Survivors getting continuous buffs per patch, killers get nerfed, nerfed, nerfed

Yes, I main survivor but this is really dumb to continue this path you're taking. We already got enough on our plates but to continuously nerfing killers is stupid. We're now going to have to deal with hook camping and slugging killers because you turn them into weak sauce so they're taking desperate measures for a singular kill which only leads to more problems as soloQ will add another fly to the plagued ridden corpse.

Stop being scared of buffing killers. You let Twitter control your game balance and that's the reason why this game is getting worse every update.

Comments

  • what part of this update was a survivor "buff"? id say both sides got equal treatment

  • I don't think nerfing healing going to stop the genrushing I feel it going get a lot worst.

    but hey maybe survivors will like waiting in lobby for 15 to 30 min for a match.

  • To be fair, some killers got generally buffed this patch - including the nurse. I wouldn’t say this is the worst nerf for killers or that they are more nerfed, but I wish they would have kept self-healing a little higher than healing others, the medkit nerf probably won’t feel that different overall but without COH at least it always costs a resource now.. we’ll see if it’s worth basically losing regression perks.

  • Jolt doesn't do that much in the grand scheme of things

    8% to 2-3 Gens is the most optimal play but it doesn't happen vary often

    8% of 90 charges isn't that much

    8% X 90= 7.36

    So a Gen loses 7 charges... so 3.5 to 7 extra seconds (give or take) of repair time

    Now 3 Gens that lose 7 charges does cause a lot more problems

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396969#Comment_3396969

    You're missing the point.

    There are still lots of excellent killer perks, and most of them are pretty decent at accomplishing whatever it is they're trying to accomplish. But those don't help low-tier killers or killers with little-to-no mobility who needed some kind of gen regression meta.

    A lot of those killers still would've had a hard time with no gen regression perks left, but maybe the anti-healing meta would have balanced it out. But there's no anti-healing meta anymore, and Dead Hard got a placebo nerf instead of the real nerf it was finally supposed to get, so those killers are left high and dry.

    Leaving the OC/CoB combo out of it (which could be overpowered at times), CoB, Eruption, and Pop were all in good places before the coming changes. None of them were great on their own, but they had synergy, and you could use three perk slots to have a chance at doing heavy damage to a gen at least a couple of times a game, plus maybe some mediocre information on the side (I say mediocre because you could easily do half a gen before seeing a skill check a lot of times, and if you hit a great skill check, CoB gave no information, and there were plenty of times when a gen I kicked 30 seconds ago suddenly popped out of nowhere without a loud noise notification).

    The only change CoB and OC needed were to not stack with each other.

    Leaving a handful of regression perks in the weakened state they already were would have allowed them to be a viable playstyle even as mid-tier perks, but now they're all C and D-tier garbage. And survivors kept their favorite perk at the end of the day.

    tl;dr:

    No amount of Starstruck and NOED being good killer perks helps Ghostface keeps three gens from popping by the time he's gotten two hooks.

    The issue isn't that these were "the only good killer perks", the issue is that they were the only good regression perks left. Imagine if Dead Hard was given its original, intended nerf, and every other exhaustion perk was given a 300 second cooldown on top of it. Every single perk in the entire category is gone.

    And that was the point, but the meta that was supposed to replace them was stomped before it was ever given a chance.

    Honest question

    Why do you think there will not be an antihealing meta?

    Because the only thing that was reverted was altruistic healing, not self heal. And medkits got hit the hardest with speed and efficience penalty and all addons nerf.

    Full coordinated swf may not suffer this, but everyone else will definitely feel the changes, especially when most killers will run sloppy.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396739#Comment_3396739

    No, the idea was that they were going to get rid of the gen regression perks, and the new meta would be about the slower healing speeds and the removal of extra health states via DH and Medkits replacing gen regression.

    Survivors threw a fit, and they got their healing speed and their DH back, but the killer perks (all of them; every gen regression perk there ever was) remain nerfed.

    It was wrong of me to call those nerfs "measly". A better word would have been "reasonable". It still would have been a hard change for killers that needed gen regression to get the time they need to secure kills against competent survivors, but killers had something to play for.

    From what I saw most people found that the self healing nerfs were fine however making all healing slower would end up terrible (particularly healing from a dying state). I believe the med-kit nerfs (med-kits people complained about) are still nerfed. You wouldn't be able to keep the same slowdown on gens while keeping slowdown on healing, it would make snowballing way too easy.

