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  • @pidgeon said:

    it's a bug

    still, button by itself looks bad

  • I use poison to stop survivours from holding W. Chase requirement would remove that aspect. Maybe while poisoned, Mend bar would be halted. At least legion would be covered.
    But tbf i would overhaul that. While poisoned, vaulting or using a pallet would put you on 5s cooldown, before you can do either of them. With that however we would need menus changed.

    I like to imagine this pallet menu to instead spawn temporary pallets in every possible location, and killer would be able to break them (either when they are up or down) with m1 or poison. After countdown, those temporary pallets would convert to normal pallets. Meaning its not as punishing for killers when it triggers, and they have counterplay.

    Teleport isnt as bad, but there should be something for killers to counter them, like poisoning them mid action would stop them from completing it. Additionally, when event is triggered, portals shouldnt teleport randomly (i think thats the case) and should have invisibility reduced or removed. They give you free items anyway and they are pain when used constantly

    Action speed is by far the weakest, but haste thing when event is triggered is annoying, since only swf use this and they are annoying even without this

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095244#Comment_4095244

    Well still as nobody has mentioned this just thought to bring it to the attention of people. The cart being that close does not really make it that fast to fill it will be about the same speed if the cart would be about 3-5 meters futher away. Reason is that same survivor can't take a plate from the same cart right after they took one already. There is small downtime timer but have to admit it could be way more than it currently is but there is one.

    still you can minimise risk of running around map and getting plates. You dont need to stay there, but you can and it will be faster than normal. And if swf wants to refill in an instant, they just can

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095173#Comment_4095173

    I don't think the devs are necessarily survivor sided, its balanced out a lot more as of late. I mean literally every killer that has released in the past year or two has been A tier or top of B tier, pair this along with the fact that we got some new meta perks with Vecna 2.0 and Silent Shadow is pretty great and underrated.

    yes, the devs arent survivour nor killer sided, they just dont test their game. If they did, we wouldnt see food carts spawn so close to tables, or all gens so close to each other that its really hard to do even 1 of them. I mean Badham and Crotus Prenn.

  • And its guaranteed to spawn like this, its my 3rd match on this map

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090869#Comment_4090869

    Drop Leg Knife Sheath for Ghosty

    Interlocking Razor for Pig

    Spit Polish Rag for Slinger

    Ring Drawing and Clump Of Hair for Onryo

    Ultrasonic Speaker and Stereo Remote Mic for Skully

    Bear Oil and Lenghthened Jaws for Trapper

    Rope Necklet for Hag

    Reducing number of addons would be beneficial too, because they wouldnt need to implement new effects. So if we wanted to basekit something there would be no "what should this addon do then" problem. That might be an issue at some point
    We could fuse some addons to make them better too

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468860/what-add-ons-should-be-basekit-for-both-survivor-item-s-certain-killers

    @Feather NOWS YOUR TIME TO SHINE!

    anyway im gonna say exactly what feather says. White Comb basekit for Nurse.

    however i say we should make Rust Coloured Egg basekit for Pyramid Head

    i have more but i will get eviscerated if i share my entire list

    haha, first time i got mentioned. Yes. Nurse should have white comb basekit (-50% reduced lunge after blink). Nurse would need to be more precise and survivours would have easier counterplay. Rn nurse has too much room for error.

    Additionally i would say iri stone for trapper should be implemented partially. Like 45s or 60s reset time while iri stone would reduce that to 30s or maybe instead of random traps it could reset 30s after being disarmed / not active.

    i made a post about it a while ago.

    https://forums.bhvr.com/dead-by-daylight/discussion/468258/killer-adjustments-i-want-to-see-mainly-trapper-nurse-vigil-victims#latest

  • It almost never picks up bloody party streamers or pudding/cake.

  • @pidgeon said:

    My idea for a minor nurse nerf is lose all tokens when injuring a survivor by any means, and when getting stunned. Possibly add white comb or just make it only affect second blink.

    i think that removing all stacks after injuring would punish her for using her power efficiently. Its up to survivour to not be hit by first blink. BUUUUUT, since she has a lot of room for error, she can 1 blink easily anyway, thats why i want to remove that lunge

  • @iphone_T said:

    I don’t care if this is just the forum suggesting their usual survivor sided buffs, I want this change simply just for some shake up. It’s insane how this game has had only two S tier killers for years.

    I was attacking survivour side here for a long time now.

