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CursedPerson

CursedPerson

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CursedPerson
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  • what problems are solved there isnt anything crazy about it? youre really only nerfing the grouped gen speed by 2 seconds. the perk almost saves 5 seconds right now beacuase remember there is a -15% repair speed penalty applied for each survivor on the gen. FC at 10% would save 9 seconds on the gens done after the first.

  • Well at least its not a killer perk like invocations

  • No just luck of the draw. My matches have been only kaneki and krasue no matter what time of day

  • Ok so the buff to road life was just two pathetic token decreases. I feel like nobody at bhvr even understands why its hot garbage.
    First you cant even start gaining tokens until injured.
    Second you cant even heal yourself with it.
    Third you lose tokens if you cant hit 4 greats in a row.
    Forth you lose the 100% if you stop healing (what if ping causes a misshap or the survivor being healed accidently moves).

    The perk just doesnt do anything in the realm of healing perks. The perks is straight downsides with a barely usefull effect compared to other healing effects. At least make it a sidegrade to other healing perks or give it a proper niche to fill without making you go on a week long quest, sacrificing your first born, for the most mediocre effect ever.

  • The weekly and milestone quests need to give more rift levels and/or have more quests to do. Im have done a good chunk of dailys but im probably not going to be able to finish this one.

  • @Pulsar said:

    Pretty much sums up the state of the game.

    Wild how they were told how to fix the problem and then ignored that lol

    They did more than just ignore it they cut Chandler off mid sentence, shutting him down which was completely disrespectful and they actively sabotaged their attempts at fixing the problem by kicking the spectators that would have blocked the hackers access… Just crazy at the complete disrespect of Chandler and Otz

    If they had done nothing it would have been better than their own self sabotage.

  • Keep the good work im happy about removing the item depletion. I was introducing some newer players to the game and they felt like quiting because we ran into franklins 2 out of 4 games. They were upset about the unfairness about not being able to use their items

  • I dont think they should jump so randomly . The sections of 8m are pretty good and it was a good change. The only other thing id potentially like to see is like an increase of 8m while using their powers.

  • "To speed up general Bloodweb activity, we’re adding a button that will allow you to spend Bloodpoints in bulk. "

    What exactly does this mean? Is there an option to auto buy the higher tier items?

  • Knockout isnt that bad but it does need a timer tied to how long the aura can be blocked

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881113#Comment_3881113

    6.1 was released almost 3 years ago, it was a 0.3 seconds buff and a 0.2 seconds nerf, and it was precisely after that patch that they added and removed all the things that make slugging worth more than hooking now.

    The coping is real.

    Nah conspicuous actions were added that patch and killers have only gotten stronger since then and survivors weaker. Anything else is just lying to yourself. Killers are just looking for excuses to justify how easy it is to not get punished for bullying solo que.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880963#Comment_3880963

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf.

    Killer's cooldowns haven't been buffed, and survivor movement speed hasn't been nerfed in the last years. In fact, perks like STBFL were nerfed. What are you talking about?

    Slugging is more effective when you can down someone and immediately go do something else […]

    And here is the key that you people are not getting (even though you meant something else with it). Tunneling, 3-genning, the genkick meta, regression perk stacking… all those things were always about gaining time. Survivors with good game sense that coordinate a minimum don't leave most killers with a long enough time window to do anything, and min gen times have been a problem ignored for years now.

    Now, after years of BHVR making any other option for the killer to gain time minimal with nerfs and base mechanics, plus rewarding survivors with their stronger perks when they lose chase, plus making it even easier for survivors to make all the time the killer spent in his last chase go to waste, etc., some killers have come to the conclusion that it is better to simply not hook for all the reasons mentioned in the video, like not having to employ up to 20 seconds picking up and walking to the hook just to give survivors their stronger perks and the chance to screw you over. Like you said, you simply "down someone and immediately go do something else".

    It's not rocket science. I don't get why the need in denying it is when, again, slugging and Knockout are not precisely new things added to the game recently, and it's just now that people are going "Yep, slugging is the way".

