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Rapid99

Rapid99

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  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083610#Comment_4083610

    To be fair the "Strongest" status effect you're on about is in chase where they are within eyesight of the killer, so that means footsteps are still able to be heard, it'd be different if it was in a loop over where the likes of Nowhere to hide etc can't work.

    I personally want the perks to be fun, not overpowered, this isn't stopping the killer from hitting you or using your power to get you, not to mention killer instinct still procs on elusive doesn't it? So it's not as bad as you make it out to be.

    I still think these perks have plenty counter play, they don't take the killers controller for them, it'd be different if they did. These aren't OG Made for This or Buckle up's rework not too long ago.

    Brother can we be serious, survivor footsteps are near inaudible compared to killers especially in chase (it's the exact reason why certain killer undetectable is just useless because you can hear them from a mile away). Grunts of pain, scratch marks, blood pools are the main way to hear survivors, elusive removes all of that.

    Yes obviously on a car loop where you can just stare at the killer and the killer can stare at you that's not going to work, the argument is for loops that break LoS.

    I personally want the perks to be fun, not overpowered, this isn't stopping the killer from hitting you or using your power to get you, not to mention killer instinct still procs on elusive doesn't it? So it's not as bad as you make it out to be.

    Killer instinct is tied to very specific things that don't really just randomly trigger in chase, most info perks in chase are aura perks which shocker! Elusive counters that too.

    Yes you can still physically hit survivors, that's not the point. The point is that elusive is too strong of a status effect to just be giving out willy nilly, you can straight up just disappear from a loop with no effort.

    Edit: And you people can keep downvoting I don't care, this website is an echo chamber cesspool of survivor players who can't admit when things are overtuned and in favor of them.

  • @ChucksterMainin said:

    I actually prefer this spawn logic. like why would i want survivor to all split up on different gens? I just dont get this mindset.

    They're saying that the spawn logic isn't working as intended and survivors are spawning separately.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083344#Comment_4083344

    Do you also complain about windows for doing what it says? What about perks like dissolution: m1 like normal and shut down every unsafe pallet loop.

    How are you comparing being able to see where pallets and windows are to a survivor gaining THE STRONGEST STATUS EFFECT IN THE GAME FOR FREE.

    ????? It's like 4 different survivor perks in one status effect.

    Like genuinely, there is no way a functioning brain that isn't just trying to be disingenuous for the sake of arguing, reaches the conclusion that those two things are equal.

    Especially bringing up dissolution. Mind you, dissolution has been considered awful since it's inception, I'm not letting survivor players let this garbage revisionist history fly.

    Dissolution only saw an uptick in playtime because the devs decided to add more pallets to damn near every single map in the game. Every map is now filled to the brim with pallets, so yes killers will start using a pallet related perk, that does not mean dissolution is a problem.

    It is quite literally as simple as 1 + 1 = 2.

    Y'all make it so hard to take convos seriously because y'all do not care about balance. I will gladly point out problematic aspects of killers but consistently in discussion, y'all refuse to admit something is a problem. Even some other actually sane survivor players repeating the same thing… it's busted. You should not be able to gain one of the strongest status effects in the game, by just looping the killer normally.

    Like no… a killer going undetectable is not the same as a survivor having elusive, if you cannot understand that then again. You're being disingenuous or you're a baby to the game, freshly installed it yesterday. Which atp that's not your fault you don't get it yet, but you're wrong.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083259#Comment_4083259

    At almost every tile you can see the survivor during chase. This perk doesn't turn them invisible. They have to step on your footprints to gain elusive.

    1. Plenty of tiles have walls or objects that obscure the survivor. You're just lying if you say otherwise.
    2. Stepping on footprints is not hard, you literally walk over the killers path ALL the time during a normal loop.

    There is no outlandish activation requirement, it is quite literally "just loop the killer normally and become elusive" lol.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083213#Comment_4083213

    "I also just have a theory that you larp because honestly I consistently just see you saying the opposite of what every killer says, no matter what the topic is about"

    You mean not everyone is part of a hive mind and some people like to think for themselves?? What a concept.

    Man you know damn well what I'm saying lmao. He always has the direct opposite view, like I have never seen him NOT be a contrarian to what killer players say.

    Killers could say the sky is blue and he'd somehow reach the conclusion it's actually red.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083236#Comment_4083236

    Proof that most killers have gotten used to using reshade as a crutch and can't play without their neon red filter winning the game for them.

