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nValentine

nValentine

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nValentine
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  • great ideas! especially on Flashbangs and Chemical Trap. i use them both together and wish that i get more than one or 2 use of them per match. they are fun but niche.

    Deliverance is also a great idea, i've seen a lot of people giving up just for being hooked first with Deliverance. now that the anti tunnel mechanic allowed players to unhook from the second stage, Deliverance and also the sable perk should be in line with that.

  • JUST DON'T TUNNEL!! THERE YOUR SOLOTION. if DS LASTED 170 SECONDS they are playing 3 perks if you don't tunnel. boom

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751500#Comment_3751500

    So whenever you play against SWF, you are supposed to stand AFK for the whole trial? Because you can't win against SWFs without tunneling.

    yes you can win. get better. watch how good killer streamers play, they win 90% of their games without tunneling. watch bronx, d3ad plays, etc

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750045#Comment_3750045

    slugging is literally almost every match bro

    Slugging is not an issue, that definitely has place in the game.

    Only thing we should talk about is bleed out.

    being Bled out is the worst part about the game, many people been doing it a lot lately especially that there's so many killers now that can snowball.

    Your post starts with bleed out. So we are going to talk about that.

    Not trying to hide about slugging in general. That is and should be normal aspect of the game. It's great way to get pressure on any killer.

    slugging leads to being bled out a lot of times (a lot of killers start to slug and when they manage to slug everyone, 2 survivors most likely end up being bled out ) my point was from the start on how to stop the boring bled out play while keeping the slugging as a valuable strategy. giving basekit unbreakable take takes almost half the time on being bled out won't make " slugging " a bad strategy. but will help against bled out.

    you brought the idea of which survivors have the option to give up, or being bled out faster. will it may sound cool on paper but on reality this creates an issue with people giving up faster. or certain killer's rely heavily on winning with bleeding people out since it's gonna be faster & saves you time from picking up and hooking. slap on Dead lock, sloppy, Eruption, Overcharge, play hit & run and ggs.

    i don't see a world with a 70 seconds unbreakable being a huge issue. it'll almost be like the anti camp mechanic, you can still to this day camp the hook with no issue but it stopped killers who can insta down like billy or bubba from sitting exactly at the hook.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750039#Comment_3750039

    Or screw over the rest of your team if they don't come for you the second you go down. You don't like the Killer anyway and would prefer to go next. You know players exist like this. You are giving them another easy way out.

    How many seconds would you suggest?

    i remember when basekit BT was implement, everyone was freaking out about how this is a huge nerf to killers and killers won't be able to keep up. and since then kill rates have only been going higher and higher

    giving "balanced" unbreakable won't break the game. just like BT and Anti tunnel. it will only prevent toxic & boring gameplay.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750017#Comment_3750017

    you speak as if every lobby is a full 4 swfs

    You speak as if you get bleed out every game... If you want to use minority as reason for feature, I can use minority as reason why not do it.

    slugging is literally almost every match bro. idk how your games are i mean you obviously solely play killer. it's very common especially on high tier killers like billy or blight or nurse, billy for the most part slug at 5 gens.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750019#Comment_3750019

    I had one a while back, lemme find it… Damn, this is from January.

    https://us.v-cdn.net/6030815/uploads/K51HR4G1GYGR/image.png

    I think this would be a good starting point.

    that's such a great idea. or make it about gens, if 5 gens is up a slugged survivor can pick themselves up after 30seconds. it adds 20 seconds with each gen so

    4 gens = you can pick yourself up after 50 seconds

    3 gens = you can pick yourself up after 70 seconds

    2 gens = you can pick yourself up after 90 seconds

    1 gen = you can pick yourself up after 110 seconds.

    end game you can never pick yourself up.

  • i play killer a lot, i play both sides and idk who knows i might me missing something here. but isn't slugging a way to slow the game down? i don't slug to killer a survivor, i slug to slow them down. it doesn't matter if the survivor i slugged had unbreakable or someone pick them up.

    with my suggestion you lliterally have one survivor out for 70 seconds. hell increase it to 80seconds. their teammate have to options either to go pick them up faster or play one down for 70 seconds. a lot of people in this situation would make a lot of mistakes and if you get the remainings downed, game is over finsher mori starts

  • thank you! exactly. maybe basekit unbreakable isn't the best solution but it sure as hell better than making players give up or bleed out faster. idk what other ideas is out there

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749996#Comment_3749996

    Yes, it is.

