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I_Wanna_Muffin

I_Wanna_Muffin

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I_Wanna_Muffin
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  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684747#Comment_3684747

    Survivors will be notified when their aura is seen, so survivors can pretty much guess what the Killer's perk is trying to do. It's a simple skill issue.

    And the reason why killer perk is stronger than survivor is because there is a coefficient of number of people. When a killer and a survivor are in a chase, only one survivor is in a pinch, but the killer's pinch is all the remaining gens handled by the survivor. Therefore, there is a slight bias in strength.

    Wdym simple skill issue, its just another advantage of the perk, yes killer perks should be stronger then survivor perks somewhat significantly which is why its bonkers that distortion can counter multiple killer perks at the same time whilst giving you info about what the killer is running, whilst hiding scratchmarks on proc whilst also recharging quickly so you basically will always have no aura unless youre playing against a killer who is spamming aura reading perks.

  • Distortion needs change heavily, it highly promotes either playing a killer that doesn't need slowdown and spamming aura reading perks to overwhelm it or just using gen regression/chase perks because aura reading is extremely inconsistent and low value when you consider game sense does a lot of what aura reading does.

    @xltechno said:

    I don't think there is any need to change it. Unless Killer Instinct is disabled, Killer should choice different perks.

    Honestly having a perk that hides auras on surv side that you literally have to do nothing to get work (literally like mft)(not even the fact that distortion literally tells you what aura perks the killer has which is a large part of the game) and effectively disables an entire category of perks (minus ult wep), this causes people to not want to run them (because their value is inconsistent) and leads them to run the only consistent category of perks (gen slowdown). Which playing surv and your gen getting pain res into pop into pain res into pop, just feels awful as you feel as if you are doing nothing over the entire course of the game.


    The entire games balance is around killer perks being significantly stronger then surv perks, unless the surv perk has some obscene setup or tight activation window (think mettle of man or unbreakable or potential energy). Distortion being 1 perk able to counter up to 2 perks on the killers side fully, give you info on the exact perks the killer is running, let you stealth unhooks/gens whilst also hiding scratch marks on proc for 10 secs, whilst having 3 charges that are refundable.


    Honestly distortion should just be funny reworked into something new or significantly reworked it is unreal levels of overtuned (especially compared to the release version which was significantly more balanced but also released in a time where slowdown was not overly prevalent and aura reading was). Maybe just give it 1 token at a time that refreshes in chase or on unhooking another surv, make it able to counter an aura reading perk and make the way to get more tokens require putting yourself in danger.

  • @Paternalpark said:

    Out of shear chance alone, players shouldn't get over 100 wins either side.

    Somethings wrong. I say sbmm.

    Hard Disagree, as a killer when you are the Sole determining factor in 50% of the game you should be able to win hundreds of games in a row if you 1 play a character that is not really understood (Sadako 1.0) or play a killer that is just OP (Blight/Nurse) assuming you are one of the best players on that character in the world.

  • @Mr_K said:

    Stricter MMR would mitigate this but then Streamers will complain about every match being sweaty. Which FYI, thats how the SBMM was originally.

    Every match now if you play a killer that you are actually decent at every game is a total sweat fest. EG: i used to play Sadako a ton when Sadako 1.0 was around and i did 1 streak after 2.0 came out (it was boring to play(3.0 is just the worst parts of both but thats for a different thread)) and i finished my streak at 101 wins and literally every game the survs would collectively have at least 10x my hours (i had 500-600ish at the time). I literally could not play Sadako and run a fun build because if i did the gens would be done in quite literally 4-5mins because killer with 0 chase.

    Unironically bring back the number rank system, it just filtered people to a level they were supposed to be at and you would mostly have even games and the occasional sweat fest and the occasional easy game.

    Take the Old Halo approach, games should have a varying difficulty every game so players don't literally tire whilst running the best build they can conjure to have a remotely evenly matched game.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623463#Comment_3623463

    They didn't touch the cooldowns. They remain the same!

    No long cooldowns!

    She will still need old iri tape to really be able to perform, that addon was just way too good to pass up on really wish they would give like 2 or 3 tvs base kit.

    As a Sadako main and basically 1 trick im very very glad they are reverting most of her and basically giving her some qol changes, but i think she will need more.

    We will see what happens to her on ptr though.