    Remember Jason has an addon that removes his terror radius upon picking up a spear so you can win mind games for free. If you want to call out a survivor perk for being broken, do the same for Jason by running only a rare addon, while still running 4 slowdown.

    How have you managed to turn this into a reshade thing…

    Scratch marks are a fundamental aspect of the game, they exist there whether you have reshade or not. You can see scratch marks just fine, whether you have reshade or not. Mind you it isn't just scratch marks that gets removed, it also entirely hides blood pools AND grunts of pain, AND blocks their aura from being read.

    So you're just yapping.

    Do I need to explain to you the difference between killers being able to go undetectable and survivors going full stealth, or is it 2026 and these things in DBD are self explanatory at this point?

    If you have any sizable amount of time on this game, you should know by now why one has a stronger impact than the other. If you don't then you are either just not knowledgeable enough in the game or you're being disingenuous.

  • Killer perk: Speak french backwards while running at exactly 8.5 mph, with your left big toe curled to hinder the survivor for 3 seconds.

    Survivor perk: Literally just loop the killer like normal to become elusive with zero downside, zero real effort required.

    Basically the strongest status effect in the game and they can just get it for free by… looping. You get essentially 4 other survivor perks in one status effect… by just looping.

  • @Mandy said:

    The stats on the Total Hours are correct as far as we've been able to tell - it does not count any time that's in the Store, in lobbys, in queues etc and those amount to more than players feel. If you look at your total matches played, and multiply that by roughly 11 minutes, it gives you a good ballpark of time spent in matches.

    Man there ain't no way I've spent 1400+ hours on the main menu. If it was SOME time in the menu, fine but over four times more as in game time?

    If that's the case, that is a horrid display of the queue times in this game because I basically queue games back to back whenever I do play.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083026#Comment_4083026

    Pallet density came out after the anti-tunnel ptb was canceled, and it felt like a band-aid to survivor issues, much like the pity prize extra 5s of basekit BT. You can't throw off a tunnel without resources and the game was full of dead zones.

    That being said, the majority of the roster can deal with pallets in some way, and the players who can't can bring perks if it's really that difficult. I don't even basic break more than a few necessary pallets in my killer matches unless I'm farming. Can't say I can relate to your struggles. The pallets aren't hurting me as killer.

    Yea except thankfully what you say is in the minority as we can see from the constant remarks about the state of the game (I also just have a theory that you larp because honestly I consistently just see you saying the opposite of what every killer says, no matter what the topic is about).

    Pallet density was an objectively bad change. You cannot just toss in more pallets and think that makes the game better for anyone.

    Pallet perks aren't that good, if they were, they would've seen playtime before. So really the solution devolves into what it always does when killers gets screwed over by a bad change… "play the top killers". People don't want to do that, these changes just screw people who play the lesser killers because they don't actually feel the need to sweat constantly.

    There is no justification for 3-4 pallets just being chained together and spawning within 10 meters of each other everywhere. There is none. It just dumbs down survivor gameplay, while making killer gameplay overly stressful and I say this as someone who plays both. I don't need to try in chases because there's just so many pallets to chain in to. And because of there being so many pallets, 50/50 loops aren't even a negative for survivors because 50/50 loops stop mattering if they directly chain into like 3 other pallets around the surrounding area. Which makes what is supposed to be a 50/50 loop you can leave the pallet at, instead a pallet you have to break because it chains into multiple others.

  • @cogsturning said:

    I would assume the point of pallet density was to help with tunneling. And judging from all these unattended dropped pallets in this clip—and someone dead at 3 gens up with almost no one else having hooks—it did not actually help with tunneling, or keep you from winning. So I'm not sure you stopping to break pallets on your path to victory is a great argument against the pallets.

    "Pallet density helps with tunneling" Might be top 1 most nonsensical things ever, not that what you're saying is nonsensical but if that's what their reasoning actually was, then that is nonsensical.

    There's no correlation between the two, increasing pallets also makes multihooking worse because pallets are just a core thing you have to experience no matter which playstyle you choose. So it doesn't even make tunneling worse… it just makes everything worse.

    The game feels woefully bad to play.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082884#Comment_4082884

    Yeah he most likely played those 1500 hours before fall of 2020.

    I didn't even start playing the game until post 2020 lol and it's been basically all on steam.

  • There's enough safety nets that gen regression perks can be buffed without causing a 3 gen meta again, there's no reason that we should still be stuck on pain res + pop like 3 years later.

