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Ghostofsnow

Ghostofsnow

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Ghostofsnow
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  • The borrowed time change idea is honestly horrible . just rework its wording to keep the unhook endurance effect lasting longer not the elusive if that's a concern.

    Personally I'm of the opinion elusive is borderline useless with it's current duration and trying to use it as a reason to nerf or rework a perk that has had the same kind of effect for nearly a decade is a route that just makes less survivors want to play(me included with 3k hrs),

    These kinds of changes just feel exhausting because it removes even perk bandaids that while taxing actually help players have a more enjoyable experience against some of the least enjoyable parts of the game.

  • while content is nice, i just wish the quality of life and improving the core game took more precedent. I'm fine with give and take, I'd gladly trade. killers getting anti gen rush for a 2min unbreakable that only really comes into play when people are getting mass slugged.

    While i do love this game it's just a vicious cycle and I'm bummed to think mmr working will actually enhance the negativity the game has a ton more and will silently be rolled back. the feast or famine approach to balance and snowball while giving amazing highs kinda eventually gets beaten out by a negativity bias that seeped beyond the communities walls.

    This is one of the hardest games to recommend to new players and on the outside bad experiences past players had years ago still get around

  • Like i really don't think its unreasonable to want some real fix for the worst kinds of matches. I never said i want blanket survivor buffs without compensation. i just want overall match quality for everyone to go up instead of dealing with an afterthought of a mechanic like slugging to stay the same after a decade of the games life time

    hook grabs got removed, gen tapping got removed early hatch mechanics got removed/ reworked etc

    this game isn't the same thing it was 10 years ago and stuff like this deserves to get properly looked at.

    hell, I'd even oneday want something like catch up mechanics for struggling killers like gens going slower in 2v8 if they haven't got hooks yer or a mini corrupt or something

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081969#Comment_4081969

    So again, you just want a blanket buff to survivors with nothing that addresses any of the issues around how they would be abusable.

    well i want it to not be abusable and im not opposed to blanket buffs to killers. maybe give killers a 1 time instant hook like in original 2v8 to compensate and make flashlight/pallet saves unviable or add another 5 seconds on generaors. I'm 110% open for some give and take there

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081272#Comment_4081272

    But those aren't the complaints i normally hear. Nobody is saying they hate being slugged because its "more efficient" as the killer, and it is rare for them to bring up the protections they get from hooks as a reason.

    But, you do bring up a great point about the protections. My example if it only takes 30 seconds less to die from being slugged (minus the 3 hooks things) and survivors get tons of perks and benefits from being unhooked, that stands to reason that is the REASON that killers are slugging more.

    Well, i try to look at it from a number and effort perspective. Slugging feels awful cause even if its barely 30 seconds more to bleed out compared to being on a hook, being hooked has work and thought put in. imagine if there was some passive generator item that could repair on its own but slower(i believe we had event crystals before like that and i recall a lot of complaints about them). it's awful gameplay and has barely interactivity. if you don't have slug perks you just gotta wait the 30 seconds to save as a team mate or risk a 16 second protectionless pick up and for the downed guy you just get to crawl slow or afk 30sec to make pick ups easier.

    Overall i think slugging needs to changed a bit so there's more thought involved and engagement. like any protections at all make it much more healthy, be it a bar that fills up and gives you endurance when a team mate picks you up or baked in tenacity so you can at least start moving right away instead of the dumb 30second afk time that encourages a killer camping a slugged body. those would be the easiest ways to balance the mechanic more.

    my favorite idea i had personally was a way a survivor could prop themselves up but being environment based. like if you get a special slug timer bar full you can fall like balanced landing distance to land on your feet in the injured or deep wound state as a reset. This would be very map dependent but actually give crawling survivors something to do on their own like a killer is giving them a side objective. it also makes the killer have to think about their slugging more like location wise and time wise like 'could a survivor crawl to a drop in the time I'm away?' and you'd know where the bodies go too as killer 'ok i slugged this survivor so its oblivious they're going to the hill that was in front to try and reset'

    the special bar would definitely need to take a long time and be halted with survivors near to avoid abuse but it would be something engaging.

