vol4r
vol4r
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I am a little scared about the diminishing returns system. As it was prestented I feel like it's direct nerf to survivior side.
I feel like the only gen related perks that this will affect are CoB + Overchange combo, which isn't so strong anymore.Healing builds are dead, gen jockey builds are dead (unless you bring all the skill-check perks), speed builds are dead.
Getting most value of speed build is hard on both sides.
This destroys build variety and doesn't change the meta at all.Seeing teammates build is a big step into reducing the gap between SWF and solo queue, that is very important and good change and I love that.
I love the blight and nurse nerfs. I am really happy that those killers are finally getting some attention - we asked for it for a long time. I wish we could adress nurse more. I wish to see Ghoul changes too.
Changes to dredge, unknown, ghostface and demogorgon really make me happy! I love playing those killers.
Wesker changes are weird to me, he is in a good spot.
Tho I am sad that his "techs" are being deleted. This was the killer that had visible skill ceiling. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070391#Comment_4070391
I think a lot already have, or greatly reduced their playing. At this point, most of the people I talk to who play regularly lean towards killer. I've shifted away from 50/50 to more killer as well. It's not just Ghoul for me. The complete death of anti-tunnel has left me bitter. And this FT business is making it worse.
But its a revolving door. New content means new meat for the grinder.
I was also hopefull at the anti-tunnel changes.
I was one of the people that reduced their playing time.
Till this day my solo queue teammates do not bring DS and are getting tunneled, making the matches impossible to win.I don't enjoy suvivior experience lately either, playing killer gives me much more joy.
I started playing this game as a 100% survivior player.
All my real-life friends that made me install the game left long time ago.
People that I made friends with left the game either, there is not much of them left - and they barely even play.Killers are getting so much harder to deal with for casual players, with all the anti-looping abilities etc.
Ping hits happen so often now which makes the experience much worse. Those hits that you feel like should never register especially. Killers are having really high ping are rewarded.
On the killer side I don't experience much frustrations. It's mostly easy to win the games.
I also give out "mercy hatch" all the time, if survivior doesn't DC. Trying to make someone elses experience a little better, sometimes we all need that. -
@Dwight_Fairfield said:
Very curious to see what they do with Demo and Bubba.
I am pretty sure they change chainsaw movement speed basekit :P
Demo is what I want to know aswell
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068257#Comment_4068257
Yeah I'm very aware and overjoyed because I was one of his many victims (more than once) on the ride there, and had been hoping he wouldn't get to 2k, but it's crazy it took a sniping comp team to cut him off. The game is basically unwinnable if the killer is as good as the survivors in its base state.
I might start sniping him from Europe with my sweaty swf team, I will revenge you guys :D
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068424#Comment_4068424
Frankly, BHVR should not be making changes based on DCs.
Oh they should. Most DC happen against blight, nurse and kaneki for sure.
This is good reason to look into those killers.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068402#Comment_4068402
We shouldn't be balancing a killer around what 1 player has accomplished with them. BHVR put out their stats last week and Blight wasn't even in the top 5 killers for Kill Rate in both High MMR and Broad MMR. This is very likely why blight gets passed over for changes. He's simply not overperforming according to their own stats.
This shows that balancing killers based on excel sheet doesn't work. Blight, nurse, kaneki are the proof.
They are too strong and we all know it. They are much stronger than 80% of the roster.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068391#Comment_4068391
So you want Blight to be nerfed so that no one can win with him anymore? I don't see how that is anymore fair.
We never said that. We want him aligned with other killers, because he is just too strong.
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@cogsturning said:
Matchmaking is only part of the issue. I was put against momo twice in the last couple weeks, in both i was solo, and I am an extremely mid survivor. Like, I don't even have a good grip on pathing and utilizing tile layouts. I'm positive the criteria to be matched with him is being on the same server at the same times and getting a bad dice role. That or MMR is so incredibly bad at judging quality that it genuinely thinks my potato self belongs in the same bracket as this guy.