    Pain res and pop aren't popular because they're too strong, they're popular because there's simply nothing else. All the other gen perks either suck or simply are too situational.

    Jolt isn't good outside of indoor maps. Eruption is a borderline detriment to use because it takes up 2 regression events for one use for less regression than just using pop or pain res. CoB has been dead since the nerfs. Overcharge has been dead since the nerfs. Undone was dead on arrival. Ruin is one perk that takes up about 2-3 other perk slots to even justify using it or else you'll lose it within a minute of the match starting and congrats.

    Speaking of ruin, another unpopular opinion maybe: 99% of hex perks are complete garbage and either shouldn't be hex perks or need to have their effects like… doubled to justify them being hex perks. A hex perk can be removed, you can be down an entire perk for the rest of the game as early as 30 seconds into a match if RNG is not in your favor. These effects are too garbage to justify some of these perks being a hex.

  • @cammoking123 said:

    One thing I don't understand is the Springtrap comparisons. I know I'm not the only one who remembers when people comparing Springtrap to Huntress and Ghoul to Legion. And they all turned out to be completely different killers. Like can people wait until the characters are out before they start making these comps.

    There is enough overlap that you never have to play springtrap again outside of if you just like FNAF, because Jason does everything Springtrap does but better.

    Faster in general, better stealth, better map traversal, better ranged attack.

    Like??? It's not just "oh Jason is 1:1 springtrap" it's "Oh Jason is just a better version of springtrap…"

    Yea, they turned out to be different killers in their own way, that doesn't mean those killers didn't basically completely phase out and powercreep the people they were being compared too lol. Why ever touch Legion if Ghoul does the whole free hit thing better on top of ridiculous mobility. Why play huntress if springtrap does the whole "ranged axe thrower" thing on top of having map traversal, on top of not having a lullaby, on top of having stealth, on top of having a 4.6 m/s mode.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081957#Comment_4081957

    I still don't understand why the reshade "looks better". Only thing that it does is to make it easier to see the red stain and other stuff. If someone tries to claim that "looks better" than the original they are just trying to justify why they use it. Still we all know why they use it.

    Because that's a very specific setup of the reshade to make it look like that, that is not used to make the game look better. That's used to gain an advantage though the advantage is again, pretty much nothing because if you have working eyes you can see these things regardless of the reshade or not.

    Not everyone is doing that with reshade.

    Edit: atp I'm starting to think it's just console players being salty downvoting because they can't make the game look better because there's no way we are all playing the same casual game and trying to act like reshade is this immense game changer that MUST be taken away or the game's competitive integrity just deteriorates. Like… it's genuinely not that big of a deal.

  • @Semper_Fi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081804#Comment_4081804

    I can respect wanting the game to look better visually, and honestly I think that’s part of the problem being discussed.


    If a large number of players feel the need to use external visual tools because the default game looks too dark, washed out, unclear, or harder to read, then maybe that is something BHVR itself should address directly in-game instead of relying on third-party tools.


    The bigger concern is not whether people enjoy the visual style more. The concern is that Dead by Daylight is heavily built around visibility, tracking, darkness, stealth, reaction time, map knowledge, pathing, scratch marks, blood, auras, and environmental awareness.


    So when external tools improve clarity, contrast, lighting, or visual readability beyond the default presentation, it naturally raises questions about competitive integrity and fairness, especially when console players cannot access the same options equally.


    I think that’s a fair discussion to have, even if people disagree on where the line should be drawn.

    I think it's a silly discussion mostly because the game has no competitive integrity in the first place. The game isn't competitive. There is no ranked mode. There is no visible MMR to track. It's at its core, a casual asym game. The killer isn't killing people because he has reshade on.

    The difference between reshade and no reshade but with gamma turned up, is not that massive of a difference outside of the game looking prettier, when it comes to the visibility of those things you mention. Certainly not enough to warrant removing reshade before dbd devs themselves add options to adjust the look of the game.

  • @cogsturning said:

    It's always funny how people defend this for one seemingly harmless reason or another. Meanwhile you have winstreakers like momo pitching their reshade settings on their streams. Yeah, definitely no advantage. I wouldn't mind it so much if everyone had access to it, but it's yet another thing that console players lack.

    Gamma already does the job of making things easier to see. So something being made even slightly easier to see from reshade isn't that much of a gap that the game is somehow suffering from it.

    The game suffers more from being ugly to look at, than it does from people using reshade to correct that ugliness.