    Overall, i just want something that mitigates the worst part of the game. I've enjoyed this game for 3k hrs mostly just solo que having fun with perk build ideas. but just coming back from a break and my literal first match back is a singularity trying to mass slug at 5 gens and succeeding with this methodical flow.. it really just makes me and others wonder why we opened the game in the first place.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461321/any-particular-reason-anti-slug-got-dropped-entirely

    Can i ask you a serious question?

    Why do you hate slugging so much, when it is essentially the same as being hooked, if anything you have MORE agency while you are slugged than while you are hooked.

    While hooked you:

    • Cant do anything to meaningfully progress the game.
    • Can't move.
    • Must be saved by a teammate
    • Will die if left alone for 210 seconds (3 minutes 30 seconds)

    While slugged you:

    • Cant do anything to meaningfully progress the game.
    • CAN move, but very very slowly.
    • Must be saved by a teammate
    • Will die if left alone for 240 seconds (4 minutes)

    It basically seems that, while slugged, you take 30 seconds longer to die, but you can move (even if very slow).

    So functionally speaking, both of these actions remove your agency as a player to really do anything. So why is it that you hate being slugged so much more than being hooked? I don't mean this as a "gotcha" or some kind of trick, i just legitimately want to understand your perspective and emotional standpoint that makes being slugged so much worse for you than being hooked.

    the time to effort mainly, a killer can slug a person in 3 seconds depending on the killer/perks then it's instant value and the killer can go on and chase others, patrol gens or at the worst, patrol those while keeping tabs on the downed survivor to try easily getting a win state from that simple down. more people trying to deal with the slugging=less people on gens too so even more value for the killer effectively skipping a whole part of the game.

    a hook takes much more effort to do and time, but gets a survivor killed faster using a strike system and a faster timer. but it also comes with actual protections making it MUCH more preferable over just being slugged 4 minutes straight from the survivor perspective. on top of all this a hooked survivor can be unhooked in 3 seconds and gets 15 seconds of endurance. a slugged survivor needs to be healed for 16 or left on the floor for 30 and can instantly be downed again with no protection AGAIN for an easy snowball.

    All in all slugging has absolutely no built in protections at all, is tedious and slow from the survivor side and just free value for a killer and way too time efficient for themselves being able to completly skip a whole gameplay mechanic the game is attempted to be balanced around (hook states)

  • yoshikage kira from jojo, dudes a serial killer who would be an incredible trap set up type I feel like imagine they turn a pallet, window or generator into a bomb.

  • @XboxPlayur said:

    because low mobility killers need a way to stop survivors from sitting on gens. If your teammates leave you on the ground for 4 minutes to keep working on gens, you shouldn’t be rewarded with a free get up. If you truly get bled out every single game (unlikely) there are perks you can run to counter this strategy. If you refuse to run the perk, then the issue can’t be all that prevalent.

    But like, you could just hook people.. they get out of your game faster and you have perks like pop and pain rez that help you with gens that are both related to hooking too where slugging not only has no perk synergy slowdown but also doesn't have a strike system like hook states.

    slugging should not be meant for slowdown but an intermediate phase, like you got people around going for flashlight saves and got to deal with them first or trying for a snowball/ stop a gen that would go off too soon if you tried hooking first. there shouldn't be a justification for slugging people over 3 minutes.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034447#Comment_4034447

    4 players getting 4 man slugged is 100% their own faults. Splitting up and doing a gen while the killer distances themself from a down is common sense, and makes slugging so extremely punishing for the killer, though in the odd chance the killer succeeds, survivors at least don't lose the entire game if they don't have anti slug perks. Even solo queue players who actually have a brain can avoid that, achieving getting 4 man slugged is some next level type of embarrassing.

