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eastrock87

eastrock87

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eastrock87
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  • 2025-10-08.png

    Bottom of the forums page has copyright 2023

  • @kill4escape4win said:

    The very reason why CoH was so complained about was because survivors could heal constantly into it, now it's gone, and since healing will be 24 seconds, it can be brought back to 100%, self healing was the reason why it was being used, now make it worth still using by bring it back to 100% and it will still be used.

    I also thought the same thing, but I thought of it going up to 75%, not 100%. Keep in mind that now it will reveal the aura of survivors sitting inside of the boon area as well

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384343#Comment_3384343

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384356#Comment_3384356

    BHVR has to balance around all MMRs.

    At lower to mid MMRs many killers don't have all the perks of the game unlocked and full gen rush slow down isn't a thing, the nerfs to their perks are not a huge deal.

    Less experienced survivors over-commit to heals. That will probably still be true.

    I agree with what Pulsar is saying - 8 seconds of extra healing is a massive nerf for those lower levels, even if higher levels just genrush more.

    BHVR has to think about those, if kill rates increase they'll either have to walk back the healing or nerf killers across the board.

    If you are a killer main, the thing you should be most worried about are game changes that make it easier for killers at low MMR without changing high MMR, because that's going to result in corrections that will hurt you to get the game back in line.

    "BHVR has to balance around all MMRs"

    What if they didn't? What if low MMR had rules such that healing would still be 16 seconds, and maybe other forgiving factors for survivors, since at lower MMR the game is more favourable for killers; meanwhile at high MMR the new changes could take place which are supposed to make playing survivor harder.

    If the issue is balancing the game around less knowledgeable players and more knowledgeable players, then simply create different experiences for both of these groups, so that each have matches customised for their skill

  • @Justinradtke14 said:

    Behavior you have tried buffing this perk now 2 times to get it into the meta but look at your numbers and I promise you NO ONE is going to run this perk. Even after this next buff no one is going to run it.

    There's to much risk compared to reward. One hit and all the effort to activate the perk is gone. Plus it's not time effective to do a totem when you can straight up just do a generator.

    If you want this perk to see more use remove the downside. Don't let the perk deactivate if you lose a health state, get downed, or get hooked. Once you activate the perk it stays active the whole game. Remove the extra speed from cleansing a hex and the buff from booning a totem...just let the survivor keep the benefits of their perk once they take the time to activate it.

    Thank you for all you guys do. ❤️

    I agree that the perk turning off when hit makes it weak, but it being active for the whole game sounds too convenient. Maybe it could be active for 120 seconds, or it could be active for 80 seconds, but only activate after you get on a gen after cleansing the bones, so that you do not lose time while running to a gen from some bones

  • @ThatHairyGreek said:

    Just got done playing a match against a Deathslinger. At first he slugged for the 4k which is pretty typical nowdays and he patrolled near the body . Then when he saw i wasn't coming he hooked the guy and i tried to find the hatch. He found it first and instead of closing it to start the EGC he stood in it and waited for me to come to it. I then stood by the exit gate as many survivors usually do when this happens. This went on for at least 25 minutes essentially holding me hostage in a game he already WON just because he wanted extra points. I got tired and came to him and then he closed hatch and procedeed to slug me to death. I already did an ingame report and opened a support ticket. Does BHVR usually do anything in cases like this or do they just ignore it? No killer deserves a free kill and no survivor deserves a free escape but this is well beyond the point of normal gameplay. He could easily close hatch and come straight to the exit gate to catch me since there was only one exit gate which i could feasibly be in.

    Does not sound to me like he did anything against the rules, and I don't even consider what you described to be 'hostage taking'. You had two options, either go do a generator, or go to him to surrender and die. This way, 25 minutes would not have had to pass, and the match would have ended much sooner

  • @TragicSolitude said:

    If we're going to make gens take longer, then can we make them fun somehow? Because they're super boring and sitting on them can hardly be called "gameplay" as is.

    Maybe add more skillchecks to gens, but the extra skillchecks won't offer gen progress, just bloodpoint. These extra skillchecks can be made to only have a good success zone, not a great success zone, so that generator perks that rely on skillchecks won't be OP by getting a great skillcheck every 7 seconds. These extra skillchecks can be unique like the ones from the wiggle mechanic where you ping pong back and fourth, and these could have custom penalties, such as if you fail skillcheck, the gen will explode, and will lose progress and you drop your item from hand, meaning you will have to stop and grab your item from ground. Or the gen will explode but cause no progress penalty, but it will be repaired slower for 10-20 seconds

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368465/idea-that-only-applies-to-the-skill-checks-of-generators

    For what it's worth, I don't know how long you've been playing, but awhile back great skill checks actually used to give 2% progress and 150 bp, but it was changed to 1% progress and 300 bp as a way to slightly slow down gens.