    I promise you, the killer did not win that chase against you because he has reshade.The killer did not see your aura or blood or scratch marks because he has reshade. Those things are not difficult to spot with just the gamma setting being turned up.

  • Brother I don't care about competitive advantage. The game at it's core looks like garbage. I use reshade to simply give the game color because gamma on it's own does not do that. The game looks terrible, it's 2026 if they don't want to add more color and make the game simply look better that's fine, I'll do it myself.

    I've been using reshade for like 6 years at this point and genuinely when I look at the game without it when it sometimes turns off or if I accidentally turn it off, it's trash. Straight up.

    Especially because it's not like the things you keep bringing up (auras, scratch marks, blood, shadows, etc etc) are somehow getting this massive boost that gamma doesn't already provide. The default option in the game already makes those easy to see, I promise the difference between what a person with reshade is seeing, to what a person with just turned up gamma is seeing is not that much of a gap to where the "competitive integrity" of the game (whatever the hell that means, this game isn't competitive anyway) is somehow just destroyed.

  • Better stealth, faster in general, better map traversal, better projectile.

    I mean seriously… what is the goal here? Even if you want to argue that they are not EXACTLY the same, there is so much overlap that it's fair to say you can go a day of never playing springtrap again and just play Jason instead because you get damn near the same experience but just… stronger.

    The only reason to play springtrap would be because you like FNAF.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081384#Comment_4081384

    Thank you for the most valuable sentence here:

    Hell I felt it IMMEDIATELY on my first game back from an extensive break away from the game.

    This is what is wrong with DBD-players. EVERYTHING is at fault for them performing not as good, except themselves. It is impossible that you might just be rusty if you had an extensive break from the game. No, it must be the game itself which is an issue, otherwise you would have 4Ked easily.

    And this thread just shows it once again. We even have a Killer who is winning here, yet a 20 second clip is the big gospel.

    What are you not understanding. It has nothing to do with my play, I am saying I IMMEDIATELY could feel there were more pallets than normal, and when I did more research about changes that had happened while I was gone, lo and behold they had an update that put more pallets on the map. Along with everyone else talking about how many more pallets there are.

    You are not the genius you assume yourself to be. What you said has nothing to do with what I said.

    There is no "rust" gang, dbd is not some difficult game lmfao.

  • The best part of this post is to just see how delusional survivor players are with the downvotes and how much some of them don't actually care about real game balance, they just want to be the more oppressive side. Pallet density is objectively screwed up right now. There is zero defense in being able to have 4-5 pallets just chaining together within 10 meters of each other, and that's ignoring any possible windows or even the shack / main building being nearby as well.

    Hence why there's no real replies to the points being made about the pallet density, it's just "downvote and move on" because they know they have no real defense for it lol.

    Anyone who plays killer for 10 minutes can feel it. Hell I felt it IMMEDIATELY on my first game back from an extensive break away from the game. It's awful, you're playing pallet breaker simulator you're not playing the killer role in DBD.

  • Maybe I'm missing something… he's just a powercrept version of springtrap. Faster in general, better map traversal, better stealth, better ranged attack. Like?

  • Maybe I'm missing something… he's just a powercrept version of springtrap. Faster in general, better map traversal, better stealth, better ranged attack. Like?

  • People have BEEN complaining about ranged attacks, why are you acting like it's all of a sudden a new thing lmao. Do we not remember the discourse around springtrap?

  • I think the bigger problem I have is not only are there just too many pallets, you also get the people trying to gaslight you that

    1. there aren't that many pallets

    and worst of all

    2. They're all small 50/50 loops.

    NO THEY ARE NOT. They are full fledged pallet loops. There is no 50/50 there. You cannot get a hit on these pallets that are not tall, so you can't mindgame they just stare you down and they can just infinitely loop around it and you'll never catch up to them.

    The game feels terrible.

  • @AGM said:

    People are allowed to run a single regression perk with 3 other types of perks, so the idea that "Its bad b/c no synergy" falls apart. Obviously you're going to make a build with a goal in mind (i.e., "I want a build that maximizes my chase time").

    Dracula is one of the best users of this perk, because his camera in bat form is not only third person but high up, giving great vision on ens to explode with TBTC. Stopping to kick the gen gives survivors more time to hide/stealth.

    It's a hybrid regression/chase perk with a niche but potentially powerful use case.