BUT there are teams who actively try to get matched with him. They spend all night in the queues stream sniping until they land him, and they still lose. He finally got beat by pro players who personally knew him, knew his build, knew how he played, and used comms to counter him. It took that level of planning and intention to stop him for just one match. That's how busted not only Blight is, but tunneling and slugging, since those are his primary methods.
Imagine that we would have working anti-tunnel system if killers didn't whine like they did.
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@Crowman said:
Nerfing Blight wouldn't stop these kinds of win streaks. This is a fundamental failure of the matchmaking system.
Making him a little bit easier to deal as casual lobby would be a great start tho, don't you think?
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@PetTheDoggo said:
Thing is it's possible even for Blight to do it in pubs, where he is basically stomping noobs most of the time.
When you put Blight in balanced settings (comp), it's normal to see escapes.Should Blight and Nurse be nerfed? Yeah
But I don't think they need to be nuked into C tier…For Blight I would basically want only for him to lose 2 tokens on manual pallet break and rework 1 speed addon.
Otherwise you can get high win streak with ANY killer, or survivors. Simply because match making allows it.
We had SWF escape streaks over 500, soloQ was around 30-40.We never had swf winstreak over 500. The best was around 250 - that's big difference
This winstreak was made like a month ago by Praxis, comp team. I don't know if it was broken or not
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@OnryosTapeRentals said:
High Killer winstreaks are more of a statement of this game's poor MMR system than of a Killer's individual strength. Even weaker Killers like Onryo and Trapper have been used to go on decent winstreaks.
I believe it's both mmr and killer being too strong to deal with as a casual or solo queue lobbies
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@TicTac said:
I mean isnt that his third close attempt? So i doubt Blight will get changed bc of it. Would be nice though.
On the other hand it shows that while its impossible for almost 8k people, top tier survivor can beat it (dont know how good the map was). So we also need matchmaking changes bc its pointless to play almost only matches where players are not equally skilled.
I think it's 3rd attempt that I know of ;p twice he almost got to 2k, once more than 1k
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@tjt85 said:
Please tell me Legion will be back in the upcoming 2V8. It will be over 6 months since they got benched from the mode.
If they're not back for the next one, I doubt they'll ever be coming back at this point…
Hopefully not. His power is bad for 2v8.
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well, I abbandon the game to avoid mori :P
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@SoGo said:
I will comment on Fast Track: It should lose the BNP effect.
Progress is fine, as long as it's reversible.
Then no one would use it again ;p
BNP part is why people use it
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@Kerkvlerk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067964#Comment_4067964
You really don’t need every character at P3. If you actually enjoy the game and take a bit of time to look into which perks you like, you can already build a strong setup pretty quickly. Even P1 on the characters with the perks you want is often more than enough.
With the current Blood Moon event, progression feels really fast. If you play around 2 hours a day as killer, you can get roughly 250k BP per match even without using cakes. That adds up to about 2 million BP per day if you take 15/min a match. Over the course of the event, that’s easily 30 - 40 mil BP.
Considering it takes about 3.6 million BP to reach P3 on a character, you can unlock quite a lot in a relatively short time whether that’s multiple characters at P3 (30perks) or a large pool of perks at P1 (120perks).
People need to enjoy and apreciate the grind more in my opinion. :)I mean you can do 3-5 character of each side to have a decent build, that's true.
Doesn't mean people wouldn't like to have everyone p3 - having everything available is a good thing if you like changing things up.
We can literally prestige Bill, David and have decent build for surviviors - Dead hard, DS, Unbrakeable and Resilience for example.
Same with killers - Clown for pop, Artist for Pain Res and Grim and Sloppy Butcher and that's decent build.
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I use Fixated, Sprint Burst and Vigil for the event - it makes life a little bit easier.
After we hit 55m I am going back to normal queue. It's very hard to max out objective points in the event queue ;p
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@Wiccamanplays said:
I think something that's probably a bug is best not framed as being 'silently removed' like it was a deliberate developer choice. Pallet saves are still possible, they're just weird and janky at the moment like 99% of other things in the game right now. Besides, making pallet saves too mechanically easy is a massive buff to SWF.