    But Nurse is still so unfair and she got only her 1 addon nerfed with blight. Thats crazy

  • @Xx_Acido_xX said:

    Hi team,

    The new updated game visuals for the MacMillan Estate shown in the 10th Anniversary Stream look absolutely beautiful! However, as a Spirit Main, I am very concerned about the implementation of weather effects like rain and thunder.

    Spirit relies entirely on precise audio cues (breathing, footsteps, moans of pain) while phasing. Constant background noise from a storm will make it incredibly difficult, if not impossible, to track Survivors properly

    Since this is still a work in progress, please ensure that these awesome visual changes do not negatively impact the competitive audio design. It would be amazing if you could either keep the ambient storm noise very quiet or add an option to adjust ambient weather volume.

    Thank you for listening to the community

    Maybe audio from weather effect would be disabled when using spirit powers

  • Mimic would be great as second killer from fnaf

  • Stunning her should put her power in cooldown as well

    There was a guy that suggested some time ago that when charging blink there should be no aura read for her, but i think that its not an issue and would nerf aura builds which are less annoying

  • Imo. Killer addons should be reduced to 15 (this is how many 1 page has)

    1. It would benefit BHVR when creating new killer
    2. It would be easier to balance

    Because we have 21, a lot of them are either underwhelming, boring or useless

    1 iri, 2 purple, 3 blue, 4 green, 4 brown, 1 event for example


  • oh i love that. We could do something to prevent blendettes from spawning here, but i would rather play on this than on day time eye bleeding map we have now

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086899#Comment_4086899

    This dude sounds a pathetic toxic af little goblin. But i would advise editing your post text and images to censor their in game name. Forum has rules against naming and shaming and you could get banned for it

    edited out, thx (wasnt aware of that).

  • Trapper and Nurse:

    https://forums.bhvr.com/dead-by-daylight/discussion/468258/killer-adjustments-i-want-to-see-mainly-trapper-nurse-vigil-victims#latest

    Medkits, Toolboxes, Flashlights 5 addon rework:

    https://forums.bhvr.com/dead-by-daylight/discussion/468348/medkits-toolboxes-and-flashlight-should-get-map-and-key-treatment#latest

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086899#Comment_4086899

    Its interesting that person who calls other fragile seems to be the only real fragile person in that conversation.

    I never understood people who rub salt in others wound.

    I have another one where i played soloq and we got mirror Myers on shelter woods. He got maybe 1 or 2 hooks i think.

    His perks werent lvled up, He lost his hexes fast and was being looped by one guy (dont remember who but it wasnt feng). Feng was bming him whole match and was spamming EZ.

    And then survivours will complain about killer tunneling, bming, using meta etc

  • There is this guy who plays Nurse with sweaty builds and i played against him 2 times, 1 time with my friend who just started game

    1st match, Vee got hatch. It just happened that Sable was from the same country as we are

    1000013997.png



    And second time when i played soloq, i got EGC rescue when he was 3m away from hook

    2nd match

    1000013996.png


    And now here is end game chat:

    1st match

    Zrzut ekranu 2026-06-13 115106.png

    2nd match:

    1000013995.png

    It was funny ngl, i needed to screenshot those.

  • @SoGo said:

    Flashlight addons should have gotten the same/similar treatment as Keys long ago. 13 addons is simply ridiculous.

    As for Toolboxes and Medkits, there is more nuance.

    Toolboxes in particular should keep the number of addons above 10, as they serve a dual purpose.

    Medkits could use some trimming, but not to the extent you presented.

    There is 2 kinds of people using medkits
    1. One heal (majority)
    2. 2 heal
    If you want 1 heal, then grab medical scissors and maybe suture or something and you have fast heal
    By trimming addons like i suggested, getting 2 heals would require Surgical suture and gauze and hitting those skill checks. We could probably buff gauze to 16 charges if needed or buff suture to its combo value of 25% and 15%, So that its possible even if you get lower number of skillchecks. But instead if getting 2 heals no matter what, you would need to get those skillchecks, and you would heal faster, so its a win win
    The only thing i see that could be an issue is numbers, because i didnt test anything.
    Also, we could made syringe addon similar to bnp, where it doesnt remove medkit, but an addon

    WIth toolboxes, i think i trimmed them pretty well. If you want sabo, go for Alex, Hacksaw, Wire spool or protective gloves, Fast repair is engineer wire spool and socket or BNP and normal tooblox is jack of all trades. Its how they are used either way (except instead of engi you can see commodious). And you get Scraps addon in protective gloves since if you add it to wire spool engi tool box you get only 1 less charge. With normal toolbox its same value
    Both ways of using toolboxes are covered and sabo would be even better, since you have 2 sabo addons fused

  • @XtremeDBDForums said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468350/quick-fix-for-dead-mans-switch

    The difference between this combo and Sb/Vigil (more or less just vigil in general, not the perks you run it with) are actually counterable. You can react to a survivor getting hooked via their aura, letting you get off the gen before pain resonance knocks you off forcefully and triggers DMS. You can also not play risky for reaction if you have a bad reaction time and get off before hand as the survivor is wiggling or even run Saboteur to know when and where they're going to get hooked. You can even leave your gen when or before it gets PR'd and tap another gen to waste DMS and give the killer false information.