    Though I wouldn't mind if it regressed just 1% more for flavor so that it regresses a gen by Eleven percent. 😅

    ????

    People being "allowed" to do that doesn't mean that's what they do. Most gen perks are being used in synergy with other perks.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079611#Comment_4079611

    There is counterplay, it's just specific to the lobby, and killers have the advantage of a visible lobby. Regress/slowdown hurts gen toolboxes, a bunch of perks counter sabo toolboxes, anti-healing perks nerf medkits, Lightborn counters flashlights. The other stuff doesn't really need counters because it's mostly harmless. And it's not like Franklin's no longer works. I lose track of my items and never get them back regularly. When you're in chase, you often don't even notice you lost your item until later. You also might not have time to go wondering about looking for it.

    I'm not sure why one perk should counter every sort of item, especially when people have whole builds around those items. There's also no survivor perk that disables all killer add-ons. Many killer add-ons have no counters, like ones that show gen progress. Those are indeed 'just deal with it."

    Because the game is asymmetrical. There is a big difference on 4 survivors having access to an item to one killer having addons. No killer addon in this game is competing in value with even just one survivor having a good toolbox and cooking a gen out. Or a medkit and not having to need two survivors occupied healing. Unless we're talking about the S tier of all S tier addons like, old compound 33.

    That's the thing, the things you listed outside of lightborn aren't item counters… that's just the killer playing the game. Gen regression isn't a counter to toolboxes. Because that same gen regression happens regardless if they have toolboxes or not, so the only thing happening is the gen goes faster for the survivor so it's still objectively better for them.

    Same with anti-healing. A survivor having to take longer to heal but doing it by themselves is still better than a survivor healing another survivor and that also taking longer because the anti heal would affect them all the same (not to mention my go to anti healing perk, leverage, got nuked for no reason even though it was only seeing playtime because of resurgence). These things aren't item exclusive like franklin's was. It directly interacted with specifically items.

    Lightborn is just a dud perk most of the time because flashlights aren't that big of a deal. It's the medkits and toolboxes.

  • @TropesDaMan said:

    i lowkey hate using this perk, i dont feel satisfied using it, and barely feel the value. could just be me, i prefer to use perks like Eruption, Surge, Pop Goes The Weasle. i feel its a little restricting, what are your thoughts on it

    I'm just bored because it almost feels necessary to use (when speaking in gen regression terms) because so many of the other gen perks have just been nerfed to hell. Like genuinely, it's been pop and pain res at the top for HOW long now? COB is still neutered from 3 gen meta, overcharge is still neutered from 3 gen meta, eruption is almost a detriment to use because of it being 2 hits of a regression event (literally the only perk that has me consistently running into the gen blocking they introduced BECAUSE it hits twice),

    Like we have diminishing returns. We have the regression events that makes 3 genning hostage games physically impossible. There's no reason for some of these gens perks to still be as bad as they are, there's no real variety unless you just force yourself to use something worse for the sake of said variety.

  • @cogsturning said:

    I've only ever run Franklin's with Weave. Can't complain about it.

    https://us.v-cdn.net/6030815/uploads/KLHWFZ1GAAN8/screenshot-20260517-120444.jpg

    I never used the previous version. I hated playing against it and thought it was too strong. I think being able to counter all items by simply M1ing once was way too high of a reward.

    It was an entire perk slot to be able to counter only items, and quite literally the ONLY counterplay killers had to items outside of "lol just deal with it".

    Now it's a dead perk that does nothing outside of see playtime with weave attunement and killers are left with no counterplay to items.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079493#Comment_4079493

    I find a lot of people here play both sides from my experience, judging by your posts you're relatively new to have that assumption. Plenty of Killer mains and Survivor mains too, I just think people mostly agree Kaneki is boring.

    Nah I been around for years I just mostly lurk and read stuff. From my experience survivor players on here severely outnumber killer players which I mean… that's how it goes in game as well so it's not like it's a shock. Kinda how the game is.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079367#Comment_4079367

    yet some players argue that he takes skill, anyway here come all the kaneki defenders to downvote me

    Man most people on here are survivor players, you ain't gonna get downvoted lmfao.

  • It used to be but the dev team decided to remove the thing that made it useful (removing charges from items) because they were either too lazy or couldn't figure out how to make it work with fog vials. So they just butchered basically the only counterplay killers have to items instead of just… not putting in a new item, no one uses anyway.

    Like seriously I haven't seen a single usage of fog vial since coming back to this game.

    And they have yet to revert it.