    Survivors know Bubba has Tinkerer at that point and they know it got activated.
    They can hear charging of chainsaw it's not instant... On lerys is lot of lockers you can hide in to dodge chainsaw.

    They also let him 3-gen. Bubba is not a 3-gen killer…

    Nice try, but even there it is missplay by survivors. There is several missplays if all survivors get downed like this.

    you speak as if every lobby is a full 4 swfs. half the players play solo or duo. a bubba with tinkerer or any killer in in door map will lead into either catching multiple survivors off guards or everyone be scared to not fully attempt to finish the gen

    @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749988#Comment_3749988

    letting the survivors die faster will lead into boring gameplay

    Waiting for 4 minutes bleed out is fun gameplay?

    killers will start to rely on bleeding people up more than hooking hence " old onryo "

    It's up to survivors to use it. You can create some limitations, so survivors can't just go for it from start.

    giving people option to give up when they are bled out is the worst idea because we already having a problem with people giving up.

    Again, make the limitation. Don't let survivors use from first second when getting down. But something like when you are slugged a minute in a row? Should be enough for killer to pick them up, or for other survivor to pick them up…

    If you worry about other players, or interrupt challenges for killer, you can simply replace them with bot instead.

    killers who can snowball (the one you mentioned) won't be effected by this, if you slug to put pressure on survivors, a 70 seconds for them to be able to pick themselves up won't effect you in any way. why would anyone want to have a survivor slugged for 70 seconds?

    Because they are situation when it is not possible to pick the survivor up? After sabo attempt, or I know for sure survivor has Power struggle ready…

    Those playstyle are already very annoying to deal with for most killers and they should definetly not get basekit unbreakable on top of it.

    Basekit unbreakable means no other survivor even needs to try go for save, so it's simply less effective overall. I don't think that is difficult concept to understand.

    When I see slugged survivor, I can just work on gen and either killer picks them up, or they get to basekit unbreakable. There is no reason for me to even try leave gen unless they are dead on hook.

    You are trying to fix minority with feature that is going to affect way more games than survivors actually get bleed out…

    (When I see slugged survivor, I can just work on gen and either killer picks them up, or they get to basekit unbreakable. There is no reason for me to even try leave gen unless they are dead on hook.)

    having a survivor down for 70second is more than enough slowdown for the killer. you either have to pick them up or slowdown gens for 70seconds. if teammates chose not to pick the slugged one up, you as a killer any way made up your mind by slugging this one and go stop others from doing gens. it's not like currently all teammates stop their gen progress and go pick the one slugged up. if you chose to slug you slowed the game and playing a 3v1 for 70seconds.

    again, giving the people option to give up is a bad idea even after 2 mins. if one wants to give up they will hold whatever button that make up not being able to pick up and they will give up once the timer runs out.

    making survivors bleed faster is gonna make every killer play like OnePumpWillie's Onryo. No hook, slug and pressure them on gen progress. BORING

    we need to make the game solely about HOOKS. HOOKS and chases is what's fun about dbd. giving incentives for both sides to only play in that direction is the healthier way. Not slugging

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749977#Comment_3749977

    get heavily lucky and catch them off guard

    That's not luck, but missplay from survivors at that point. How is that unfair?

    Oni has terrible early game, but he is good at snowballing end game. That's how it works…

    Funny to talk about unfair while wanted to give survivors just another second chance basekit. What exactly is fair about that? All survivors are on ground without a way to pick themselves up. They lost, that's it.

    yeah a bubba with tinkerer in lerys holding a 3 gen seems a misplay from the survivors.

    well duh if the 4 survivors are downed, its finsher mori

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749972#Comment_3749972

    Oni, Plague, Myers, Twins?

    Sabo squad, pallet saving, Background player?

    No matter what there are situation where killer needs to slug. There is no need to give survivors such a buff in current state of the game in my opinion.