    I have heard of that, because my friend got me into the game and he has been playing since late 2016 or early 2017, but I was not playing the game myself back then

  • @MiniPisa said:

    Is this a rework or a perk idea?

    Rework

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374474#Comment_3374474

    I don’t really look into the realistic part of DBD but you got a good point there! I’m just mostly suggesting making another stage of “deep wound” making it more difficult for killers to down you while trying to mend.

    Making the game harder for killers such as Legion and Death slinger, who are among the weaker killers, does not sound like a good priority to have. How about, before nerfing already weak killers, the devs first make it so there is not such as high discrepancy between solo survivors and SWFs? Nowadays, the main issue and crisis is not that the game is too survivor-sided or killer-sided, but that it is SWF-sided.

    Of course, the game is indeed survivor-sided, but the devs should just re-design the loops and sizes of some certain maps in order to make the roles (survivor/killer) balanced. However, this re-design of maps sizes and loops will still obviously not fix the solo-to-SWF power discrepancy, the solutions for that issue are much more difficult to obtain

  • To mend, you must be in a "Deep Wound", so how can you be in a "Deep Wound" when healthy?

  • @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372291#Comment_3372291

    I wasn't mocking you or being sarcastic.

    My post is meant to be taken at face value.

    I did not realise that, because the message was worded in a way I was not expecting to be genuine or serious

  • @Jay_Whyask said:

    Another victim😩🙏

    Even the most basic challenges are worded in such a tongue through the teeth kinda way, Eastrock saw a challenge that was trying to say "play the game with Lithe" and they though it was ridiculous enough to talk to people about it.

    Why are the challenges like this?

    Your message is weird, I dunno what to make of it. Likely it is sarcasm mocking me. Forums are made for discussions and talks, even if the subjects are trivial

  • You see, if Killer had not had the Bloodlust mechanic as a standard feature for such a long span of time, and instead the Bloodlust feature was added as a perk in one of the patches, then players would probably not use that perk, since it would be situational, and would be deemed as a waste of a perk slot, since other perks offer more value for one perk slot. However, the reality is that we do have Bloodlust as a standard Killer feature, since a long time ago, since patch 1.5.0. But please, for the sake of the argument, pretend for a moment that Bloodlust did not exist as a standard feature at all, and imagine it as a perk for Killer. This perk description could possibly look like this: Gain tokens for this perk while in a chase with a survivor. Each token increases the Killer's movement speed by 5%, up to a maximum of 3 tokens. Gain the first token 15 seconds into a chase, afterwards, the other two will be earned 10 seconds apart. All tokens will be lost if you successfully land an attack on a survivor, or lose chase. I am grateful that we do have this feature by default for Killers, and that no perk slots need to be wasted to obtain this effect, however, just as how we do have this without needing to waste perk slots for Killer, we could also have other lesser-effective perks as standard features for all Killers, so that the players are given more opportunities while playing the game. Because, in the current patch of the game, it is quite bad for Killers. Good perks were destroyed such as Pop, and Ruin, and now Eruption too. Now no longer you can regress 25% of a gen progress by kicking it with the use of a single perk, so Killer is now most needed to tunnel survivors out of the game, since regressing generators is so very ineffective. It's a simple concept: the Killers cannot keep up with the gens, cannot regress them anymore as in the past, so instead, Killer is forced to take out a survivor ASAP and make it a 3 VS 1, instead of a 4 VS 1.

  • @BarnesFlam said:

    I am with you, but I think there should not be any time-limited collections at all. Leave every cosmetic to be available to buy all year round! 🤑

    That sounds like something pro-consumer. Dunno how much BHVR would like that

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364238/any-means-necessary-rework

    That would be horrifyingly strong. Get a team, all team brings Any Means Necessary, restore a god pallet after every chase when a map has multiple.

    Gens finish even if everyone only does it once and it can happen between chases.

    Don't forget that the people doing this would also bring a Gideon map offering, for extra bully

  • @GreyBigfoot said:

    Isn't a missed skillcheck going to cause more regression than 10% of current progress? That's laughable. Everybody's problem was the incapacitated status not the generator regression.

    Missing a skill check is a flat 10% loss of progress. Erupting a get at 20% progress will regress from 20% to 18%. Very laughable small regression. Might as well call this perk's regression stat a placeboo, because it's almost as if it regresses nothing. If a gen is at 70%, it will go from 70% to 63%. Yeah, I'm thinking it's over.

  • It was a good read. Thank you

  • I heard that the mobile version still spawns hatch when there are two gens left to repair.