  • @TropesDaMan said:

    it might just be me but i like rarely see Freddy or Onryo anymore, its kinda sad. I love the killers and im curious as to what happened. i know they are weaker killers, but its kinda weird when i used to see them a lot

    I still play Onryo. Still do decently well as well it's just painful though. Pallet density screws this character because she's an M1 killer and that's that, like 6 pallets all chaining together is just impossible to deal with. The built in slowdown is really the only thing leading to kills and a pseudo hit and run style.

    Genuinely if I could change one thing about this character, I don't understand WHY she still has a lullaby. It is the most useless function. A stealth killer, shouldn't have a lullaby. Her power already can be completely turned off by survivors, her map traversal isn't up to her, it's up to survivors on if they do TVs or not and even when you use your own power you get punished with a ridiculously long cooldown on the TV to turn back on.

    She has no anti loop outside of trying some ridiculous mindgames with her intermittent invisibility.

    Just remove the lullaby. I feel like it was less of a problem when people didn't have visible terror radius so it was much harder to listen out for, but now? The game literally just tells you straight up even if you CAN'T tell.

  • @kit_mason said:

    The benefit of it is that theres zero time investment for using it. You should be shoving survivors off gens anyway and TBTC lets you also get regression going without Ruin or a kick, meaning you lose no distance.

    The perk just blatantly doesn't need the buffs you listed, for that reason.

    Except kicking the gen quite literally is worth it to not only get near double regression but ALSO synergizing with other perks. That's my point, just "oh you don't have to kick it" isn't enough to warrant using this perk. Hell, I would be better off just doing pain res + dms which does the same goal of getting people off a gen, giving me info, AND doubling the regression amount without me needing to kick it.

  • @random1543 said:

    The reason why its has line of sight requirement and minimal regression is because its not a pure regression perk like pop. its a regression and chase perk.

    Turn back the clock is best used to make a gen start regressing at the start of chase so you don't have to stand there and kick it using pop then catch back up to the survivor.

    See but honestly with how much more regression and synergizing with other gen perks, you can get with pop? It's more than worth it to kick the gen, especially because if you're playing a killer with mobility… it doesn't matter if you kick the gen (though even on killers with no mobility, I still wouldn't take TBTC).

    Especially since pain res + dms can achieve that same goal. While regressing far more of the gen in comparison.

  • @radiantHero23 said:

    There are so many iconic horror characters from films and games, that are still missing. Id take a bunch of them over someone like Darth Vader.

    Who's gonna be the survivor? Jar-Jar?

    I'm gonna assume you're joking but in all seriousness if they want to pick just from Darth Vader's era… there is an egregious amount of survivor options. And if they want to expand outside of that? There's an even MORE egregious amount of survivor options.

    @Lexilogo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079213#Comment_4079213

    There used to be a couple of "community consensus" powers I would see for certain Killers, Alien and Jason being most prominent, where seemingly most people could agree:

    • The Xenomorph should have some kind of stance swap between crawling and walking upright. (which did actually happen, but in a very boring way tbh. I honestly don't like that crawler mode is a straight upgrade to upright mode and a half decent Alien will never be seen outside of crawler)
    • Jason should be the Killer who gets to wield alternate weapons rather than being stuck with the machete. He has a huge improvised arsenal across his source material, he should be constantly changing what he does to adapt to the weapons he has on hand.

    The idea of a "slasher sandbox" has never been tried in DbD before, even though it's arguably a core element of older slasher movies, and trying to replicate it was a huge part of Naughty Bear's design. I think not only is there room for a power for Jason, I think BHVR have left that room open deliberately.

    i mean it's also possible that'll get playtested out of existence because it's "not fun" and he'll just be a triple dash Wesker without an infection mechanic that might be okay too i guess

    I don't think it's not possible, and they very well could do your suggestion, but honestly… me personally it's not competing with Darth Vader.

  • @Wezqu said:

    No it should not be able to be used through wall. Line of sight is its only limitation and should stay that way.

    That's not true though. I JUST listed the limitations.

    It can't synergize with any other gen perks and it regresses less than others. There's no reason to use it over pop due to the LoS requirement, If I'm gonna need to see the gen I might as well just kick it to which not only do I get MORE regression out of pop, I can also stack it with other gen perks.

    Like even with pain res there's more synergy there with DMS, on top of double the regression.

    Are you just being disingenuous orrr?