    So just let survivors die faster, that fix bleed out issue without affecting general gameplay in any way. Boom

    letting the survivors die faster will lead into boring gameplay. killers will start to rely on bleeding people up more than hooking hence " old onryo "

    giving people option to give up when they are bled out is the worst idea because we already having a problem with people giving up.

    killers who can snowball (the one you mentioned) won't be effected by this, if you slug to put pressure on survivors, a 70 seconds for them to be able to pick themselves up won't effect you in any way. why would anyone want to have a survivor slugged for 70 seconds?

  • @Neaxolotl said:

    Just sacrifice everyone once everyone is downed, there, fair and balanced

    Literally finisher mori is what we need, no need for broken OP unbreakable, no need for bleed out faster which is just another free DC, just instantly sacrifice everyone once everyone is downed

    Not only it doesn't affect any balance at all, it can magically fix all the issues related to endgame, everyone happy, no complaints should arise

    that's a good idea but its kinda remind me of the unfair situation old Hatch and keys used to give, imagine a killer tunneling one survivor out. 4 gens left and the last remaining survivors are putting up a real good performance and they managed to go all the way to 1 gen left with zero hook, and suddenly the killer (blight/Oni/Bubba/Billy) get heavily lucky and catch them off guard and down all 3 of them and boom. they win the game there. seems unfair tbh i don't see what's the problem with giving unbreakable basekit but making it take such a long time to be able to pick yourself up.

  • that would just make people give up often

  • @VomitMommy said:

    How about we just let survivors give up, or bleed out faster?

    There is no reason to nerf killers overall just because you get sometimes bleed out.

    This is going to make winning end game impossible. If you want to get comeback with all gens finished, you have to slug everyone.

    basekit unbreakable disable endgame, boom

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749021#Comment_3749021

    The perk is meant to speed up the heal after you get unhooked. It does that. The "issues" you are describing do not change that this buff makes the perk better into the status effect of Hemorrhage.

    IT DOES NOT

  • @Skillfulstone said:

    1: Sloppy/Hemorrhage should never have been nerfed to having a duration, this makes those effects much weaker on more experienced Survivors that will simply slam gens (if possible) until the timer runs out instead of healing through the increased timer out of panic. This change basically changed nothing for inexperienced/casual Survivors but made life much easier for more experienced ones, not to mention indirectly make certain perk builds no longer viable which reduced perk variety.

    2: Resurgence should have had one simple buff, after being unhooked, the next heal requires 50% less charges (a BNP-like effect so that a niche perk can't be made redundant with a common effect).

    100% AGREE with you

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749013#Comment_3749013

    It is working properly. Hemorrhage reduces the health bar progress while not healing. Resurgence gives health bar progress off hook.

    The buff to resurgence makes hemorrhage less of an issue for the perk, but doesn't completely negate it.

    am i missing something? bro do you actually play dbd currently ? 99.99% of killers immediately go back to hook. what a fun useful perk to use when you heal until 95% and the blight or billy (the 2 most played characters) rushing back to hook stopping you from healing and making you lose all healing progress and all your medkit charges.

    absolutely fun!!

    literally not even those top tier killers. Nemesis's zombies/ knight sending his guard back to the hook, freddy faking teleporting to the nearest gen. etc etc

    Hemorrhage needs to either get back to what is used to be, or Resurgence works like BNPs, Instead of giving 70% progress they should make your next heal require 5 charges instead of 16.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749003#Comment_3749003

    Current Resurgence against Hemorrhage gives you less than 50% starting heal so it's still a buff in that regards.

    So it's better against Hemorrhage and it's better when Hemorrhage isn't in play. Not really sure what issue you still have that would require this perk to get buffed more.

    bro??? i didn't ask for Resurgence to get buffed more. i'm asking for it to work properly. the perk vs sloppy is absolutely useless.

    killer goes back to hook completely makes you lose all the progress the perk gives after getting unhooked. healing under the hook is a free tunnel. what exactly is that you don't understand ?