    When two people are left on the other hand, giving a second chance when the killer has earned their kills doesn't make sense, especially when a slug for 4K situation pretty much means a loss for the survivors anyway. It doesn't matter if it's boring, that's why that abandon situation exists, so you don't have to sit through and wait if you don't want to.

    Personally and you'd find that many agree, it's not fun nor fair that a survivor should get free, permanent unbreakable when them getting into these situations is on them in the first place. It doesn't matter if it's engaging, it's just another useless match extension and random unwanted catering to inexperienced survivors that would just harm the game's health even more.

    Main takeaway being that only extreme slugging should be punished for, not all slugging.

    i never said all slugging, i said excessive slugging over 3 minutes and it sounds awful that some think that's okay to possibly happen to 4/5 players. Also the abandon feature only happens after everyone is slugged so doesn't even change the slugging for the 4k slog at all for anyone involved except the other two players leaving instantly after the fact and the killer now having to hook/mori bots to complete the match no one is even watching anymore.


    slugging 4 people can also happen if the killer is camping a body, there is no info indicator this is happening and can be stupid effective with high lethality ones.

    i really don't see how you group 3minute slugging with base slugging and not excessive types. I even proposed interactions to it like the anti slug wouldn't build if near a pallet or a standing survivor within range to avoid even the possibility of it getting abused or a killer not having a chance to pick up a survivor unless they are willfully neglecting the hooks.

    i don't think an anti slug feature is unreasonable, just make it REALLY hard to have happen.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461321/any-particular-reason-anti-slug-got-dropped-entirely

    Survivors could get free pickups when only two are left alive for example. Slugging the second last survivor to find the last should not be giving the slugged survivor free unbreakable. You as a team funbled enough to get in that situation and you're going to lose anyway, giving pickups when the killer has earned their minamum 3K is just unfair.

    Realistically, the only situation where this mechanic should be coming into play is when all four Survivors are being slugged for the 4K (Killer purposely is avoiding hooking and is just pinballing between Survivors). Though this is also your team's fault for fumbling, you guys never had a chance at progressing. It really hurts solo queue. It also shouldn't need to be built up, it should be like the anti slug PTB a couple years ago where the first slugged survivor gains a free, instantaneous pickup once only one survivor is standing. Then it should disable when 3 or less survivors remain, because at that point having someone dead is on you as a survivor team.

    so a team getting slugged is them fumbling, but a killer choosing to down a person for the entire 4min and not finding the last survivor in that time isn't their own fault?

    I'm not asking for free pick up's that are abusable i just think slugging to the degree of longer than 3 minutes is entirely an awful gameplay choice and think that should be addressed. heck, in endgame how about if you go to hook another survivor the exit gates are blocked for 3 seconds and the killer gets killer instinct on the next one. encourages hooking, stops the hiding wait and actually makes a game progress much more consistently.

    also to me an abandon feature just shows how bad a game can be match state wise. a lot of us are just queing into matches we'll be invested in just to hit 'veto' turning it into a big waste of time. even on the killer side, you 4k'd sure, but now get to walk up to the slugged bot to mori….what's enjoyable there?

    wouldn't you rather have a match where everyone is engaged to the end?

  • @jmwjmw27 said:

    Probably scrapped because of backlash?

    You do now have the abandon option if downed too many times in one trial or all survivors are down/hooked.

    I also think being slugged for 2 minutes in one down (without being picked up) should also allow you to abandon. Then I think that’d cover basically every instance including edge cases of having to wait 4 minutes as a slug.

    I don't want an abandon feature, i just want the game to be engaging. all an abandon feature does is just kick the can further while still letting the worst matches possible happen which is just lousy.

    Hell, i wouldn't even care if the pick up effect doesn't charge if I'm near a pallet or a team mate is standing up near me. i just want something that deters some of the worst 'game play' in any game popular game I've seen that doesn't boil down to 'this player hit you so now you can bleed out here, or slowly crawl away'

    I'd like to think I'm being reasonable

  • I'm still just baffled it got fully removed, like i get there wasn't too much forum talk on the anti slugging but i thought that was just cause it was overall fine and not worth talking about from the creator i see addressing it.