  • @Pulsar said:

    I do so enjoy being harassed, lied about, told to off myself and getting called varying slurs because I tunneled someone (at 2 gens) after they brought me to Eyrie of Crows. Love that they accused me of coming into their chat and spamming slurs and saying sexist things. Love that they tell their viewers to mass report me on Twitch, Xbox and DBD. Love that they immediately banned me, but set-up some chat thing that gives out my DBD account, Xbox account and Twitch name so that other people can mass report me and since I'm banned, I can't even get in a word edgewise.

    Just needed to vent, not super intellectual, I know. It's been a stressful night, I'm livid and worried

    You are being sarcastic, you do not actually love/enjoy these things, you actually hate that this is happening.

  • @gnehehe said:

    You are not supposed to bring purple/pink items/add-ons in most matches, on both sides.

    Not even a big deal, as lots of brown/yellow/green items are still interesting on most characters.

    However, you can still bring high rarity items/add-ons every game, but you need to make a choice: you need to dump all your BPs on a very small pool of characters.

    This new system is P E R F E C T for this!

    Dumping all your BP on a small amount of characters being favourable means that the system is survivor-sided, because a survivor main can only dump BP on one survivor and that's it, meanwhile, killers would need to split their BP on many killers, because killers are unique, not like survivors, who are re-skins of one another

  • @[Deleted User] said:

    Why is Feng so popular? All you Feng Min mains out there what drew you to her?

    Do you really not know why? Obviously because asian women are known for their attractiveness, and Feng is an attractive Chinese girl.

  • Wiggling is not meant to always work and get off the Killer's back. Think of it as a way for the Killer to not be able to carry you 50 metres across the map to the basement and get an easy basement hook. The wiggling is a 16 seconds timer for the Killer to find the nearest hook possible within the time limit. Of course you will be disappointed if you always expect to be able to wiggle off.

  • Because very recently Feng received a large amount of cosmetics in a short time span, (4 costumes if you include the deep rift recolour) I hope this won't mean that there will be a break in her cosmetic releases. It would be a let-down if I had to wait 3 whole months until her next costume.

  • Mine are Sprint burst, Kindred, We''ll make it, Leader

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311941#Comment_3311941

    Typically I run Kindred, Prove Thyself, We'll Make It and a fourth which is sometimes Renewal, but usually something for self-preservation, like a healing or exhaustion perk.

    Kindred + We'll Make It is really the bread and butter of it. Can plan the most optimal hook rescues, when I'm the closest and no one else is going for it, plus when the killer has gone so it's less likely for the unhooked survivor to run away from the hook. In theory...

    I also use Kindred, even if I were not to combo it with We'll Make It, that perk still offers a ton of value, such as towards what direction the Killer is headed after hooking someone.

    Your build sounds good and I have tried some that are similar in the past, where the fourth would be Sprint Burst just like you said you use exhaustion.

  • @Seraphor said:

    Now try running We'll Make It with Renewal and watch as the survivor you just unhooked runs halfway across the map to let their friend help heal them with you.

    What's your full build that has these two perks? Right now I've settled on one build that fits me, but I'm curious about experimenting still.

  • It's reassuring to see the devs focus their attention on very important issues, such as removing cosmetics from the game. I would have been dissapointed if they wasted their time on trivial and pointless tasks such as balancing the game or nerfing OP survivor perks that slowly kill the game. Follow the dev's priorities, ppl. They are true intellectuals

  • I actually find it funny. How the word censorship is so ridiculous, there's no room left to argue for bias against what it censors. It's so goofy that you can't help but laugh at the ridiculous situation, regardless of your opinion on what should or should not get censored in the chat of a game

  • Does it sound like a good rework Dead Hard so it no longer makes you invincible while you are using it, and as compensation the distance of the dash is increased by an extra half of a metre? To me it sounds fine, as you will no longer be able to use it to dash over Trapper's traps, and no longer able to dash through a Killer, as the hitbox of the Survivor will no longer be removed. And any other Killer ability that gave you a free pass when you should have been downed, Dead Hard will also no longer save you from those. This change will also remove by default the „hit valitadion” issue, since there will be no more invincibility offered to be validated from

  • @OmegaXII said:

    Boon: All Seeing

    Killers around 24 meters of the bless totem gets their aura revealed.

    RIP all killers.

    Of course, this would not be able to happen if the killer is affected by the Insidious status effect. So crouching Pig, cloaked Wraith, etc. would be safe

  • If Killers were given more options about dealing with them, Boons would not be as annoying. Such as, if a Killer does not run Hex perks and thus has no use for totems, he should be offered a second prompt while near a Boon totem to smash the totem, in stead of snuffing it, so that totem will forever be gone, and now only 4 totems can be used by Survivors. Of course, this prompt will not show on dull totems, as to not make Killers quickly smash most in rapid succession.

    Another idea is to make all Boon perks a Survivor has equipped inactive for at least 60 seconds once a Killer snuffs out/smashes the totem of the Survivor that blessed it.