    Patch 6.1 killer actions were buffed and survivor sprint after speed was reduced is what made this strategy better. I really don't think they need to stack 4 regression perks and make survivors have to do 8 generators worth of progress, these gen perks were rightfully nerfed. Killers have been slugging before and since then and the problem is only more complained about now since they added slugging for the mori. People were getting slugged and bled out too during the gen kick meta in fact probably more than they are now so there is no reason to think having perks killer perks nerfed is the reason. They added conspicuous actions to the anti tunnel perks too survivors were nerfed way more then killers so I dont want to hear how killers are not rewarded for hooking. The slugging is just easy because survivor dont have as many tools do deal with it unlike tunneling and camping. Killers will always be insufferable if they cant be punished for it, it has nothing to do with rewarding them.

  • Objectively this is a good change. It doesnt really matter about bots anyway survivors dc a lot, quite often you are playing against/with one in normal matches anyway. I want to play killer but i don't want to wait 30-45 minutes also there is constant action as killer you wont even have time to notice if its a bot or not. As survivor this probably adds more consistency than your teammates goofing around or throwing to get their tome challenge done. The only thing that would be upsetting is if you cant prefill your lobby to 8 survivors

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880647#Comment_3880647

    So, what you are saying is that all the nerfs to regression and slowdown perks, all the basekit mechanics that artificially restrict what killers can do, the +20 seconds to the total hook timer added for no apparent reason, all the second, third, and fourth chance perks that activate on hook, survivors weaponizing anti-tunnel perks, and all the things survivors can do to completely negate killer invested time like flashlight saves or hook sabotage made easier…

    In short, all those things that BHVR has done in the last years that made it literally more rewarding and time viable for most killers in the roster to slug instead of hooking, while maintaining gen progression and min times intact, have nothing to do with more killers slugging and is all "rubbish"?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880634#Comment_3880634

    I think he said a couple more things in his 22 minutes video than that. But technically true, although a bit reductionist.

    I said the biggest factor is killer cooldowns buff and survivor movement speed nerf. Slugging is more effective when you can down someone and immediately go do something else cuz before you could hit them and survivor could make it to the other side of the map now the can only make 10meters of distance. im saying thats the biggest factor. It has nothing to do with perks its because the base mechanics allow for it to be more effective now.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880647#Comment_3880647

    How is Exponential really bad? It's Unbreakable for multiple people, replaceable infinitely.

    Long set up time, small effective radius, and easily found snuffable before anyone can get value

  • The video is not really that great people like to say slugging is because x perks or they nerfed gen regression but thats all rubbish. The buffs to killer cooldowns and nerfs to survivor speed made this possible, survivors cant take killers to the other side of the map any more. Slugging was always a thing its just gotten worse with more people then ever slugging for the mori or 4k. At the end of the day survivors dont have as many tools to deal with it as they do tunneling, this disproportionately effects solo que cuz they lack the info and coordination. Their is only unbreakable and were going to live forever to help with this (exponential is really bad) so again they're relying on perks to counter this

  • Seems surface level strong but actually incredibly weak like the other invocations. Would this still work if youre on death hook potentially allowing you to give others hook states still?

  • @PetTheDoggo said:

    Don't do anything complicated to get result of Trickster.

    Just make him 115% and don't touch anything else.

    Done but now reload speed addons are gone so survivors can make distance after missed shot.

  • Calling tracking useless is completely wrong lol. His wolf form is his strongest form. You can find survivors that you wouldnt have with scent orbs. His pounce can be tricky and hard to use but its incredibly strong at the right tiles. Hellfire needed the nerf he simply cant be the best at everything.

  • @danielmaster87 said:

    I just want to know why Wolf walks at a slug's pace when walking backwards. And in general he's super slow. All the added cooldowns and stuff just make the killer more clunky, like it would any killer. Is that the best we can do? Making a killer "more balanced" by making them clunky, as they're already far weaker than Nurse/Blight?

    Probably cuz he already has so many tools in his kit already giving him a 3rd person camera and free mind games over short walls too would be way too strong.