    I don't want anything abusable, i just want something that should have been addressed for a long time dealt with even in a small niche way besides that 'quick with no downside' button and trying my luck the next match that their isn't more f the same. like i said, even a 3minute slug requirement to an ubreakable effect would do a ton to address this and i can't think of a single good argument a killer cant pick a person up for 3minutes

  • Yeah, I'd really like this addressed too… even just a 3min unbreakable effect that can be reset if you get picked up by a team mate would do so damn much to address slugging for the 4 k and early mass slugging.

  • It is a waste of a slot 90% of the time, doesn't protect the person you're unhooking at all and is a total detriment to yourself or your team considering you're able to be one shot and the unprotected survivor can be tunneled right after unless they pack a bunch of anti tunnel.

    ———

    You want to help team mates more tunnel wise? bring borrowed time, that stuff lasts twice the baseline anti tunnel solution, has no way to tell, works in end game and doesn't hurt yourself at all. Also gives a survivor like 88meters of distance too in that 20 seconds if they use it well mapping their unhook route.

    Or also making a for the people build. just instantly full heal the teammate off the hook so they're less worth chasing. still a detriment to yourself but health states are still an infinite resource and you can remedy this with stuff like dead hard.


  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438985/game-health-updates-sounds-like-great-stuff-but-one-problem

    What's to stop them from doing that now? I don't understand how a give up option changes this in anyway.

    It incentivizes it, cause it can end matches faster then hooking with less commitment thanks to the concede option.

    It gets rid of slugging everyone just to be a toxic and bleed survivors out, but now just makes it more optimized time efficiency wise

  • Like my problem is you cant even tell a killer is camping the slugged bodies and this is an active, less committal way to win than go for hooks. If anything this incentivizes slugging as a potentially faster win condition. while I'm sure stuff needs more time to work through anti slugging i think that should be put in the game before making slugging more appealing.

  • like, survivors are effectively collision objects, blight can just rush you dead on and hit you 0.2 seconds instantly. no using map geometry required.

  • whats the point of even worrying about rat builds? while I'm not one for those kinds of build I don't see the problem with players trying to still survive in matches where you have quitters constantly around. people constantly will call a match where a survivor is dead at 3+ gens a hatch game and often those are flat out unwinnable normal ways for one side.

  • I've seen literally one time it was used and got value saving me, but i was getting tunneled any way and it only worked cause i HAD anti tunnel on me any way and was done by a player just hiding a long time during the match,.

    if i want to help me team not get tunneled as much id rather bring borrowed time or for the people and a personal healing build with dead hard and DS for anti tunnel. which is much more reliable and doesn't compromise you nearly as hard as taking a hook state for someone that might not even have protection after and go down in 10 seconds compared to those other options.

    yes, for the people can break you, but that both encourages the killer to go after you and dead hard gives you a skill shot to effectively mitigate that drawback. while also giving great time efficiency

  • please, i don't even play her, but give us princess nea in base game. ill buy instantly.

    image.png
  • This is like the only game I can think of where one side can remove 95% of the others game play with just the click of a button for 4 minutes straight. while I'm not going to ask for a base kit unbreakable its an outdated mechanic that's the equivalent of watching paint dry and needs a tuning pass.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848323#Comment_3848323

    what exactly did they buff about him that was a gamechanger, please tell me.

    as far as im aware, they sidegraded him and made him simply easier to pick up on basic level. maybe they did something I dont know about, like they made emps take 200 seconds to print or they no longer remove infection or that overclock is a 100% hit every time. because to me it feels like they just made him not dependant on an addon to be playable and no longer a massive pain to pick up, while removing multiple strong high skill rewards like stacking overclock and camera tech.

    exactly, they made a strong killer with all its potential oppressive power much more accessible. I think the game should have strong high skill level characters to pick up but they decided to make it was easier with an already overloaded kit.