    Sb/Vigil isn't problematic in specific, Vigil alone is, mainly because you recover from all debuff status effects much faster AND it affects chase powers that afflict hindered, like Freddy, Clown, Nemesis, Skull Merchant, Unknown and Houndmaster. For some killers, that hinder is their main power, which makes the killer a lot weaker.

    @JordaJ6 said:

    I personally think as things are, the combo is finely-tuned. DMS procs get intentionally tied to non-priority gens by coordinated swfs, and even in solo queue after a little bit of play time, survs should be able to preemptively let go of gen after a surv has been picked up in anticipation of the combo.

    If you don’t have the luxury of playing in swf, and you’re near a low progress gen, you can try yourself to proc the DMS so your team can continue to work on the more important gens.


    I’m a 50/50 player, and I think killers have too few good perk synergies anymore to continue to take options away without dialing back some of the more oppressive survivor synergies. Ie, hyperfocus/stakeout, plot twist/DS, Shoulder being able to deny death hook and give a deliverance player the ability to use it later if they got first chase.


    Last thing, I think the best nerf for Shoulder could be that it can only be used on someone who has been hooked back-to-back times.

    The Reason this perk combo is bugging me is Soloq. As you two pointed out, you can let go of a gen and proc dms on other generator. But in soloq you can get team mates that eat that combo every time.

  • @aaaayaheywhao said:

    I think removing that combo is really bad...

    I think removing annoying combos like pain res+dms or Vigil+SB/Hyperfocus Stakeout would be a good thing. We just need to start removing them

  • Medkits, toolboxes and flashlights should be reworked like keys and maps, containing 5 addons and reduce number of those items

    There are 4 medkits that only increase 5% to heal speed of others. 3 or maybe 2 would be enough with 5 addons at best

    Flashlight count is probably fine, but addons would be easy to rework

    And there are 6 toolboxes, make it 4 at best if needed and rework addons removing fillers such as instructions etc

    And killer addons reduction would be great as well. 15 max (which would be 1 page) = 1 iri. 3 purple. 3 blue. 3 green, 4 brown. 1event for example

  • Its just BM. And its funny how there is someone in this thread sayin "it happens more for me from killers". Both sides have form of BM. Both sides do this to rub salt in your wound. Both BMs are useless and time wasting. It can happen more for killers since there are 4 players, each with different mindset. Nevertheless it happens on both sides

  • I like that idea, but extra health state would mean you could get 4 extra health states in total in SWF

    And when paired with shoulder the burden...

    It could be nice rework idea tho

  • @GewoonJust said:

    I usually don't make posts like this. But this specific game change I'm really passionate about. I'm a killer main - and I truly DESPISE running against full heal build… they seem so strong. But with the arrival of diminishing returns you don't necessarily put an end to these 'combo upon combo' builds. And really all you're putting an end to is the sometimes strange builds that no-one has every thought of - and instead I'm seeing more and more and more build all consisting around simply having the strongest perk of whatever category in the game (e.g.: 1 recovery, 1 healing, 1 haste, 1ds). The game has lost so much of its potential and creativity due to this. Especially the neish builds that shouldn't be working but sometimes just do.

    I despise those gnarly full stack healing builds - but there has to be a better solution for it then to nerf ALL (creative) builds.

    Diminishing returns is good for the game long term, but it should be introduced with perk overhaul with it. They just slapped bandaid and called it a day.

    It was introduced for devs to create strong perks without worry about combos. But then they add lending hand for example, which counters that lol.

  • Boon: Vigil would be great. I Wonder how long it will take for bhvr to change this perk

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085767#Comment_4085767

    Vigil affecting Hindered is probaly one of the stupidest things in this game

    This isnt post about vigil, i used this perk (and adrenaline) as example of perks affecting specific killers, which bhvr wanted to remove in the past

    @CaptainNostalgia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085767#Comment_4085767

    as before stated, it goes to a seperate version of going against other killers

    This is flawed as stated before with my examples

  • Thats nice rework concept, but calling feels underwhelming

    Ghostface ignoring phone call penalty is useless since he has on-command undetectable. And i think ghostface shouldnt be punished for that either way.