    I get going against high tier SWF's suck and I would personally be fine with removing the ability to group in the regular queue (you can SWF in custom if need be) but trying to balance this game on a rotation with number adjustments it going to be a constant nightmare. I've seen other games try this and it never ends up working because you are constantly adding new content which flips the table over.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396528#Comment_3396528

    The DH "nerf" is barely a nerf. You can use it in two of your chases instead of three. You can still use it for endgame saves and bodyblocking at the exit gates. You can still force lose-lose situations at pallets. That happening once can be game-changing against weaker killers depending on perk loadout (i.e., killer is running any regression perks that activate on hook/down, which is most of them).

    CoH and Medkits nerfs are valid, but only for solo queue.

    Any team on coms can easily coordinate a heal and take advantage of both medkit altruistic speed buffs and faster CoH times.

    I actually don't think anybody's going to run CoH anymore, maybe not even in SWFs, but gameplay for M1s after this update is going to be complete dog####.

    New DH was never an issue. Simply wait it out. It was only an issue at pallets because you either had to eat the stun or give the survivor free distance.

  • @Pulsar said:

    POV: The DH nerf, the CoH nerf and Med-Kits nerfs are actually buffs.

    Keep coping, I guess.

    You see, the perks that you have mentioned are still usable/useful, especially if you are playing in a premade, but the perk about gen defense were literally destroyed, that's the main difference (and why most killers out there are being forced to play in the same way in every match in order to have a tiny chance of killing someone)... Now the game is stucked in only a singular type of gameplay: genrush and tunneling/camping. Keep touching things that didn't need a change and devs will find their game without killers... I'm still ashtonished every time that i see people keeping asking for nerfs about the killers, but this is how dbd is after all: the bigger part of the playerbase will be listened more, even about STUPID changes that will utterly worsened the current situation...

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396528#Comment_3396528

    You see, the perks that you have mentioned are still usable/useful, especially if you are playing in a premade, but the perk about gen defense were literally destroyed, that's the main difference (and why most killers out there are being forced to play in the same way in every match in order to have a tiny chance of killing someone)... Now the game is stucked in only a singular type of gameplay: genrush and tunneling/camping. Keep touching things that didn't need a change and devs will find their game without killers... I'm still ashtonished every time that i see people keeping asking for nerfs about the killers, but this is how dbd is after all: the bigger part of the playerbase will be listened more, even about STUPID changes that will utterly worsened the current situation...

    Likewise, the perks on the Killer-side of things are also still useable in the right circumstances.

  • They nerfed DH and medkits. At this point just zip it and get better. End of story. Although some weaker killers are in desperate needs of buffs for sure.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397651#Comment_3397651

    Likewise, the perks on the Killer-side of things are also still useable in the right circumstances.

    Usable? No they aren't, not against decent people at least (maybe aganist newcomers, but in that case even a perkless trapper can still win). They were already weak before the nerf, now they are worthless

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396966#Comment_3396966

    These are all terrible perks

    Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?

    Also how aren't the survivor perks mentioned beyond strong?

    Windows of Opportunity does almost nothing for a competent player. For the People is insanely situational and, in probably 49/50 matches will not benefit the survivors. Deliverance has way too many hooks and eyes for a relatively minor benefit that's further cut down outside of well-coordinated swiffer play, and Decisive Strike is the most egregious of them all.

    DS got trimmed neatly into the position of anti-tunnel to the point where it's effectively in the killer's control, 100%. The -killer- has to put in effort to get this perk to fire. And now, when it does fire, its effect is pretty much negligible. So not only does it very rarely come into play, its effect is also terrible.

    'But you can pair it with other endurance!'

    Now I'm sinking two perk slots into being able to do something when the killer tunnels, leaving me with only half a build if the killer doesn't! What a steal!

    Also how isn't reassurance complety bonkers?.They took Kinship,and made it better in every single way.

    And what was Kinship's value, exactly? How good was that perk?

    Seriously, stop comparing perks amongst each other and assess them on their own merits. Reassurance, in this regard, is not a strong perk just because Kinship is worse. Reassurance has limited value in very specific situations. It could've been good, but then it got gutted before it hit live in order to protect camping.

    i am able to objectively look at the fact that killer is being treated unfairly.

    Every single person crying about killer nerfs also thinks themselves objective when they do so, including the folks that cry about survivor stuff being OP while posting 2-gen 4Ks as 'proof'. Probably about 90% of them claim to be 'top MMR', and a similar number will probably answer that killer has never once been buffed.