  • @Crowman said:

    Considering Sloppy and Haemorrhage already got huge duration nerfs and this buff basically putting resurgence at pre-buffed levels against this status effect, I don't see a real issue that needs to be addressed.

    ummmm sooo aaa.. buffing a perk to make it give the same value as it should've been pre buff is a good design to you.. fantastic thinking bro.

    you know what i think? i think scourge hook pain res should get buffed to give 50% damage progress on generators. but make it where only 1 scourge hook spawn per match. in that way if you get lucky enough to hook 2 survivors per match, that will give 100% lost progress on gens and that's how the perk used to be before it got nerfed you know : ))

  • @PogbertChamperson said:

    Resurgence and solidarity would work better if they functioned like current BNP. Instead of giving you 50% progress they should make your next heal require 8 charges instead of 16. This way the perk isn't made nearly useless against sloppy butcher and other hemorrhage perks/addons.

    Sloppy is arguably the best/most widely useful base game perk for killer. It's common to see in a lot of your trials, so having rejoltence can be frustrating when you lose a massive chunk of your heal progress during the unhook process.

    THAT'S ACTUALLY A SUPER GREAT IDEA!!! props.

    i know how great and helpful sloppy is i run it myself. but it's just sad when you wanna play survivor and wanna use these niche/mid perks to create and fun combo and they all get throwing away just because the killer is running one perk.

    it's the same issue that distortion cause when you wanna run an aura fun build. and it get annihilated but only one perk.

  • Blights hug tech in not good for the game. ITS GOOD FOR YOU.

    making the base overpowered killer even more powerful is not a good thing for the game, his base kit alone needs some turn down aside from removing the hug tech. he's a killer that can go across the map is a short time, be everywhere in a short time. with zero punishment. at least he needs to be a 4.4 killer first. and have longer cooldown, simply like spirit she's still a strong killer but she can't be 4.6 and use her power every 2 seconds.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668867#Comment_3668867

    It really wasn’t and you’re exaggerating on those numbers.

    nope. gens used to take around 120/140 seconds if you play legion with thana and penti after the meta shack up in 2022.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668894#Comment_3668894

    Balance is not boring. I’ve seen zero reason to think that. Also, none of those things you mentioned are what I’m asking for so that’s strawmanning or just hyperbolic.

    Balancing moris was not making it boring, it was fixing unbalanced stuff.

    Comparing old Haddonfield to Midwhich is a joke. Midwich is a more killer sided map but very easily winnable on survivor. Old Haddonfield was not just more survivor sided…it was you’re losing as killer unless the survivors are just really bad. Those maps are not even remotely comparable. Fixing this was not making the game more boring.

    Escaping through a hatch early when losing isn’t a different objective, it’s a free pity escape. Fixing this was not making it boring.

    Going down no matter how good their looping is, is just factually false. Most the issues with current dbd have nothing to with any of the things you’ve mentioned.

    I don’t feel like fixing any of the things you’ve mentioned here made the game less fun, at all.

    right. thats why when they started " FIXING " these stuff they are losing players.


    right. midwich and old haddonfield are not compare able i agree. but if i wanna be like you i'd say versing a nurse or a blight "good killers you know, same concept of versing good survivors on haddonfield" on midwich is gg right? on the flip side old freddy and blight used to be able to win on haddonfield.


    balance is boring. balanced DBD is like racing with time, you either do GENS 1 second after the match starts. or you simply die because you won't have resources to use ;)

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667863#Comment_3667863

    I disagree. Comp matches are a joke not because of top level being bad it’s because of what is made to be the best play style and poor balancing. Trying to call Ghostface good because he can camp and tunnel someone out from start to finish isn’t accurate. We see what’s actually balanced when a game is played normally. Nurse is irrelevant to mention as she ignores fundamental game mechanics.

    When you balance for top level it actually doesn’t effect lower as mmr will simply lower your invisible rating until you’re winning/losing just as much as you were before, but now the higher level would actually be more balanced.

    I have nearly the same hours as Otz so I understand the game quite well. Anecdotal games don’t change the general rules. Nurse is an exception to all rules and should be ignored in game balance conversations.

    I want the game balanced around no tunneling/camping where a 12 hook game is feasible without slow down perks stacked. If the game was slowed down like that all those perks could be gutted.