    Calling survivour seems pointless too, since survivour receiving only blindness and position whereabouts isnt that bad (when ignored). It would only work in lost survivour matches because then they hide often. Buff of doubling stalk is bad as well, since you lose surprise aspect.

    Calling each other is fine, but since effect is so low no one would risk it.

    And i dont like survivour perk ideas. Counter spy is just better OoO and We see you. Frequency hop is built to last but weaker and trace results is poised with extra steps.

    And since bhvr removed adrenaline wake up (and i hope they will remove vigil hindered) because it was killer specifit i dont think We will see such perks

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085760#Comment_4085760

    This would arguably be better than the orginal idea you can just swing at everything or even a wall at indoor maps or jungle gyms and get full aura reading and easily get a free down

    We could limit this to 1m. I thought of insta down killers like bubba or billy that sometimes cant down survivours because of window etc, so they could swing to see them and get another chance of Downing them.

    I thought of this for like 15s so there might be problems i cant see :P

    Ive had an idea in the past where hitting generator with basic attack would special-damage it, something like TBTC but close to generator

  • Missing near survivour reveals aura of that survivour for 10s

    Additionaly give that secondary effect you mentioned and maybe increase that to 40%? We could test that first on ptb to see if thats broken, if it is then 30% would stay

    Goofy and maybe boring buff by giving aura, but if you miss survivour at the window you could see what that survivour does next.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085588#Comment_4085588

    You brought up first old ruin and undying and other boring killer metas.

    To make survivours understand how annoying it is To Face sprint Burst. Its just as annoying for killers as those old meta was for survivours

  • @Yoshirama said:

    Both sides use meta perks, killers use regression perks all the time. The difference is you can stop using perks as killer and still have abilites to help them, survivors only have perks and a few loops to survive.

    You can stop using regression perks on high tier killers, low tier needs regression because they take much longer to find a chase or finish chase.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084686#Comment_4084686

    Let's go back to actual infinite loops - windows that don't block, middle vaults were fast vaults, healing meta (I could heal while in chase consistantly with just one pallet being used), BNP that instantly did the gen in a second, old dead hard that you killer mains hated that much.

    Playing the game requires experience and skill.
    You can't have everything free for you. Exhaustion nerfs would be unjustified.

    And what is your point in bringing up Dbd from 10 years ago? Just because survivours are not as strong as they used to be, they are still strong.

    "You killer mains hated so much" like You mean Old dead hard wasnt broken?


    Even players with 10k hours have problems with swfs and broken survivour meta right now, even tho its far more balanced than 2016 dbd when the game just launched, meaning it would be unbalanced.

    1 thing we could probably mention is map rng. Sometimes map has way less good loops, and sometimes it Connects Jungle gyms making basically infinite loop. Meaning both sides suffer in some scenarios.

    What is skillful about SB+Vigil? This combo only cripples low tier killers, they dont need that.

    And i will again for a hundreth time say, killers have braindead perks as well, grim embrace, pain res, dms etc. hell lets throw devour hope and noed into the mix as well

  • How power looks like:
    SWF > Killers > Soloq

    Soloq is still playable, but sometimes because of no communication, survivours get confused a lot and make mistakes. Having communication wheel with for example: Killer is chasing me, killer is nearby, going for unhook, doing gen etc would be very nice addition,

    in solo q Comment by Feather
  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085309#Comment_4085309

    Oh, so you just told us that you want to attack sprint burst because people are already talking about it and it's power.
    So you're basically trying to kill the perks with all of those killer mains. One by one.

    Today's target is sprint burst and vigil, tomorrow we take down the lithe, on the random tuesday we will get shoulder, ds, deliverance!
    After all that, if people will start using smash hit you will want it nerfed too, right?

    Well, that's not how it should work. There is a lot of perks that fight against exhaustion perks and you can use them.

    Game does require a little bit of skill and knowledge from the killer side. You need to be able to adapt to survivior perks, tactics, items - just like you made us get used to tunneling, slugging and camping.

    Killer is easiest it has ever been and that's just fact. If you can't keep up, that's on you honestly.

    I was talking about sprint burst as well and made another post about it.

