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crookedAbe

crookedAbe

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crookedAbe
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  • "the current rate is slightly higher than for last year's Event"

    What, this is just a lie huh?????

  • @Mortimer said:

    Double standards as always, as is standard practice on DBD Twitter.

    As far as I can remember, the last 20 events have all been heavily in the killers’ favour (apart from the Halloween one three years ago, I think), and the moment there’s even the slightest thing of interest for the survivors, the overreacting and whingeing starts.

    Moreover, the poison available to killers in this event is particularly strong; it basically ends the chase in an instant because the survivor just starts walking.

    2v8, the most popular and frequent event is objectively survivor sided

  • Haywire just needs a full on rework, it just can’t be balanced with its current effect.

    Help wanted just needs something that helps get m1s, whether that is faster action speeds or longer lunges I don’t really know, but as it stands you don’t get a lot of value from this perk as is and it needs some secondary effect.

    Phantom fear is fine, maybe a slight reduction in the cooldown but that’s about it.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090039#Comment_4090039

    Itd be funny if the hinder is reduced by vigil. Because that perk has been the bane of the past few bhvr designs with hinder especially.

    I’m pretty sure that poisoned has a new status icon, so probably vigil won’t affect it.

  • @MilkToast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090010#Comment_4090010

    Ah so by making Killer a miserable experience so nobody would want to suffer playing this event

    Tell that to 2v8

  • I mean I wouldn't blame you if you did. However I would recommend agaisnt tunneling that surv not because I think it's rude or something like that, but because most of the time that situation the survivor is just trying to bait you into a chase due to probably having anti-tunnel perks (mostly decisive strike and dead hard) so you waste a lot of time on them and likely lose a lot of pressure on the team.

  • @Xray said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079178#Comment_4079178

    Yeah because the "experience" has been "fantastic" over the past year up to now. Could have fooled me.

    I mean it's definitely better than the past years, whether you think it's still bad or not you can't deny that the past versions of the game are just worse than the present.

  • @BabyyHulk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078599#Comment_4078599

    That just proves that 30 years ago you can get sued over something dumb its 2026 you can get sued for anything now doesn't matter "How much she got" still point is she got sued so someone not liking the game and they feel like they got called a name that was really inappropriate that will be on the game devs for not censoring it and bam EASY MONEY right there. game shut down. let's be honest here they don't care about the game there in it for the money they look at what brings in more killer or survivor then they do what make that category but for people. they can't just remove chat that doesn't stop the comments on your steam profile or the unwanted friend requests or on console don't stop people from messaging you and saying stupid crap. but anyways survivor mains don't matter right? XD

    Her skin literally melted with how hot that coffee was.

  • A blight who breaks a pallet while having 3 tokens wouldn’t have his cd go down, so a blight with 3 tokens but half of the charge for the fourth wouldn’t get reduced, now it does.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078298#Comment_4078298

    Amanda's boxes are not a choice, so that's not a good risk/reward comparsion. You do them or you die. Freddy's clocks take no time to do, Sadako's tapes you can just grab and do a gen, Vecna's chests can be completely ignored if you choose, and are almost all reward without risk.

    Henry's clocks are a better example. If you let him stay in power the full time, you're basically cooked, but he also has to earn said power by doing more than just existing. He also can't snatch you by emerging from clocks. The doors would need massive changes if you constantly had to stop and reveal him. It would have to be like Freddy's clocks or Dredge's lockers, where you just occasionally tap a door at a set time, no lengthy locating.

    And he's not loud with the ptw skin.

    A Springtrap travelling to a door with someone using the cameras does not cause them to be grabbed, so idk where you got that from.

    Also glitchtrap got his footsteps nerfed patches ago and is not as quiet anymore.

  • @Mrpugalug916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077300#Comment_4077300

    I was here since 2017 dude. Survivors dont need iframes like they currently have for just getting hooked. Its been weaponized at high level play to body block when its supposed to be an anti tunnel perk.

    If you’re getting bodyblocked by DH, that’s a skill issue. That’s a situation that is incredibly easy to counter the perk by just walking to the survivor’s face.

    Also handholding? Dead hard is one of the few exhaustion perks that actually require skill and has reasonable counterplay

  • @Crowman said:

    None of the proposed changes addresses the core issue that is Hatch.

    Killers slug for the 4K in this situation, because otherwise they risk losing their 4K to hatch.

    Hatch is already in a killers favor, due to higher move speed and maybe a mobility power, what more do you need?