    BALANCE IS BORING. it's what making people quit dbd more than ever right now. nobody wanna do gens for over 120 seconds. have weaker loops and 6 pallets total on every map. chaotic is what made dbd fun for everyone. busted perks and mechanics is what made the game very engaging.


    being able to Mori someone after their first hook. " survivors are scared and trying to avoid that "

    unbalanced maps. going to old haddonfield as killer was challenging knowing you have to do your best to compete. next match you get midwich and the coin flips survivors have to try their best.

    escaping through hatch when one survivors dies and 1 gen left " different objective " which people want since years.


    things like this is what made me and many others love DBD. not the current state with people just racing with time by just sitting at gens because knowing the survivor that being chased are going down no matter how good their looping is. ITS BORING.


    i personally would remove base kit BT because that was also something fun questioning:

    " did they bring BT ? "

    " please don't farm me off hook "

    " i should bring DS in case my teammate not gonna bring BT "

    etc.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667870#Comment_3667870

    I actually don’t think they would since if they hypothetically did what I was talking about I would also want extreme nerfs to all gen slow down perks. I absolutely would not want them left as is.

    I’ve been around since near release and over 10k hours so I remember then. That old Legion or Plague with Thana was not an issue at all though. People had placebo effect hate from seeing a red bar.

    You are joking if you think it wasn't an issue. we still get red bars and its fine. 120-140 seconds gens were INSANE

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667886#Comment_3667886

    instead of that why don't we remove the exploit

    nah, that would lead to removing other exploits in future, which I would rather avoid, because it's fun.

    say you heard about avoiding chainsaw with crouching without actually trying to do it....

    Is that supposed to be hard? when you see billy / demo use their power -> crouch. I don't see how is that difficult.

    Just git gud issue.

    when did i say it's hard? i said its inconsistent. can you not read? you don't just crouch and be guaranteed to avoid their attack. it may hit and it may not.



    " nah, that would lead to removing other exploits in future, which I would rather avoid, because it's fun. "

    fun to you only and anyone who abuse it. not to others who are facing it. what about old dead hard? i'm pretty sure you like other killer mains who cried about it you wanted it to be nerfed which it did. Dead hard was fun and skillful to use too right? oh no not for you :(

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666877#Comment_3666877

    you can get free wins playing him.

    Say you never played Billy without saying you never played Billy...

    Learn to crouch, that will help :)

    say you heard about avoiding chainsaw with crouching without actually trying to do it....

    oh yeah crouching 100000% avoid a chainsaw hit it's not totally inconsistent yea yea.


    plus you mentioning an exploit. instead of that why don't we remove the exploit and balance this over buffed killer? would be good for both sides right? no one will be frustrated. good idea i assume.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667002#Comment_3667002

    So the exact numbers with which the killers power work are irrelevant? OK bro if you say rivers run uphill it might as well be like that...

    OK the math Society in general will look forward to that paper :) Please send me a copy I am looking forward to it.

    I can understand it sometimes feels like less but that might as well be because you unluckily ran in the direction in which the Billy already missed his chainsaw therefore shortening the distance you already gained... Usually the chainsaw will not miss you by one pixel so the distance will already be a bit bigger than the raw numbers. However have you compared Billy's cooldown to the cooldown of other high mobility killers like Blight or Oni in his power? :) Maybe that helps you to rethink whether or Not Billy's cooldown really is short or not...

    i REALLY REALLY don't care about any of that you mentioned. in PLAY you can't make distance whenever billy misses a chainsaw, call it janky hitboxes, lag servers, whatever. and to be specific i'm not talking about how fast he can use his chainsaw again. i'm talking about a billy who M1 right after he misses a chainsaw.


    i do know that he can't use his chainsaw immediately after, but that was never my point. and even then there's an addon that lets him recover faster lol

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667520#Comment_3667520

    Are you sure you quoted the right post? They didn't say anything about hitboxes, lag or FoV slider related issues. They only said they didn't care about the math and made some claims that are factually wrong.

    I'm not going to pretend that lag can't lead to some very questionable things but I'm not sure how this is connected. This is not a problem with this killer. If they can fix that somehow while avoiding a repeat of the great hit validation wave of summer 2021 (that was the most horrible time to play killer), then that's great and I'm all for it. But that has nothing to do with Hillbilly's cooldown.

    i did mention hitboxes and server issues before you quote me but i guess you can't read

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667622#Comment_3667622

    Yup basically.