    The game is way more balanced than people make it out to be. It may not be balanced to a plateau that people like, but it is balanced.

    Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?

    Eh, pal, you said multiple times CoH is fine, not that strong or whatever it was. This kinda applies to you too, considering CoH is easily one of the most broken perk survivors had since MoM

    Didn't read the rest of the thread and post btw just replying to that

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396969#Comment_3396969

    Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?

    Eh, pal, you said multiple times CoH is fine, not that strong or whatever it was. This kinda applies to you too, considering CoH is easily one of the most broken perk survivors had since MoM

    Didn't read the rest of the thread and post btw just replying to that

    Was my argumentation about that wrong though?

  • Yes, I main survivor

    We all believe you

  • Before the buff, you needed to spawn within arms reach of a totem, immediately cleanse it, and then repair nearly 2 full generators on your own before getting hit in order to break even on Overzealous (it took 175 seconds of repair time to offset the 14 seconds lost from cleansing the totem). If you went just 4 seconds out of your way to run to a totem, that number increases to 2.5 full generators just to break even. If one person is doing over half the total gen progress without once getting hit, there's a bigger problem for at least one of the two teams (either the survivors are mostly not doing gens or the killer is completely struggling to stop any gen progress, probably both)

    With the buff, that number will be reduced to... 1.5 generators of progress to break even if you spawn with a totem in your lap, 2 full generators if you just take 4 extra seconds finding a totem.

    Overzealous isn't a gen rush perk, it's a perk that makes doing secondary objectives for survivors slightly less punishing on their gen speeds.

  • Ah, no, not at all, that's why I tuned it towards you

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397662#Comment_3397662

    Usable? No they aren't, not against decent people at least (maybe aganist newcomers, but in that case even a perkless trapper can still win). They were already weak before the nerf, now they are worthless

    Overcharge and CoB were weak?

    That's why they were used to hold games hostage, right?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397892#Comment_3397892

    Overcharge and CoB were weak?

    That's why they were used to hold games hostage, right?

    Killer and survivor mains love to downplay their favorite perks to make them seem as if they actually are totally terrible and not worth running. Because then the devs will not actually nerf them, right?

    COB was overpowered as all heck but was nerfed a bit too hard. At this point I'd rather run Surveillance since it'll offer better info than COB does. Overcharge... I might have kept the regression numbers but increased the time it takes for full regression to occur, but the perk was not hit as hard, since the extra regression can still hurt a lot if you get survivors to never return to the affected generators.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397892#Comment_3397892

    Overcharge and CoB were weak?

    That's why they were used to hold games hostage, right?

    2 perks that can be COMPLETELY COUNTERED by pressing m1 a single time on the generator... yep, decisely OP /s ... if you feel that those 2 perks were op at this point i don't even know what to tell you... the only scenario that those 2 perks could be a problem is if you are aganist a skull merchant and the gens are really close to each other (and obviously both perks should be present in the match), otherwise those are 2 wasted slots... also i would call out map rng instead of blaming perks regarding this issue, but even then, survivors have the tools to avoid this situation (BNP with green toolboxes, hyperfocus and stake out, potential energy, etc etc)

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396939#Comment_3396939

    You are just wrong.Killers are ridden with situation perks that seem better than they actually are.No one is using Iron maiden or remember me in a serious game to win.I would argue after the next patch goes through the META perks(MOST EFFECTIVE TACTICS AVAIABLE),not strong or fun,will be in abundance for survivors compared to killers.

    Killers meta perks are:

    Noed,DL,CI,Sloppy,no way out.You could also argue for Pop,Bamb,Lethal,STBFL but they aren't quite as strong as they are fun.And then there are a lot of situation perks that are good on 2 killers,or that seem better than they actually are.

    On the other side however:

    OtR,UB,Adren,Deli,Prove, Reassurance,Sprint burst,lithe,Distortion,WoO,For the people,Resilience,Decisie strike as VERY powerfull,top of the notch options.If you play solo queue then Kindread,and bond are amazing.Aditionaly although not the best strong options can be found in BT,Balanced,Overcome,Will make it,We're gonna live forever,Streatwise,Built to last,Shadowstep and CoH,Lucky break.

    I also believe Dh will still be used,but it will still be an A tier perk at worst after the changes.

    You CANNOT argue that killers have worse perks at the moment compared to survivors.