  • @Rickprado said:

    I don't understand why people on these forums are insisting on this narrative that "survivors are being punished for doing their objective because DS and OTR deactivates on the endgame". Both of these are anti-tunnel perks and tunneling is something that occurs during the early and mid game. When the gates are powered you can just leave, there is no tunneling as it can happens before the exit gates are powered. Strong perks need to have very specific activation conditions, otherwise they will be busted. Imagine if forced penance worked on normal hits and not only on protection hits?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034037#Comment_4034037

    This post of your needs to be a topic itself. So many truths. MMR is bad designed so people get bad matches and think the issue is in game balance itself.

    How can tunneling not happen in endgame? Atleast from two of the official definitions by BHVR tunneling is going after a unhooked person or hooking someone twice in a row, why do survivors lose advantanges when they’re winning?

    Also is pain res not deserving of the condition of only working when everyone is alive? Because by your logic it’s not a strong perk since it’s less limited than others.

  • I feel like a good rework for Undone is making gaining tokens come from breaking pallets and walls, it still thematically appropriate with the perk while also being more useful. However due to being something that wont happen enough to build a meaningful amount of tokens it would probably need to be bumped up to like 4-5 per break.

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033611#Comment_4033611

    This statistic is meaningless without weighting it to take into account that the vast majority of deaths are newbies and not people who have been playing a while.

    4 man SWFs have only 2% higher escape rates

  • @akn said:

    I have no clue why survivors always complain about camp and tunnel like they are victims. Killers are true victims. M1 killer has no way of winning with recent ridiculous pallet density. Tunnel is just a strong strategy so they will do anyway. Playing killer is like volunteer or charity to make survivor feel fun…

    If you’re having problems with the recent pallet density as a M1 killer, you’re just bad.

  • Oh we wanna talk killrates now? How about the fact that even during old palled density killer still had 60% KR? Or do stats only matter when it benefits you?

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033485#Comment_4033485

    Because these ideas are trying to solve a problem that doesn't exist. The killer's role is to kill survivors. Making it so that the killer gets punished by losing access to perks by doing their job is a poor way to balance the game.

    The opposite would be disabling sprint burst after the survivor team gets a gen done. It would make the perk less annoying to deal with as killer, but it would be a terrible solution to it.

    There's a big problem with the DBD community wanting to micro manage how killers play the game. Adding all these barriers to try to force killers to play 1 specfic way will only hurt the game in the long term, because people will not stay to play as a bot.

    And a survivors role is to survive, don’t see you talking about DS or OTR in endgame.

  • @まうっす said:

    Why should a killer be punished just for gaining an advantage in the game...?

    why should a bunch of survivor perks get disabled in endgame?

  • @Gassy_Boy91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032962#Comment_4032962

    Sir, I have been playing this game for several years. I initially played Pig before all her nerfs, when hook grabs and multiple survivors escaping through the hatch were still features. I have experience playing on both sides.

    At no point did I imply that your opinions are invalid. My initial request was for us to approach these discussions with respect and an open mind regarding the changes the developers have implemented, which are intended to improve the overall health of the game for all players.

    How can you reasonably believe that the Anti-Tunnel and Anti-Slug changes would benefit killers? Consider how your killer gameplay might have been affected if those changes had gone through—you would likely have faced more frustration, along with many other killer players. The players who are most impacted are often newer killers, who join to play their favorite slasher but end up being bullied and overwhelmed in matches. This makes it harder for these new players to enjoy and stick with the game long-term.

    I am not alone in thinking these changes could be more harmful than beneficial; the significant negative feedback from content creators and the wider community supports this view.

    Regarding your comments on second chance perks, I understand and agree that no side should be forced to use META perks just to remain competitive. However, I believe this issue is largely driven by MMR, which is a separate discussion. The current gameplay format—where survivors are encouraged to bring second chance perks and killers rely on multiple slowdown perks—is a direct result of MMR pushing players into higher tiers. Gone are the days when content creators could share niche or meme builds and still enjoy success.

    Personally, I still use meme builds when playing with my brother. And just to state a fact, he managed to loop a Kaneki player on Coldwind Farms long enough for me and the other survivors to complete two generators, all without getting hit—despite having joined the game less than a month ago. This shows that looping difficulty is highly dependent on individual skill rather than being an absolute measure.

    From a broader perspective, the goal should be to balance what’s best for everyone without disproportionately disadvantaging either side. While I acknowledge it’s a complex challenge, I believe the developers are moving in the right direction, gradually but steadily.

    Least obvious post written by chatGPT.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031911#Comment_4031911

    We asked for revert, because their pallet density "QoL" was ridicilous on some maps. Noone would care if they made it for just Borgo and Haddonfield.