    ——

    like before I'd argue singularity is the hardest killer to pick up and one that would very much be a test of a players micro management and one i enjoyed playing against decently cause those matches that where ended as fast as a blight meant something and i could seriously respect the play for.

    ——

    Now its a killer you can very much brute force a lot with and the 'counter play' is really non existent. like the balance was the killer was incredibly hard and the skill ceiling was admirable.


    ——

    Overall i think my problem is this games choice to not have really high skill cap or hard characters anymore. like nurse is just a muscle memory and prediction character that gets to ignore all loop mechanics, the only thing with her is she and the rest of the roster have no transferable skills outside of game sense. i think singularities gameplay concept was very unique and added way more to the game and that skill expression didnt need to be hit like it did.

  • Oh i fully agree with op, i saw HUX's initial sweeping buffs and knew they'd be oppressive used right, they made a killer that can camp hooks and gen across the map, you cant hold W against and can brute force nearly any loop with his overclock mechanic that has an incredibly short cooldown and gives them haste.

    ——-

    this is also the only killer that has a 100% kill rate after closing a hatch.

    like put bio pods near either exit gate and boom, a survivor has literally no option. they use an emp, you know where they are and replace it if they hide. If the survivor tries brute forcing you instantly lock on them cause you're playing security guard with the cameras swapping back and fourth every 2 seconds.


    ——

    the only saving grace is few people play the robot or are on console making its harder to execute.


    like the emps just feel like a time waster device that's only worth it if you're getting getting rid of biopods by hooks or gens. using it mid chase is stupid 98% of the time and save you like 2 seconds in chase when you spend 30+ running to one and grabbing the thing in the first place.

  • statistics say killers face duo/solo que players 80% of the time and vast majority of bigger groups and just friends goofing off. info can be strong but you arent facing a real sweat squad like 1/200+ games.

  • like. just run borrowed time, no losing your own hook states, no nerfing yourself and you give a random person anti tunnel that no one gets a tell for that even works in endgame

    seriously, shoulder the burden sounds like an over balanced mess and a waste of a perk slot 90% of the time.

  • survivor in 2v8 is unenjoyable. like the core game play of the role is boring and while in the main mode i can customize builds to enrich game play like adding dead hard, plot twist, ds, balanced landing etc and have fun with planning and creating game play depth these cookie cutter builds we're given just can't do.

    like in a 1v4 you can feel your impact is little on a survivor side but you can still do something. in 2v8 is more than twice as worse due to the gens getting progressively slower and the very high chance you just get 2v1'd instantly removing any real counter play or chance of survival.

    I don't think these issues can change unless they seriously look at the survivor role and i personally don't care what kind of reward they try adding to entice me, the regular game mode is enjoyable due to perk variety and actual options i can make that matter.

  • You're playing a multiplayer game with no catch up mechanics after a snowball. I absolutely will unhook quitters every single time i can and its that utterly selfish mentality early on in a game that already has a single player mode that's frustrating.


    Just que as killer, que as a stack of friends or take a break. i really don't get why players like this keep doing the same thing they clearly don't even enjoy anymore and you ruin the matches for 3-4 other players making something utterly lopsided and miserable.

  • @Vishlumbra said:

    So, even more possibilities to rush to the objective and finish the game in 5 minutes as survivor?

    What need is different objectives so people actually enjoy doing something in game that maybe in the long run helps them survive but avoids everyone to get on gens immediately and end the game in 5 minutes.