Pallet saves were not easy. You need precise timing if you do that from the side that killer is in.
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I've made some calculations, out of curiosity.
I assumed that we have escape cake/survivior pudding and we average 56 000 BP per match with it.
Without lobby bonus, without additional BPS that someone can bring into a match for us.I also assumed that match on average takes 10 minutes.
If we play 2 hours daily, 7 days/week we need…. 504 days to p3 everyone. Considering insta lobby time.
I hope that gives everyone some perspective.
I don't understand why BP gains are getting worse every year.
We have anniversary, halloween, bloodmoon, winter event
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I've been learning how to do the techs for a while now and the changes really make me sad.
It's like all the time we put into learning wesker is lost.
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@Aven_Fallen said:
Also have to say, I did not notice any difference. Pallet Saves are rare, but they still exist and still work as before, from what I have seen. The Killer was always able to block the prompt of dropping a Pallet, if they were too close to the side you wanted to drop it from.
Nope, in fact killer could not.
If survivior dropped the pallet in perfect time, save was possible.
Killer now has somehow increased hitbox on the pallets and prevents us to drop it.
I think this should be reverted too, because something that took time to practice got removed.
Something we had to be really precise or would not work.I've been feeling like those little things that gave flavor to the game are being removed for years now.
- wesker techs
- blight hug tech
- surviviors dropping pallet ability
- increasing flashlight save timing to be more forgiving
Games are being more and more "numb", because everything that's left to do is gens and chases.
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60-70% is a target killrate for killers by the devs…
so I don't understand from where comes the statement that game is balanced for surviviors enjoyment -
If you hit a survivior he is in chase with you.
If he keeps revaulting window - it gets blocked.
With the pallets you just turn off your power.
And it's fine - killer power needs some ways to fight back.
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I don't enjoy BP gains really.
- Offerings are not stackable, which makes them useless again - every event we have its better to use bloody party streamers and I believe it's bad thing
- Event BP category is very hard to fill up. Even on killers. With the event offering I am not able to max out the BP, even with 12 hooks and a lot of container kicking/hitting survivior with the fuel containter
I love that everyone gets some of BP for completing the generators. Can we increase it tho?
@Balrog - Is it possible for the team to increase BP gains for the event category in this iteration of the event?
Or would it be possible only for next year event?I also love balancing changes of the event - it's amazing that killer powers and perks work with the event generators.
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@Lorelei_Albrecht_TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066998#Comment_4066998
Literally how, Killer can only do it eight times…
I'm so sick of people pretending like the options killers have to slow down the game are just as good as the options survivor has to speed up the game. Fast Track punishes you for playing the way BHVR wants you to FFS. Like genuinely eruption, Surge and Pain res, Have all gotten undone way faster than it took me to try to get value outta them for the most part. Like yeah corrupt is a thing but, most decent survivors will come to you and do the close gens anyways or, will wait it out making the perk useless anyways. Also when you run the on gen regression related hex perk gets found and cleansed immediately so there's that. And yet boons can be placed infinitely. The "Power role" people behold. We have 40 characters in our roster and only 3 can keep up but the gamestate is perfectly fine and balanced.
No. Every killer can keep up and be strong against good people.
You need to practice the killers tho.You also can't expect to win every game and be good at every killer - there is so many things you would need to know, so many winning tactics.
I contantly win as wraith, trapper, pig, doctor and other b tiers.
There are also times when I do stack regression perks.
This creates a lot of easy matches and stomps.
But the thing is, this doesn't bring me much joy. -
Gen Regression Stacking is A Problem too
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How much will art team give if they start doing hair properly, 150%? Because pixelated hair are a problem since Taurie release at least.
Nancy is another example - she had decent hair before, now they are pixelated if you are not playing on anti-aliasing.
There are people who don't enjoy anti-aliasing and this makes their experience worse too.
I literally can't play nancy's bloody hair because she is pixelated on my settings that I enjoy the most. She is my p100 aswell.
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@TheGoon224 said:
Had a game That lasted around 4 to 5 minutes two of the survivors brought fast track, hyperfocus, and stakeout. I was playing as Perkless Blight because I finally decided to unlock them this morning.