    Sprint burst is annoying as hell to play against. It can prevent creating pressure and its uninteractive (for low tier killers, high tier killers dont care about it just like i said 100x now). Vigil is very unhealthy, countering only 3 killers and a lot of perks just by existing. Meanwhile lithe killers can still play around it, survivour cannot stay in dead zone just to "lithe away" into safety, its not as easy as press shift to use. Its like old dead hard with its "E".

    And yes, i won match and i will complain. I prefer getting good team that knows how to loop instead of noob that after using his sprint + vigil combo is dead in 5 seconds. And on top of that those who know how to play are demolishing matches with that combo, just like heavy meta High tier killers dominate killer matches

    And i said that killers have their braindead crap too. Painres + dms is very annoying just like sprintburst + vigil.
    This combo is as brain dead as kick gen meta with overcharge call of brine eruption. Or Forever freddy, or chess merchant.

    Yes, we could probably say that killer is easiest it has ever been, i remember how strong survivours used to be. Low tier killers however dont stand chance against survivours. The only time they win is because of survivours keep making mistakes.

  • @Khastrx said:

    To be honest the idea of "brain dead playstyle" could go for killers too; many who use so many meta or crutch perks because it's just easier to do so than try anything different. Both sides have a percentage of players who just don't really try to learn with certain perks essentially putting them on auto-pilot, thus often creating very stale matches, so nerfing a few survivor chase-oriented perks will not solve anything in the long run. Also killers can be boosted too, let's not act like it's a survivor only thing.

    I could probably phrase that title better. Yes, killers have pain res + dms combo which is very annoying, boring and brain dead, even more on high tier killers.

    There was a lot of talking about sprint burst lately on forums, thats why i focused on that

    @cogsturning said:

    Both sides are equally boosted by perks, and the meta should be obliterated on both. I've won many killer matches solely because of my build. Almost everyone is perk dependent. Very good players play without perks. Until you do that yourself—and win—you have little argument.

    But you're also saying someone was boosted even though you beat them. So how effective was the boost?

    Regarding boost: i have lost of matches were sprint burst is used to avoid engagement. if they avoid engagement, they wont improve, and they show it with their skills. And again, if survivour knows what they do, they will obliterate with this perk.

    There is no inbetween: Either survivour is very bad or very good when they use that perk, and they are both annoying even if i win against bad one

  • @Star99er said:

    Sprint Burst has remained unchanged ever since they introduced the exhaustion status effect 7-8 years ago. Why would they feel the need to change it now? Also it isn’t even the Exhaustion perk with the highest pickrate. The reason a lot of people like it is because it’s a lot more straightforward compared to the other Exhaustion perks. I wish more perks could be like this without needing an certain actions and requirements to activate.

    Pallet density. There used to be a lot of dead zones, meaning having exhaustion of some kind was necessery. Now it is not

    The only exhaustion i would buff with QOL is Balanced landing, because it has weird activation method that doesnt work all the time. I think there was max fps involved with it.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084775#Comment_4084775

    Lithe is actually stronger against most mobility killers.

    Also, I rarely run sprintburst. But the point is, perks like Lithe and Sprintburst have on average increased chase duration, that's a fact. A lot of gen regression perks have been introduced because chase duration has been increased. Reducing chase duration should therefor mean nerfed regression perks.

    If you cant agree on that logic, I'd say your biased and the perks are not a problem

    U know what is a fact? Survivours being boosted by SB. Lithe at least they need to find a window.

    Normally gen regression isnt an issue. It starts being an issue when used on high tier killers, which can activate gen regression perks way faster than normal killer due to chase power or mobility.

    BUT EVEN WITH THAT. Survivours can win without perks if played right.

    Sprint Burst isnt giving you chase time, it delays time before you start chase, which you can do if you know how to play, and thats why m1 killers struggle so much, because they cant create pressure if they cant injure you. And then after you get injuted, you gonna pop that medkit you brought and remove that. And let me say this again and again and again. SB does not counter high tier killers, which are the problem when they are using gen regression on top of that.

    And you tell me im biased for saying that

  • @Defnotmeghead said:

    So, if Sprintburst and Lithe need a nerf, then to compensate for the SIGNIFICANTLY reduced chase times:

    Nerf ALL gen regression perks.

    SIGNIFICANTLY REDUCED CHASE TIMES? START RUNNING BEFORE KILLER KISSES YOU ON THE FOREHEAD MATE. AND YOU WONT NEED SPRINT BURST

    Imagine that:
    > Dont use exhaustion perks.
    >Learn how to play without them.
    >Then put them on.
    >Profit

    Lithe is different, i would rather play against full team of lithes instead of full team of SB.