    How would they rush anything? the perk deactivates touching a gen healing or doing anything that progresses the game with a visual indicator to a killer not to chase them. Survivors who want value out of that perk will give the killer a 1minute grace period to do what they want and all it does is prevent bad /unlucky starts for survivors

  • Red herring, no question as a survivor. you literally build progress on a generator to tell a killer to kick your generator. a 3gen killer isn't going to care and you basically either did nothing but waste your own time or 'distract a killer' using a perk and your objective instead of just fast entering a locker or rushing a window


    other perks at least try to do something without attacking your objective like that

  • dead hard, plot twist, decisive strike and balanced landing. really strong anti tunnel and a lot of useful tools for almost any match up

  • @GroßusSchmiedus said:

    I was sceptical when he was first announced but i'm glad i was wrong. Definitely the best standalone survivor in my opinion and the reason why Alan Wake is so disappointing for me in contrast.

    His design and voice acting is great, and the perks are the right mix between goofy fun and viable with a high skill ceiling on top.

    Now i wish they change Plot Twist to not reveal the aura to other survivors and make them unable to heal you and it'd be pretty much perfect.

    just hold the sprint button and other players cant heal you. i used the aura of my body sometimes to show other players where an exit gate is and slow endgame clapse

  • i might be crazy, but dead hard is better than off the record honestly. it allows you to progress the game, doesn't deactivate in endgame and both give you two uses but dead hard you can save indefinitely

    dead hard.png

    this build is honestly fantastic and works in almost any scenario Ive found

  • i actually like it, i don't care as much about hook trades and tunneling but i do care about not even getting a chance to play the game

  • they shut down on its own after 3 ties and almost all are mind game able. also bamboozle is like that but unlimited use for the killer so you can be more proactive and leisure with it.


  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528100#Comment_3528100

    agree. makes killer add-on locked.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528103#Comment_3528103

    turrets are not needed to escape his power. hand-holding survivor mechanic. nemesis vaccines also hand-holding mechanic. @Blueberry made a really good post about that where he talks about how killer power should be more about outplay the killer, not a free button that auto wins the game for the survivor.

    okay no, you miss understand what their powers are. without those slow down side objective being worth doing those killers both would legitimately just get gen rushed bescause their is nothing that incentivizes survivors to do something else. like weskers spray to avoid 8% slowdown or plauges foutains.

    it isnt hand holding its thought out game design that makes sure the game has more back and fourth and you dont have the same rush down anti loop killer the 16th time in a row without a dynamic that makes things interesting

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528085#Comment_3528085

    A killer shouldn't need to equip two anti-turret addons, in order to have a reasonable chance of dealing with turrets without getting knocked out of crawler mode.... but Xeno currently needs to do this.

    if they're too easy to deal with then survivors have no point in doing the side objective and wasting time with them so you basically just have an antiloop killer with a smaller terror radius you hold W against.


    its a hard balance but the same as those that think nemesis should injure on his fist tentacle strike. it completely ruins his slow down side effect

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518781#Comment_3518781

    I hear you, I mean the main important one is Q&Q, the others are ones that just make it better.

    It's a bit like Balanced Landing. There are a lot of instances where it will be crap and not give you anything, but there are other scenarios where it can be great to use. Is it as versatile as SB? Probably not... But it does allow you take consider taking another Exhaustion perk with it. Like Dead Hard.

    honestly I've been using balanced landing a lot more recently(one of the builds I'm using mainly right now as my only chase perk), in a regard it is similar to head on giving a survivor a new resource to work with but balanced landing is a lot more dynamic and fast to use which you really need in a chase perk. it's also not something with set up time or even mind game able like head on.


    which is another point to why i feel head on should be a team support exhaustion being in such an awkward position. even if you do everything right with head on it can either fail fast due to set up or just latency since with some dancing a killer can stop it from ever working in the first place.

    all i feel is aura reveal within a range would add consistency since stun/chase boosters that are already in/getting added have it. Like the new chemical trap while it can be used by the main player for their chase perk it can easily be used by others as the aura on it is meant for that.

    even with the change it would be used in a way where the killer effectivley makes 2 survivors be occupied in chase thus slowing the game down a lot for them.