I've had a game that lasted:
There was single deja vu and 0 toolboxes.
I played it poorly, because that was the killer I am not familiar with.
If surviviors are efficient and killer doesn't put pressure very well games are not long.
My animatronic game was a good example.
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You need to think about positioning all the time. This is much more important against ranged killers.
- avoid low loops, you will die quickly
- abuse high walls/stones, they are the best
- remember that he is 4.4m/s now and you can make more circles on the pallet
- lose LOS often, this matters a lot
- Be patient
- Be unpredictable, because this punishes 4.4 killers a lot (just send it sometimes)
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065380#Comment_4065380
Offerings are bad example the reason why you get less blue offerings or it seems so is the fact there is 39 offerings in that category so you are way more unlikely to get specific offering of that rarity than you would be getting specific offering on any of the other rarity levels. It has nothing do with anything else than specific blue offerings are rarer because there is more of them than others.
I personally don't think they BP rewards got worse or at least not that much. They changed how we get them and give quite a lot in the quest system that was not there before so they don't need to give that high BP bonuses when you already get them from the quests.
We had archives before. Those would give a lot of BP aswell.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065419#Comment_4065419
People apparently saw this change coming 4 years in advance and have been preparing their whole career for this moment.
Literally this.
Surviviors really can't have anything decent.
Everything is post doomed and nerfed into the ground because killers have a lot of conent creators and are much more vocal about everything.
On the other hand you have surviviors that are just leaving the game - for many reasons.
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@TheTom20 said:
SpooknJulkes did a video covering it if anyone is wondering about it
"Because of the fast track changes killers will run full gen builds"
Holy! They did long before fast track changes! This argument doesn't really apply now.
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@SadakoSlay said:
Hyperfocus is literally an issue right now with lots of people talking about it. Hyperfocus stakeout is busted. Both of these perk have a 40% winrate on nightlight. Not only that cheaters are literally using hyperfocus stakeout as a defense for their cheats to make people think they aren't cheating.
Bro, 40% escape rate is literally what devs are aiming for.
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We should wait and see what devs do, trust them sometimes.
If target escape rate will be higher because of that perks they will change it.
This change is not that deep.
Why aren't you people that concerned when it comes to survivior experience?
No one from you guys is talking about the state of nurse, kaneki, blight with such passion
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@ThatRyanB said:
This perk is one of those interesting cases where there can be quite a large gap between its efficiency in general use and its projected value in very specific, often controlled circumstances. On the PTB, while we heard concerns of the latter, we didn't see concerning signs of it being too powerful in practical use.
All that said, though, we're keeping an eye on how it performs on Live and fully encourage you to share your practical experiences with us if you see it performing too strongly in-game!
This perk feels interesting tbh.
I like how perk might now really give a lot of value to swfs, because those good survivior teams won't let killers have many hooks anyway.
On the other hand… solo queue does have a little easier time and some possibility to fight back a killer.
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@NeverSolus said:
I have no hard evidence and I try to assume it's just my memory being bad. It's hard to say though, as compensations, rewards, and even event structures seem to offer less BP now. Even down to the christmas event's mistletoe only giving bonus blood points for event related stuff and only during the event. 2v8 offered no BP incentive to killers, or event incentive at all save for the higher multiplier for survivors which was fair to get survivors flush in the event, but the event itself gave nothing. I made around 25% as much bloodpoints as normal as killer if I did 2v8, as opposed to just doing normal matches before the event.
It even seems like survivor pudding and bloody streamers are rarer and rarer in the bloodweb. But the primary word is seems. It feels that way, but frankly speaking I just don't trust our memories collectively. I'd want to see hard numbers to back the idea, just as you would. Maybe someone will hop in and give us some definitive historical patterns and comparisons.I got 1 bloody party streamer on my Kwon from making it to prestige 3, you might be onto something. Maybe just me being unlucky tho!
I do feel like the BP incetives/bonuses/event rewards etc got decreased.