    They refuse to slow the game down so the requirement on slow down perks never changes. If you think about how much extra gen time gets added by those slow down perks it makes you realize the ridiculous amount they’d have to slow the gens down to make them unnecessary..like we’re talking extra entire gens worths lol. Let’s be honest, that’s never happening unfortunately. We’d be lucky if they added 10 seconds even, much less how much is necessary.

    Now realistically the main issue is map design and how little 1v4 pressure most killers can exert rather than actual gen time. So this issue could be tackled in multiple different ways.

    That’s one thing I enjoy more on survivor. Perk optionally. I feel like I have the room to run fun builds and just whatever I feel like, while still winning plenty. You don’t have that option on killer. Most your builds are generally locked if you want to win. You don’t have room for fun builds unless you stop caring about winning or you happen to get a really chill group.

    big guy if they made gens 140seconds to complete for example. everyone would still run Pain res and pop. let's not lie here please.


    i still remember how every killer played legion or plague after the shack up in 2022 when they gave killer base kit buffs and made gens 90seconds. everyone played legion with thanatophobia who at the time made gens 120second and 3 slowdowns on top. were you there around that time?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666996#Comment_3666996

    That’s a very narrow way of looking at it and assuming a lot of me. I care about game balance. At the top level a “situational” (which you seem to be ignoring entirely) 6th gen is not an issue. Even with Pain Res the balance is skewed towards survivors at that level. If you have this opinion based on low level play where it’s skewed towards killers then I can understand your view point. However I care about the most objectively balance we can get to, which is when it’s actually good vs good players. Which is why my opinions are focused around high level play, not low level play.

    "at the top level" yeah which is 10% of the player base. do you even know that most dbd players are casuals and a lot play solo? balance decisions should not be around " top level " because top level is broken and always will be. do you watch tournaments? "top level" killer vs top level survivors and THE NURSE always wins not even with 4 slowdowns. a top level killer who plays ghostface got a 3K on the best team "elysuim" in the world right now.


    few days ago on the 2 best teams faced off and on the nurse set Nurse 3-4K every match. did you even see the showcase that Otz showed? about a wraith main who says he 4K every match while also being afk at the start of the match? and when he faced the best team in the world yea he lost, but after a long boring 30min match.



    i've always said it and will say it again. slowdown perks need to be removed from the game "except corrupt". make Dead lock base kit, No Way Out base kit. and run 3 good chase perks.

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666996#Comment_3666996

    No it's different. Killer can equip one Pain Resonance, while 4 survivors can equip 4 Dead Hard. Current Pain Res can only activate 4 times, but old Dead Hard could be used permanently in theory.

    no it's different. killers can equip one pain resonance and be guaranteed to have value from it. now i know its range based but i've never ever seen a killer not get value from it and personally from what i've seen most pain res hooks are spawning in the middle now.


    while old dead hard was and still is 0.5 sec and can be easily baited. although i know that short window when you can use it on a pallet and most killer players have no choice. but thats skill & not every survivor can do it. plus it was still counter able and a killer main " scott jund " showcased it.

  • thank you all for the up votes! i really do hope the devs see this and fixes it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666888#Comment_3666888

    "idc whatever your math says" is a questionable statement good sir... You might want to rethink that ^^ Because doubting that math works is an odd thing to suggest xD

    i do question it, because it's irrelevant. why you even doing math counting millisecond on a game with server issues and huge hitboxes. it doesnt make sense good sir


    plus as i said i can prove whatever you said is wrong. billy missing a chainsaw doesn't give you any valuable distances.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666882#Comment_3666882

    I don’t see an issue with it adding a 6th generator basically. You’re also only getting that if you play fairly spreading hooks and get lucky on scourge hook spawns. If you’re gonna stretch to say it encourages camping/tunneling then you could stretch it to say that about any perk. This is hyperbolic.

    you don't see an issue adding a 6th generator of course why would you? but i assume you had an issue with survivors having a third health state back in the day with old dead hard no? its literally the same thing.