  • I dont like perks that are reliant on killer perks if they made some sort of basekit change where 4 hooks would always spawn as scourge hooks then it would be cool

  • @danielmaster87 said:

    So make the infinitely replaceable, infinitely valuable, team-wide perk stronger. This is definitely sane logic.

    yes because boons are incredibly weak right now

  • @WolfgangGarou said:

    You would still consider Boones too weak if they were mapwide ?

    I honestly think it's a pretty good buff, even if you limit the use of it. Even the hard limit from tokens would be less of an issue when you consider that totems spawn mostly on the edge of the map, so the killer has to leave the main hunt zone and actively search for them if he wants to take them out of play. And that is a loss of time that would cost him the game. Not can - would.

    Sorry i should have been more specific I think they would nerf the boon effects too much if they made them global. How would you even keep a global shadow step effect? survivors would be strong with no scratch marks ever

  • @TieBreaker said:

    I'd prefer more radical changes to boons. Something like the boon effects being map wide, but having some sort of system to limit their use. Like tokens, cooldowns, or something else to balance them out.

    I would too but boons would be really weak if they did that probably or the backlash would be insane

  • @jesterkind said:

    …What are the downsides to Cut Loose and Friendly Competition? It sounds more like you just don't like how those perks are designed, which is fair but a different criticism to the rest of the examples.

    To the wider point, I think some perks being upside/downside is appropriate, but there are a few that don't need to be. Something like Rapid Brutality or Botany Knowledge being upside/downside is completely reasonable, in my opinion, but something like Calm Spirit probably doesn't need the downside and Technician has always been held back too much by its downside.

    Cut loose has to activated withing 6 seconds but thats very rarely something you do immediately again in chase and it also has a 45 second cooldown making it extremely situational hence the downsides being the timers on the perk and initial activation requirement.

    Friendly competition pretty sure i was clear on this but ill explain it better. When multiple survivors are repairing a gen their is a -15% efficiency penalty for each survivor on the gen so the downside is you have to be less efficient to gens to gain +5% speed for 75 seconds. which is just a net negative if you run this perk. Prove thyself gives you +10% repair speed so it already does what this perk does but better as you're not even guaranteed to be able to make use of the bonus.

    I can concede Cut loose is more of the perk badly designed with no room to even get a payoff but friendly competition is all downsides.

    I agree those botany and rapid brutality perks having appropriate and proportionate downsides and they are great perks with fair tradeoffs

  • @A_T_E said:

    Too OP.

    Something has to be reduced, either:

    • it's effective range
    • The reduction in sound to not be "completely suppressed", but instead "reduced by X%"
    • The interaction sound suppression entirely scrapped.

    Considering 'Boon: Shadow Step' exists, and boon totems take on all boon perks you have, you'd essentially create a ridiculous zone of anti-chase, if you indeed combine the "no run sound", "no pain sound", and "no scratch marks".

    I was thinking it was too weak lol, it really doesnt do much on its own and its only good on indoor maps that have good totem locations. killers could just track blood anyway and its not hard to stay inchase

  • @UndeddJester said:

    I feel like these kinds of things are being fixed now, we've had kinda a renaissance where a lot of perks are being made a lot better now.

    Build diversity right now on both sides is probably the best its ever been.

    Not really, many of the newer packs have lots of restrictions and/or downsides. I made this post because they took 1 step forward then 2 steps back buffing wake-up then also nerfing it with downsides.

  • What the heck are you even doing??? I could run 4 slowdown perks and constantly kick gens and still not hit the regression event cap on a single gen. The stall strategy still works just as good as before its just a skill issue at this point

  • A spider related or themed killer would be at the top of my wishlist too

  • chucky is in an okayish spot but his scamper feels kinda useless now since survivors can run left or right after vault and he cant turn enough to do anything

  • This has been around for a long time I even submitted one about this a while back. Most Oni I see use this exploit. Kinda like the blight hug exploit. also easier if you have high sensitivity on your mouse

  • I hate the censor it does it more often to positive or neutral things then actual hate. I wanna see it too lol

  • Simple fix if there is only 1 survivor left standing the others(or the first downed) can pick themselves up. This doesnt remove slugging for pressure while it gets rid of both slugging for 4k to drag out the match and malicious 4man slugging

  • any and every crossover helps games get new players and vice versa for the crossover content

  • not everyone pays attention to what survivors are running in lobby, also they could be worry about switches or flashbangs too

  • Yes but not in a punishable way more just frowned upon and i also think killers should not be able to see what items survivors are bringing

  • yes it definitely seems that way. They also get way more hits at the pallet even though they get stunned

  • Its a pretty good change. I dont wanna spend 30+ minutes on the que for killer plus after the first couple days most people have tested what they wanted and went back to normal game.