  • It's cool to honor the horror genre, but… he's just so boring. He's literally the generic slasher movie killer. The poster boy of it, some would say.

    Genuinely what can you do for him that would make him cooler to have than DARTH VADER, and not even just cooler. But unique enough to justify his existence.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078953#Comment_4078953

    There have always been useful pallets? The pallet denstiy update was mostly to address deadzones and edge map, and maps lacking pallets. Your job as killer is to zone people away from useful chaining resources, not let them dictate where the chase goes.

    There's ALWAYS more pallets though that's my point. There's no deadzones unless I already had a chase there that took 8 days because I was clearing out pallets.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078882#Comment_4078882

    Many of the new pallets are straight trash. They're basically a guaranteed down if someone decides to brainlessly Window to them. If they're predroppimg and holding W then go around them because that's idiotic, and most of them are weak enough to ignore.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078877#Comment_4078877

    Yo fr. 8 minute queues in 1v4. Disgusting.

    The loops being trash don't matter when they connect immediately into a window or other pallets, that weakness is completely erased. Mind you, most of these loops I'm running into are not trash loops and are straight up normal sized loops that you can't just 50/50 and walk around.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078792#Comment_4078792

    Not everything is an us vs them. The forum is mostly a bunch of empty complaints and people blaming the game for their failings instead of trying to improve on them, and a lot of people are tired of it. "I hate this" and "this is so ez for them" and "the game is so hard for my favorite role" posts are pretty boring.

    Except it isn't just "lol teehee I'm bad" I didn't magically forget how to play dbd. There's a noticeable difference that I clocked on to immediately. The game instantly felt different, and not in a good way. Every game goes the same. Survivors prerun, predrop, and hold W.

  • @SuperCookieHero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078834#Comment_4078834

    it isn't just 4 killers with strong chase powers though? It seems the direction they're going for is strong anti loop killers with maps reflecting those releases. I do wish BHVR was faster with killer buffs so the lower tiers could keep up but all we can do is wait.

    It's only 4 killers that are a problem that I could even attempt to name and would deserve this level of treatment. Blight, Dracula, Nurse, and Kaneki.

  • @SuperCookieHero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078828#Comment_4078828

    The mere existence of all these strong high mobility/anti loop killers warrants the current maps balance. Hell everyone in mid/low mmr probably hopped off kaneki/blight for example since their power wasn't just a free down after breaking a singular pallet.

    It doesn't though. That's been the biggest issue the devs have kept falling for all these years, they keep balancing around the top killers screwing over everyone else who isn't just spamming out games on said top killers instead of just nerfing the top killers.

    Handicapping the game's design for what… 4 killers out of the 42 available is ridiculous.

  • @SuperCookieHero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078826#Comment_4078826

    I see where you're coming from but the game just can't be balanced around the wholesome chungus killers who love their weaker killers. The majority of the killer player base plays killers like blight, kaneki, dracula, billy, ect. so the devs did the proper thing and finally started balancing the game around the majority. Also can you tell me what map has these unmindgameable long fillers? Also the setups really are just based on RNG it just sounds like you're getting unlucky. I've gotten atrocious setups as survivor then the next match its chainable actual playable fillers. All we can hope for are these weaker killers getting buffed to keep up with the maps which are balanced around the A=tiers and above.

    Or… this dev team should wake up and nerf the top killers and stop with the RNG map design. It benefits no one, it's more of a detriment than a positive.

    A game that's an instant win for me isn't fun. A game that's an instant loss because survivors don't have to work in a chase and they just get loop into loop into loop, it's not fun. There's nothing fun about any of these things and only make the game worse. We're in year 10… we are FAR past needing to move on from horrid map designs.

    And mind you, considering the stats themselves that they've released… killers are not picking the top killers a majority of the time. From the most recent one I could find, for broad MMR only one top killer is there, kaneki and he's at the bottom of the top 5. For high MMR, kaneki and blight are 1 and 2 but then the rest are just normal killers.

    If anything when we look at the percentage that make up how many play the top killers and how many that don't I'm willing to bet most people are not playing the top 3 killers in terms of strength.

  • @SuperCookieHero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078817#Comment_4078817

    You realize baiting out pallet drops and 50/50 vaults are the mindgame right? 90% of the pallets are short enough to outplay them this way. if they have LOS on you that means you have LOS on them… Playing survivor will also help you figure out what survivors can and can't do on these pallets.