  • @[Deleted User] said:

    I would never of noticed on my own but what you've posted makes sense nonetheless. By comparison the older ones do look better.

    they do! both the main menu because it's cool seeing your survivors sitting around the campfire from a close range and when you're the killer seeing survivors from a close range knowing what type of items they have and which survivor they are playing & their names

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407019/billy-still-needs-a-cooldown-adjustment

    Honestly its that and he can just camp/slug easily due to it. Everyones defending it to protect their zero interactivity playstyles.

    gotta love a billy who run pain res and pop with bbq, hook one survivor and immediately go to the other gen who didn't get hit with pain res. pop it and still go back to proxy camp and then get a 3v1 at 4 gens yayyyy

  • @Xernoton said:

    The cooldown was already nerfed. You have 2.5 seconds in which he will move 1.8 m/s. That gives you 5.5 m distance on top of any distance that you had when he missed the chainsaw. For him to catch up again, that'd take easily 5 seconds, which allows you make 20 metres more. If that is not enough, then maybe the problem is not Hillbilly but you not playing well.

    bro what distance are you talking about? i literally have a clip where i dodge his chainsaw at a jungle gym and tried to make it to the pallet which is obviously so close and i couldn't he downed me with an M1. you literally can't make any distance idc about whatever math you're saying here. in action none of what you're saying happens and i literally clipped to make sure to show it to anybody who says you can make distance whenever he misses.

  • @Blueberry said:

    Pain Res isn’t too strong. The other slow downs are too weak. You’re going at this from the wrong end.

    The game is balanced around running strong gen slowdowns so we can’t just heavily nerf them all without in tandem lowering their need, but most people don’t care about that. All they want is slow downs nerfed full stop, nothing else.

    yeah it isnt too strong. it just adds a 6th generator to complete in the match. i mean.. not so strong tbh


    funny how it incentive killers to proxy camp and tunnel especially if you pair it with pop.



    you know whats a healthy and balanced slowdown perks? DEAD LOCK. NO WAY OUT.

  • @fussy said:

    There is killer repeat prevention system: make all killers viable, strong and interesting to play as. Billy was one of the rarest killers in matches, now he is pretty popular.

    yea right he is popular because you can get free wins playing him.


    you can speed around the map in a matter of a second. you can run pop and pain res to make sure survivors have to do a 6th gen, while also proxy camping/ tunneling your first hook and get your lovely 3v1 at 4 gens left lmao

  • gotta love a perk that adds a 6th generator for survivors to do while also having pop on top with bbq to know exactly which other gen you should go kick before you go back to proxy camp and tunnel the first player on hook and get your juicy 3v1 at 4 gens.


    than yall wonder why we give up so quick

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535986#Comment_3535986

    This IS a fix to the broken matchmaking. The reason why you found yourself in that lobby in a first place was, that you were backfilled there, because someone appropriate for that lobby already left (maybe even multiple times).

    By limiting the amount of information both surivivors and killer get - you reduce the amount of dodges in lobby which results in lobbies like this to happen less often.

    It's a good change and the "only alternative" is to turn off backfilling logic (meaning you would wait ages if anyone leaves the lobby - and that's something people already expressed they are not willing to do)

    this is a funny comment right here, as if dodging lobbies wasn't a thing before prestiges. people dodge lobbies for million different reasons all the time on dbd or on other games it is inevitable. killers and survivors will dodge by seeing your hours. seeing what characters and skins you have, what items your bringing. so many stuff. so please, if you're new the game just say so because i remember people dodged so much back then in 2019 when not seeing the og four characters

  • @AykDanroyd said:

    I say prestige levels should be shown to fellow survivors in a lobby only and not to killers. It's BS how killers can just tunnel out a P100 survivor when the game switched to this new system with 100 prestige levels and screwed over those who preferred the old system. The only way to counter that is to hide their prestige from the killer. But other survivors should know what to expect from fellow survivors even though prestige level is not a good indicator of skill level like the rank levels that used to be shown were, but it's at least something.

    totally AGREEE with this

  • @Skoegul said:

    I was also selected to test this and I love it.

    It prevents killers from dodging lobbies, obviously, but it also makes me go into a match a lot more open-minded because you literally don't know what to expect. You're not automatically avoiding the P100 player but they get to surprise you with their level of skill just as much as you get to surprise them. Which I feel is entirely fair. Survivors have no idea who their killer is. They don't see the player, the character, their prestige or loadout while survivors are laid bare from the start. So it's fair to at least hide prestige levels until the end screen.

    lol half the killers still see your prestige soo. the simple much better way to do this feature is to make prestiges hidden from killers pre-match. just like how survivors can't see the killer's prestige, killers shouldn't be allowed to see survivor's prestiges.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533235#Comment_3533235

    Can you read?