  • @Mazoobi said:

    Whenever there's an uproar of a survivor perk, "because of low-tier killers" is always being brought up…

    So what I'm hearing is that the perk is not the actual issue but the killer themselves.

    and another one who cant read.

    The problems are:
    -Meta on Survivours rn (perks items etc)
    -High tier killers (with perks that when used on lower tier killers arent as good) since they most of the time ignore meta perks on survivours

    The problems arent:
    -Low tier killers

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084731#Comment_4084731

    What about m1 killers that doesnt have ranged ability or great mobility? F them, who cares?

    I even wrote that those should be buffed. But you wont increase their playrate if you nerf Survivor-Perks. As I said, people will not suddenly stop playing Blight or Ghoul when Survivor-Perks get nerfed, since they will just have easier games with them.

    It wont make them suddenly more popular, but way less frustrating for sure, since SB is one of the Most popular game.

    If killer is less frustrating, u know what will happen? Some players might consider using them

    And you didnt understand what i said with blight and ghoul. They. Dont. CARE. ABOUT. S. B.

    So nerfing SB wouldnt benefit them. It would benefit those weaker

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084686#Comment_4084686

    and punishes lower tier killers

    This is such a non-argument. As long as super strong Killers exist, "low Tier Killers" is just a buzzword used. If we nerf Sprint Burst, nobody will stop playing Blight and suddenly starts playing Trapper.

    What would help low tier Killers would be Buffs to low tier Killers. Not the nerf of Survivor Perks which would only result in strong Killers becoming stronger while low tier Killers will not be played.

    Hey, u know what can counter high tier killers? And thats definetly not Sprint Burst i will say. GOOD PLAYS AND TEAMWORK.

    Blight doesnt care about SB. Kaneki doesnt care about SB. The only high tier killer i could say would be punished with that one perk is Nurse, because she doesnt have great mobility, just the best chase power. But u know what she needs to do? BLINK ONE MORE TIME, SOMETIMES 2

    What about m1 killers that doesnt have ranged ability or great mobility? F them, who cares?

  • Imo Windows of opportunity being great tool to learn for begginers, is also unhealthy perk crippling their growth as a player.

    I had a lot of Times where giving blindness to a survivour completly removed their ability to exist. Because they are used to having information handed to them. They go on autopilot

    5 moves ahead is way healthier in that aspect, since you get information on where to go, and after using resource you need to think what to do next and you are not handholded

    And its better since it gives you secondary effect.

  • Reducing haste duration to 2 seconds at least would be something.

    But survivours dont see issue and neither does bhvr

    For survivours downvoting: imagine we go back to OG ruin+undying, forever freddy or gen kick meta and everyone laughs at you for saying its bad, thats what you are doing

    Sprint + Vigil is very unhealthy and punishes lower tier killers

  • Slow and Steady
    When healthy:
    Gain 5%/4%/3% Hindered
    Leave no scratch marks

    ——————
    Hunch:
    Whenever killer is in proximity of 16m/20m/24m of you, perk activates
    Gain 3% haste until chase starts
    Cooldown: 60s/50s/40s

    ——————
    Willpower:
    After being unhooked from second hook stage:
    - Gain endurance status effect (until other survivour is hooked)
    - Gain 50% haste for 4s followed by exhaustion for 30s/25s/20s.

    Getting hit while this perk is active:
    - Grants elusive status effect for 60s
    - Disables all perks for the rest of the trial

    Perk Deactivates when:
    - Total number of generators are done is more than 3
    - Total number of hook stages taken is more than 5

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084130#Comment_4084130

    I think they'll make future perks. Did you think of those?

    Yes, but still, they made a lot of perks weaker, their builds absolete, and left meta unchanged. Thats not how it should look like.

    They shouldnt add diminishing returns without Perk overhaul introduced with it.

  • In my opinion he should be 4.4m/s just like blight. He can cover great distances that can be created by survivour perks or holding W. He can cut off survivours to guarantee a hit. He has free injury.
    Its just like legion but on high dose of caffeine

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083954#Comment_4083954

    What was necessary about it? Making it so running famously overpowered perk empathetic connection with botany is substantially weaker? Considering the newest suite of perks they aren't interested in making perks with stacking effects powerful on their own.

    So what's the point of it beside pushing gimmick perks deeper into the grave?

    the point was ability to buff perks so that they can be good by themselves. As i said, bhvr did nothing with that, thus making weaker perks even weaker

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