    Ok but I'm telling you the pallets I'm being chained into are not these short little loops that you can just run in a circle around and catch them at, it is "if I don't break this pallet it's just GGs". I know which ones you're talking about, yes they exist but a majority of these pallets, it ain't like that.

    Most of the pallets I am running into are these longer loops that you HAVE to break at.

    Pallet breaking simulator because the survivors can just mindlessly run and chain multiple pallet loops together into windows, into shack, etc etc… it's garbage.

    Literally all this does is push the meta even more because God forbid I want to play a B tier killer with a different style of perk choices while going against 5k+ hour survivor players.

  • @SuperCookieHero said:

    every map has had 16-18 pallets now since the pallet density update most of the pallets being 50/50 pallets you can easily play around it just takes knowing which pallets to break and which pallets to play around. (don't believe me hop in any map effected by the pallet density and run plot twist and power struggle with a friend to do a pallet count) Most killers I see that have trouble with the pallet density update just don't really know how to mind game properly or take advantage of the momentum tech something that's essential as a killer player.

    I don't know what pallets those are meant to be because 90% of the pallets you can't mindgame because they can literally just stare at you around the loop. There's nothing to mindgame if the survivor has direct LoS of you throughout the entire loop lol.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078766#Comment_4078766

    But if you have a current hunt going you need to hunt this survivor. 95% of the time a lone guard hunt will not hit a good survivor.

    It's not about hitting them, it's about making them waste time while I chase someone else.

    This was a viable thing that I did constantly like a year ago, but now with the amount of pallets my chases are guaranteed to last an egregious amount of time because it's just pallet simulator.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078706#Comment_4078706

    Some M1-killer struggle, but on Knight you shouldnt loop like one most of the time. He is not the strongest, but for example the Insta-Carni-break is better than 40% brutal strength.

    The problem is that this killer is still garbage so summoning carni to break a pallet is good for what it does, absolutely but it completely despawns a current hunt I have going on because they just refuse to change this aspect about him for some reason, making the entire aspect of the killer with dual pressure, completely useless.

  • @DemonicDemons said:

    Pallet density update, happened a few months back, I also agree it's beyond discouraging as a killer, your best bet to counter play pallet density is to play killers that hit through pallets, prime example being pyramid head, others like nemesis and xenomorph are basically all you got otherwise you're going to be pallet stomped out of existence. Your other option is insta kill killers like ghostface or the chainsaw guys, the game for killers since the pallet density update is actually horrible and not fun at all. It's literally every game you get somebody running the windows & pallet perk or a lot of the time they don't even have it, there's no dead zones they have a pallet and two windows plus a shack and jungle gym area in every section of every map. Bhvr hand holding at it's finest.

    I don't get how anyone sees this and thinks it's okay or healthy for the game.

    If it's going to be like this then brutal strength needs to be a like… 40% speed increase or something because??? What's the point? There's no engaging counterplay to this other than playing the meta.

    I don't wanna do that. A year ago I could play fine on my knight, with my surveillance oppression build and be fine. Now every game I find myself just sitting in a corner because 4 gens pop in minutes and there's STILL pallets left on the map. It's a waste of time. Like even forgetting the balance conversation… it's just not even fun. It's never ending pallet breaking simulator.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078637#Comment_4078637

    It will be for the two characters shown in the screenshots from the OP

    Correct me if I'm wrong but… 10 year anniversary and only 2 characters are getting good looking celebration skins? I really hope we're not going the route that overwatch took of just abysmal 10 year anniversary rewards lol.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078475#Comment_4078475

    If that's the case never change anything because people can just use the meta options lol.

    That is the current issue, that certain perks were hit and others weren't. The system is not good as it is right now. The whole argument against it was just that—that it would further tighten the meta. Though buffing other regression perks would just have them join the meta anyway. It's not exactly creative and variety-filled to just add more anti-gen to the meta.

    But buffing these two perks would be fine if they also buff all the healing, gen speed, and haste perks that were affected as well.

    Yes like I said in the OP. I'm speaking about ALL perks in general that are affected by diminishing returns. I brought up gen perks specifically because I already hated how they were nerfed in the first place and have been asking for proper buffs to these perks for God knows how long, that have basically been forgotten after the 3 gen meta and I play killer.

    The best way to get more variety in perk usage would be to have more than 4 actually useful perks, especially when we're talking about gen regression perks. The best ones haven't actually changed in years outside of the addition of turn back the clock because they giga nerfed them after 3 gen and then just kinda left them.

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