near you when it triggers. It only has value when you patrol gens. And so Machine learning is just another perk that makes three genning look more attractive for killers. Even tho BHVR stated that they want to nerve three genning.

  • @Annso_x said:

    My favorite idea I've seen was that torment is only applied to healthy survivors when they get injured. Guess it's basically like making it only apply when the survivor is put in the dying state, except it would encourage PH to get their first hit with punishment instead of their second (or 3rd if DH), which I personally think is better.

    i agree, if the first hit on the survivor is from further away he could get a larger distance from the killer, making the chases a bit longer to balance out the buff.

    But i still think just reworking his trails would be the better play. In my opinion its way more fun to seal of things in a chase than just to have another ranged killer. But if they give them torment on the ranged attack, no one will ever use the trails again. So i am more for focusing on the trails as his main ability and keep the ranged attack as a secondary option in a chase.

  • @Green_Sliche said:

    Don't bother.

    Probably someone from survivors nagged devs about how ''oppressive'' that would be so it got reverted. It's the standard way these kind of suggestions are treated. Doesn't matter that it's already hard to make decent survivors walk over the trail but who cares.

    i dont think so, torment is not that strong of an effect. its just a different kind of hook and its even far over the map. There is really not that big of a difference between hooking a survivor or putting him in a cage i believe.

    And i think leaving him as he is would just make him another m1 killer, with a useless ability. I would say though that it would be a better idea to just buff his trails. Its honestly laughable that he cant even put them around hooks even tho trapper, hag, skull merchant and twins (viktor) can put there stuff next to hooks without problem. And the trails are even visible from all over the map, so you either must be very bad or very desprat to walk over them.

  • @jordanjustice said:

    In my opinion, the reason survivors feel NOED is not a fair thing, is because it shows up out of no where. Survivors are planning out their escape and helping teammates without knowing what's at stake. The only way for them to know NOED is active (outside of luckily finding the totem) is to get cut down immediately.

    My suggestion is that NOED should announce itself as soon as it activates (when the last gen pops).

    This gives the survivors a chance to react to NOED prior to it being too late.

    It really doesn't make that much of a difference, but doing this will take away the "i got screwed" feeling that a survivor might get when they get downed on one hit out of nowhere.

    I, honestly, don't think most people would have an issue with this change. I know there are always those hardcore people who must disagree with everything... but yah. Please implement this change.

    Sure, good idea.

    And next? Oh, i know. Show the killer if the survivor has an exhaustion perk ready.

    Than we will make it so, all survivors get a noise notification at the start of the game when the killer has a hex.

    And than we make it so, the killer knows if a downed survivor has a DS ready or not.

    If this is you way of thinking, what even is the purpose of perks if everyone knows about every perk in the game. The only thing that makes NOED viable is the surprise. Its a perk, only made to get a last kill or 2 out of a otherwise lost rounds. And it can simply be countered by sitting at a totem for a few seconds.

    And if you really think about you will realize that you can already tell if a killer has NOED. just look at his speed. And if you even dont notice by the speed, you will know if ONE survivor gets downed. And than you get the choice to just leave while the broken killer drags its only prey to the hook.

  • @mikewelk said:

    Just went up against a team that was running this and it was a nightmare. I don't understand why all survivors don't just use this combination because I guarantee that it will carry you right to the exit gates where you can show off your dance moves to the killer and give them a free lightshow (ultimate bundle)! I have seriously never been so gen rushed in my entire gaming experience. One knock and two gens are down even with Corrupt Intervention still active (it was like halfway done). I didn't even manage to hook them because a survivor sabotaged the hook with a toolbox. I managed to knock them down again and decided to just tunnel them out of the game because I didn't want to lose my rank and a generator right next to the hook already had 40%+ worth of progress. I had to down a bodyblocking survivor and injure many others but, in the end, I managed to sacrifice the survivor and the gates were powered straight away. All FIVE generators in like under FIVE minutes even after the whole team went out of their way to take a hit for that survivor. I couldn't put any pressure on generators since the shrine of secrets is terrible and I didn't have any perk for it and they were all spread out so there wasn't even any point risking. I wasn't even face camping and instead tried to minimize the damage already done in the area near hook but they just sprint bursted away to another generator. Why am I feeling helpless as a decent killer? There was absolutely nothing I could have done to counter that. If I went for a different survivor, another one would replace them on the gen.

    This is exactly why there shouldn't be anti-tunneling perks/base-kits until this sort of gen rushing gets nerfed because that was just crazy. Once gen rushing gets nerfed I really won't mind not tunneling and I'm sure other killers wouldn't either.

    In my opinion you cant really go against good survivors without anti-gen perks. I my self personally let my self be carried into gold 1 by a combo of: call of brine-Onryo, overcharge-doctor, eruption-nemesis and merciless storm-Onryo. And than you just patrol your 3 chosen gens and never get into a longer chase, prioritizing only the gen kicking.

    With this combo you can almost every time three-gen your way to victory. Of course its not the most elegant, kind or fun way but it works with a success rate of ca 70%-80%. And you only have to prestige 3 killers for it.

    But this combo is not for fun games, its only if you really want to rank up and it will probably not work against survivors above gold.

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