    Just because devs screwed it is not really killers fault…

    Then SM isn’t the survivors fault, it’s BHVR that botched it.

    Then Antitunnel and Antislug isn’t the survivors fault, it’s BHVR that botched it.

  • @SoGo said:

    I feel like it should have the actual effect reduced to 40%. It is apparently 66% now and it shouldn't be.

    And of course, it shouldn't affect Freddy Snares and Clown Bottles.

    IT IS 40%. Guys learn to read 66% faster recovery is different from 66% less recovery, all that happened was a wording change its still 40%.

    Yeah it shouldn’t affect killer powers I don’t see why it does.

  • Do people complain about perks they don’t even know how it works? You guys know that 66% faster recovery is different than 66% LESS recovery. If you make the math it amounts to about 40% less time for effects to go away.

  • Ah yes gut exhaustion perks without doing anything to the high tiers that surely is a good choice.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031231#Comment_4031231

    It can disadvantage you tho. Unless you are against an S-Tier you can just rat around 1 gen and pre run when the killer comes over, unless the killer wants to lose another gen they cannot commit to chasing you and if you do it for long enough the killer loses any ability to stop that gen from completing. That sounds like a disadvantage to me.

    I've had this done to me, and I've done this to other people. It's a good tactic that survivors should be able to use, wonder if killer has any of those.

    camping

  • @runningguy said:

    in a way i agree, but i think both sides need to bite the bullet. killers need to bite bullet with tunneling being impossible to do and survivors need to bite the bullet with having gen speeds nerfed.

    Fact is, when i play killer, gens fly so fast i dont have time to spread hook in a lot of cases. im happy to not tunnel, give me time to spread hooks and i wont tunnel.

    for the health of the game, its best to not just look at the problem area (tunneling) but also look at the cause of the problem area (gens). dealing with tunneling without addressing why killers tunnel will only lead to the killer role being killed off entirely.

    Even in the 3-gen meta killers tunneled, people don’t tunnel because they’re losing they do it because it’s literally the best strategy. No amount of gen regression will change that.

  • @Shinkiro said:

    For starters why would you DOUBLE giganerf him at loops where he is weakest? That's just ridiculous.

    I disagree, because he needs to be 4.6 otherwise theres parts of the map and loops that he will never get hits at because his power is a detriment and doesnt work there due to loop/map layout and every chase will inevitably be brought there. His power is also more restrictive and requires way more preemptive thought than ghouls does and you can very much counter it, using geometry for instance, its not a free hit.

    Hard nerfing him because of a handful of dedicated players can use him oppressively isnt a good idea. The average blight is perfectly fine to go against. We should be making the average survivor play better instead of continually handholding them and gutting killer over and over. The vast majority of my hits are people just doing shift-w which like ghoul is what he is good against, because i swear its all survivors can do since they dont learn to loop. Which is why people dont like going against them, they have to actually think how to play the game for once.

    Blight inherently weakens the other killers, to face against a blight you need pallets, at a certain point the skill level of the survivor won’t do much when faced against a blight main with thousands of hours on the character, leaving blight as is hurts the game because if he stays this way either the game is balanced around him and other S tiers and kill the lower tiers (see the antitunnel and pallet density changes) or the game isn’t and soloQ is unbearable.

  • You very much could, just vigil ruins any hinder effects(so goodbye Freddy and Clown) or just any exposed build.

  • @KEYKYNTAK said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028923#Comment_4028923

    Why can this one player negate the entire usefulness of an item taken by a survivor?
    Why can this one player view the profiles of survivors before the match starts and thus choose a target for tunneling based on personal bias?

    There are 5 players in the match, each of whom paid the same amount of money for the game, each of whom may have spent money on skins, and each of whom should have equal basic rights.

    That’s cool man.

  • @KEYKYNTAK said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028911#Comment_4028911

    Why is it that the player on the killer has more rights and priority than the four players on the survivors?

    Are you officially confirming discrimination against the rights of players on the survivors?

    Because it’s only one player?

    Also you gave it away too quick, you got me at the beginning but it’s clear this is ragebait

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028748#Comment_4028748

    This is a tendency of their surveys, from uninstall to last sinister grace and this one.

    It's a weird perspective about asking what you should deprive killer from instead of asking valid questions about classes and maps. Not “what you would like to add”, not “what do you want to change in your own role”, but “what other side should do to please you”. No valid reasons to defend such stuff without looking offended by killer presence in game.

    How does the uninstall survey show this? Unless I’m mistaken there’s only one option regarding a specific side, that being the tunneling/slugging option, every other choice can be used by either survivor or killer players.