I don't remember when the last blood feast etc were out - maybe last bloodmoon? I wish they've been here often.
I wish incentives were better, always 100% for example.
Quests could be more profitable aswell.Maybe their idea is for us to spend more time in the game, because who doesnt want the "100" on their favourite characters.
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almost every map is a lose-lose for survivior.
There is maybe 2 god pallets
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Maybe going for the chase, unhooks/hooks would be rewarded additionally?
I don't think that making the escapes being more rewardable would be a good thing.
Game has became competitive enough, we don't need to incetivize it more. -
17 p100 here, missing like 5 p100 badges ;p
One of them is my MAIN main - Nea. I want to use it :(
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064508#Comment_4064508
step 1: equip WoO or that new survivors perk forgot the name of it
Step 2: profitI did after 2 games.
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This map is very hard to navigate as a survivior.
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I don't enjoy trickster with how most maps are made and how open (short) loops are.
I am probably sitting out this patch for 1-2 weeks until people stop playing him so often.
Atleast on survivior side. -
I started watching the first video and saw the easiest M1 being missed. Here we have our CC in a nutshell.
Back to the topic. I am having great time as a killer and don't get mad or sad.
It's easy most of the time or I find room for improvement.T-bags don't change my mood, I just don't care about them. This seems to be a common problem for other people.
On the other hand… I am getting frustrated on the survivior side. Especially when I do some solo queue.
Survivior role has become much harder, because:
- New killers are really strong. Especially against solo queue.
- A lot of killers have strong anti-looping abilities or have great mobility.
We had a lot of killer buffs over last few months, barely any nerfs. - Every survivior has to be efficient the game is lost.
- Tunneling is really strong right now. Especially after devs scrapped all the anti-tunnel changes.
- People are giving up because the games aren't enjoyable.
- We face only few killers all the time. Kaneki, Blight, Nurse… I don't ever see dnd vecna, oni, dracula.
- Survivior pain points, frustrations are not being changed for months.
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To everyone who propose the gen speed to be increased:
I propose learning to play the killer.
Learn how to make pressure in different places.
Learn how to end chases quickly.There will be no surviviors if gen time gets increased.
You need 4 people to have a game as a killer. -
So the thing with the Oni is that you need to be good as m1 killer anyway.
Power is extremely strong and mostly an easy kill.
Getting power is what he can struggle with.
Basically all you need to do is look around you and think if chase is worth taking.
Surviviors getting you towards shack? Don't go
Surviviors have great tiles that maybe even get good connects? Don't go
Survivors using very srong windows? Don't go
Strong mains? You could've guesses - don't go.You definitely can use corrupt, it's a great perk for the killer.
Currupt blocks 3 far gens and that problably where people are, so you're gonna find the targets.
Zone them towards gens that might be worked on and you get free pressure.Mind game a lot! You need to get good at this as an Oni.
That's why starting learning killer as a trapper is good for.My build is: corrupt, brutal, pain res and eruption.
Corrupt is amazing for early game.
Brutal is amazing for zoning surviviors, leading to free hits sometimes.
Pain res is just good gen reggression
Eruption gives you gen regression + auras. This is sometimes crucial, especially if you're nearby and have your power ON. -
Oh no, how dare surviviors finish a gen in 84,6 instead of 90… this creates big inbalance!
No, this doesn't matter that much.
Oni still destroys lobbies. I give mercy hatches all the time.
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So the killers get 10 second pallet stun now to compensate?
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@Rokku_Rorru said:
Nurse and Blight are one of the reasons I don't play much recently, they suck the fun out of the game. At certain hours of the day you pretty much play against blight every other match
Its Kaneki and Vecna for me ;p
I went from playing only dbd for 4-8h daily to barely even opening the game past month
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@random1543 said:
I also fee like as survivor player a lot of other perks are mid and just not worth running, same goes for items I dislike new maps and keys, glad to see fogvials getting changes tho.
Perks can be mid if they are fun, I like using scene partner on Lisa, same with pebble its not a good perk but its funny to run.