  • @UndeddJester said:

    To my mind Head On is meant to be an alternative method of running away from the Killer like other Exhaustion Perks, the fact it stuns the killer to achieves this grants it saving potential as well as a side effect. Having the capacity to make teammate saving plays is a side bonus, not the core principle of the perk.

    In SoloQ it is more likely to be a perk you use for yourself with something like:

    • Head On
    • Quick and Quiet
    • Parental Guidance
    • Flashbang

    You will completely ditch the killer if played correctly in chase. If of course you are paying enough attention to see an ally looping a killer on a tile with good lockers, you can also attempt to go for it there as well to get them out of dodge, but it'll take really good timing and a fair bit of luck.

    So I'm with @DaddyMyers_Mori, giving an aura is a VERY strong buff to the perk and completely shifts the perk from being an alternative escape perk, towards lining people up with traps for the killer. Yes SWF can do it, but it is still difficult to communicate exactly which locker you're in, and those communication issues can cause mistakes and misplays.... but you give it an aura and its something you can almost never misplay.

    my problem with it as an escape perk is the set up time required, it fails as somthing to use mid chase outside of using multiple other perks to make it useable for it's 'purpose' other exhaustion's don't.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518376#Comment_3518376

    Sure,

    I would hate it a lot as a killer tho...

    Nothing is more annoying that SWF with 4 headons. This would make it possible even without SWF and make it way easier for SWF.

    i think the main draw to this would just be able to help against tunneling, and allow better team play, head on is the only exhaustion that requires coordination, has a set up time and currently doesnt give any info to help solo players

  • the change doesnt effect swfs at all and is just intended to make it work for solo que better coordination wise. other stun and trap perks show their auras to team mates like chemical trap and blast mine as well so it's not really out of line as a buff and just keeps consistency in team play

  • it's never going to happen, but martin mystery would be dope

  • none of those killers have a 4v1 power that forces players to do side objectives, and what if she demanifests while in a pallet waiting for the free hit with her lunge?

  • what actual engagment would a survivor have chase wise in this scenario if they let her do that? it would just be leave the loop yet she isnt hindered like other killers that can just shut down loops and can even teleport across the map while having a team wide mechanic like pin head and pig.

  • i'd argue bond and dead hard should be higher. bond is like the best solo healing and info perk in the game right now and allows a lot of optimized chases where you don't hurt team mates doing gens and with the chase icons you pretty much get all the general info you'll need at a glance


    dead hard while definitely worse is unexpected now and still can be game changing if you have a build to use it. kind of like a reverse deliverance and hail mary type thing to turn a bad situation around in a game changing way at times and the activatable nature makes it still really nice outside of very select match ups

  • The top 5% of the game show over a 60% kill rate along with the changes causing an overall lowering player count when they buffed killers outside of the Halloween event,


    trying to balance around 'tourney level' will kill the game faster than anything since its a miserable experience for 4/5 players, its already more in one sides favor and you might never even face a real tournament level team even once in 200 games

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237195#Comment_3237195

    Making a problem where there is non. DH is also the only exhaustion perk that's not heavily restricted when you activate it, it's literally on the press of a button, and also available when you are in the open, wounded and most vulnerable.

    All this combined is a big reason why DH always was, and still is, the most popular exhaustion perk.

    overcome is literally uncountable in majority of killer match ups and doesnt even have a mind game. you just get value and win distance

  • no, its already the only exhaustion that has a time sink built in when you use it effectively. no other makes you mend for 12 seconds each successful use

  • 3gens like current haddonfield. why a gen spawns in the main building with no resources whatsoever is really awful and you can patrol the whole batch in 5 seconds

  • 1.) She's a free killer so her being the best avoids the "pay2win" argument a bit


    2.) She released in such an old era of dbd that her design would and will never come back concept wise yet they seem sentimental with it

  • It's honestly more build dependant than time imo. Build a robust loadout with tools for problems and with enough practice you can win a lot more

    An anti tunnel, exhaustion and reusable healing perk really boost game enjoyment a lot in the roll

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