    Where did I say I want to see them? I couldn't care less about it.

    You want to hide them? Sure, let's hide it for everyone, so it can't create any issues in future.

    You are the one, who wants to see other's prestige levels, not me...

    why are you talking about it like it's one role? why does it HAVE TO BE FOR EVERYONE OR NO ONE ?? why are people now asking for perks to be shared between teammates? when you play survivor you don't play on your own and rely on your skill, you play in a team, when you play in a team you have to get an idea about your teammates. simple logic? unlike when you play killer your rely completely on your game skill and only you. things like this helps closing the gap between SOLOing or SWFing

    when you SWF you have every bit of info of your team. devs can't change SWFs but they can change SOLO queue which is the direction they are Aiming for right now. i don't see what type of issue that would cause to make prestiges and also perks be shared between survivors? it's literally the same thing, i'm pretty sure they are working on making Perks be shared just like how it is on DBD Mobile. so the whole logic behind lobby dodging is people would dodge for different reasons all the time no matter what.


    why survivors can't see the killer they are going up against? why they can't see the killer's prestige? why they can't at least see the killer's name and what platform they are on? i have nothing against that and i think it's totally fair. and it's also fair that survivors have their stuff too that killers don't need to see.



    i don't main survivor. i play both sides almost equally.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533075#Comment_3533075

    I don't care about prestiges, I just don't like hypocrites.

    If you want to hide prestiges, then sure, but let's hide it for everyone.

    I don't know why you as a killer want to see survivors prestiges? if we are talking about fair i think it's fair for survivors too see killer's prestiges don't you think?

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532263#Comment_3532263

    How do you know that low prestige characters are new ones? have you ever thought that they put their bloodpoints in other characters? Especially that having 12 characters of prestige 9 is more bloodpoinst (lets say this corelate with experience) than 1 character of prestige 100.

    Second is that having prestige low/high does not mean they are good/bad players. Its up to MMR. If you have high MMR you play with people with higher MMR despite of their prestige.

    Third is personal experience, since You use it alot. Most P100 characters i encountered was jerks who suicide on their first hook. Those are people who seek for easy match, probably with afk killer. (No, i dont mean it, i believe there is variety of players. But your argumets looks exatly like this one).

    i said high prestiges means that those players have spent some time playing the game, i didn't say it means they will be good. they will at least be better than low mmr survivors i guess lol?


    again, you can identify survivors based on several ( prestiges - cosmetics - characters, etc. ) and your third point is exactly why i want prestiges to be shown to teammates, because you are saying that P100 survivors suicide on their first hook, i did that personally couple times, why? because i got into a match with a sweaty killer because usually a sweaty tryhard killer won't dodge when they see a high prestige survivor in the lobby, and my teammates are literal babies who just started playing the game. i won't stay in a match that isn't fun for me and nothing will ever change that, devs can't stop that or force anyone to stay in a match that they don't want to be in. here's a good video explaining this specific thing:

    https://www.youtube.com/watch?v=1xUcEfHuk9I


    people killing themselves or being jerks in a match is not a DBD thing. it happens in literally in every game.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389998/feedback-about-the-hidden-prestige-pre-match

    I disagree. I usually play low prestige characters instead of my P100/higher prestige survivors. A lot of other survivors dodge simply thinking you’re dead weight because you’re low prestige. Dodging doesn’t only come from killers.

    although that's true, but people been dodging lobbies since years and it won't stop just by removing prestiges.


    my point here is that i love the prestige system and i think it was a great addition to the game, i just think since survivors can't see the killer's prestige, killers should not see the survivor's prestige it's as simple as that.


    it's exactly like as if survivors see which killer they are going against. and they can prepare for it ( knowing they are going against a plague so they all bring toolboxes and so on ) when killers see high prestige SWFS they assume they will be sweaty so they bring meta perks and addons and play so sweaty during the match etc. just search on YouTube and you will see how many killers made a videos like ( my hillbilly Vs P100 SWF ) when these SWFs are chilling and not bringing meta perks etc. you won't see a videos about ( My SWF Vs P100 killer )

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