  • It used to only disproportionately effects players with lower brightness setups. This is a good accessibility change

  • For tunneling survivors should get a basket babysitter effect. It should be much harder to tunnel them but not impossible. For slugging. The biggest things are the lack of agency and there should be safeguards to prevent 4 man slug and drawing out the endgame. like if there are 3 downed they can pick themselves up (maybe add a deep wound for doing so). And if there's only 2 left they can pick themselves up. Something stronger should also be rewarded for hooking like a mini pop that give and extra 5-10% regression

  • I want to get the escape with Vecnas item achievement . It be nice if there was actually anyone playing him

  • My guy you got to summarize the 30 minute video…

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864984#Comment_3864984

    This is where I feel the absence of old BBQ & Chile. The bloodpoint bonus being tied to each unique hook plus the aura reading being far gave killers decent incentive to both spread hooks and not camp either. That perk helped check the super efficient gameplay I think. Back then I would definitely prioritize getting my stonks! 😂

    Likewise old old Ruin gave survs sufficient cause to look for totems first, slowing gens when the killer is at their greatest disadvantage, which is when the trial begins. The issues with that version of Ruin were both being completely a noob stomper and also subject to framerates in peer-to-peer days & the early dedicated servers.

    Indeed people like seeing there numbers get bigger. seeing the stacks go from 1-4 was satisfying. Also ruin was terrible for people with lower end hardware. the skill checks used to jump all over the place until I upgraded to an SSD then i could finally hit great skill checks and power through the ruin.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865111#Comment_3865111

    Survivors going out of their way to deny the Mori isn't exactly rare since the Finisher Mori, the situation you described is often a thing SWF do if the Killer is obviously waiting on a slug to Mori in EGC instead of hooking or at the very least try to push the others out if the Mori is that important.

    More often than not, these are SWF on comms and they talked/watched videos and stuff while waiting and all of them were in on it so they didn't mind. Unfortunately there are enough players that will wait until the very last moment to Mori a slug even if they coulld have done it earlier for Survivors to try to deny it. Even if you had only wanted the Mori, they had no way to know that and for all they knew their teammate was only getting Moried 0.5 seconds before dying, possibly after getting WSed before.

    Side-note: This exact situation (the Killer slugging and waiting for the Mori in an already-over game rather than hooking, wasting minutes) is among the things that make people hate the Finisher Mori and want it's removal or at least a healthy rework of it.

    yes. Im not upset about it im just sharing a scenario that happened. We both ended up wasting an extra 1-2 minutes. I was content waiting watching youtube while they were probably doing the same. It really just goes to show how bad the mori is for the game.

  • I had a game where I downed a survivor at the other side of the map I was planning on using a mori since i hadnt used it on the killer i was playing the other 2 survivors still alive waited at exit till last possible second of timer. They said "lol you didn't get to mori". I said "gg goodjob bro" like youre really just wasting your time and the dude who was downed's time

  • I often let at least 1 survivor escape cuz this is insanely miserable.

  • Lol a group just tried this against me but i was playing knight. They tried several times but the guards got them even if they saved.

  • @here2complain said:

    Maybe this could help alleviate all the pain going around. Make a quick thumbs up/down in the UI next to people in endgame screen. You can only see your own rating as smiley face, neutral face, and sad face, and will be called "Community Standing" or something.

    I don't think this could be easily abused if they make the algorithm robust enough.

    Many people would just down-vote anyone they lose to. I don't think it should work to effect matchmaking but i think it would be cool to see tags for the different rating they earn. A system to know you received positive feedback from someone would be nice too

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