But why am I going to run this nehice change my toolbox into a med kit perk when I can just run Deja Vu to see gens and get faster gen speeds or resilience and just stay injured and get faster everything.
Also sometimes survivors are super efficient with gens and chases go good for survivor, I remember one match killer was going off on us about gen rushing in EGC , meanwhile no toolboxes and one gen perk.
Hopes for Future
I wish they would to another mega overhaul of a bunch of perks again on both sides, I remember when that happened years ago and it was so fun to mess around with new builds and stuff. nowadays we get 3 perks every few months and we go "yeah most of these suck and will never been used'I am totally waiting for a perk overhaul. We need more fun/useful/good perks on BOTH sides.
I don't want to run meta on any of the side, but I feel like I need to.
I hate killer perks nerf too.
Before the Save The Best For Last changes I would run this perk on every killer that I played with.
Then they nerfed it and made m2 take stacks and it destroyed the perk for me.
They also buffed unbound and this perk was amazing. You could outplay shack easily if you paired it with bamboozle.
10% was significant, but they nerfed it to 7% and it wasn't good enough in that regard, which is why I stopped using it too.Same with batteries. Before the last nerf this perk was decent.
Guess we can also include Sloppy changes.
I feel like DEVs need to introduce more significant perks that are not gen efficiency/gen speed/gen regress perks.
We need more variety.PS. Please buff back STBFL, Unbound and Batteries Included. :(
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/465082/gen-rushing-from-the-survivior-side
Survivors don't genrush because of killer desperation tactics (killers do these often because it's possible for survivors genrush, and it's very likely to happen, since gens are boring to do and players feel the need to rush to quit the boring gen simulator), they do so because there's nothing else for survivors to do
Now one could argue that running all of these resources is completely unnecessary, seeing as most killers aren't strong enough to beat a team of well versed survivors, but it is really boring to do gens. 90 seconds default of standing still and occasionally hitting skill checks isn't exciting, which is why people run BNP's, gen speed perks and skill check frequency perks to make the boredom go faster
Is it fair? Absolutely not. Though, this is a very good opportunity for BHVR to introduce a new sub objective of gens to make them require more time and effort, but feel more interactive and rewarding for deviating from holding m1 for 90 seconds. A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more variable completion time since you may cross paths with the killer or you won't or the sub objective is far away. Of course if this were to be the new mechanic of generators, holding m1 with gen speed resources would need to be dissuaded. What I propose is:
- When a generator hits 50% progress, the generator will slow down any repair speeds by 25%, (kind of a weaker Scavenger trade off) with this dissuasion, you should find a generator part/gas, which when successfully installed/used, would stop the generator from regressing past maybe 25%, as well as lifting the repair speed nerf.
- For every 50% of a generator completed after this first part/gas used (lets say if the gen is regressed pretty much to its new limit), you get the option to do it again without causing a repair speed nerf, further making the maximum regression limit rise if you decide to keep pouring gas or parts into the gen.
This Would also indirectly stop 3 genning as a strategy, since generators that have enough effort poured into them would take a lot less time to repair, but at the same time, gens would take longer and would be a lot more interactive
New generator minigames would be cool too, like one where you use movement keys/d pad to push a cursor into a broken/exposed wire, which would respawn constantly when the cursor hovers over it, otherwise the generator explodes when you fail to hotwire in time. Of course, this would be paused and ignored if a skill check popped up
Essentially what the goal of this is is to give the survivor something to do the entire time the generator is being repaired, still with the occasional opportunity to get a skill check which would be more of a true test of whether you're paying attention while repairing, and grant you a chance at extra progress
On top of these changes, all generator repair speed and slow/frequency of skill checks would be heavily toned down to rely more on the new basekit of each role (essentially skill and better/faster positioning versus just running a perk or add on or item and getting free progress/regression for no effort at all)
Game would lose portion of playerbase for good.
I prefer "holding M1" over running to get something to do the gen.
I hated fuel generators in the bloodmoon. I would always avoid doing them.
I would never play a survivior match if such changes were in the game.
This also would be increadible killer buff, because people could not be efficient enough.