    Huntress and Trickster run Iron Maiden all the time. Not all perks need to be equally good on every killer.

  • uh huh.

    That's why they had a high usage rate right? Because they were bad.


    Oh yes, Survivors definitely have the tools to counter a Overbrine 3-gen. Would be a shame if they, you know, tried to be fun and NOT bring good stuff.

    Oh, also, Potential Energy is a Killer perk.

  • You honestly think that the Devs haven't played their game since 2017?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398456#Comment_3398456

    uh huh.

    That's why they had a high usage rate right? Because they were bad.

    Oh yes, Survivors definitely have the tools to counter a Overbrine 3-gen. Would be a shame if they, you know, tried to be fun and NOT bring good stuff.

    Oh, also, Potential Energy is a Killer perk.

    again with stats... stats are meaningless in a game like this one... for your same logic the nurse should have been buffed instead of nerfed because she had one of the lowest killrate in the game... this is how much accurate are your precious stats... it's like saying that dead hard isn't problematic because now it's took only 34% of the times... it's a blatant lie

  • Is there something wrong with being casual?

    That's the majority of DBD's players. Seems fine to me that they address things that affect casuals.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398467#Comment_3398467

    again with stats... stats are meaningless in a game like this one... for your same logic the nurse should have been buffed instead of nerfed because she had one of the lowest killrate in the game... this is how much accurate are your precious stats... it's like saying that dead hard isn't problematic because now it's took only 34% of the times... it's a blatant lie

    And yet, I guarantee you that if the stats showed the opposite, you'd be spouting something different.

    I'm fairly certain you don't like stats because they contradict your narrative.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396528#Comment_3396528

    You see, the perks that you have mentioned are still usable/useful, especially if you are playing in a premade, but the perk about gen defense were literally destroyed, that's the main difference (and why most killers out there are being forced to play in the same way in every match in order to have a tiny chance of killing someone)... Now the game is stucked in only a singular type of gameplay: genrush and tunneling/camping. Keep touching things that didn't need a change and devs will find their game without killers... I'm still ashtonished every time that i see people keeping asking for nerfs about the killers, but this is how dbd is after all: the bigger part of the playerbase will be listened more, even about STUPID changes that will utterly worsened the current situation...

    I wasn't aware CoB was losing the Good Skill check intel, and OC was losing it's bonus skillcheck. Even Pain Res is getting buffed at 6 and under hooks, and only getting nerfed at 7+ (which if you aren't winning at 7+ hooks, you got bigger problems). Only unearned regression is being nerfed, and nothing is forcing tunneling or camping other than a lack of skill on the killer's part.

    The theory of MMR does work against tunneling and camping, even if you disagree with escape based MMR like myself. If someone only gets kills as Facecamping Bubba, they will get Survivor's that survive more, either by hiding or looping. They never learned how to win chases, so more people will win against them. This concept also works with using shortcuts and/or crutches to win, instead of winning without them. Now to be fair, the matchmaking is loose enough that 'top MMR' is actually the top 25% of the playerbase, instead of <.1% in other games. That means if you reach the lower end of the 'top MMR' the skill difference is the equivalent of a Platinum League player going against Challenger players, it just isn't fair.

  • @Pulsar said:

    POV: The DH nerf, the CoH nerf and Med-Kits nerfs are actually buffs.

    Keep coping, I guess.

    Remind me again what i happening to all gen regression perks?

    Oh that's right they are getting nerfed so hard they might as well not even exist.


    Did you play back in 2016 when you couldn't kick generators? DBD will be like that because without kick perks you should basically never waste time kicking a generator.


    Meanwhile gen rush perks did not get a 70% nerf like OC or a 75% nerf like CoB.

    Toolboxes didn't become sabotage only and the BNP didn't get retired.


    @Ἥφαιστος said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396536#Comment_3396536

    ... There are other perks besides Dead Hard? Hello? Lithe or Sprint Burst??

    Gen rushing is still going to be a problem who cares if medkits getting nerfed when you have toolboxes hahahaha!!

    -"Gen rushing is still going to be a problem who cares if medkits getting nerfed when you have toolboxes hahahaha!!"

    And that's exactly the problem because without Gen regression you will have no meaningful way to stall the survivor objective.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396528#Comment_3396528

    Remind me again what i happening to all gen regression perks?

    Oh that's right they are getting nerfed so hard they might as well not even exist.

    Did you play back in 2016 when you couldn't kick generators? DBD will be like that because without kick perks you should basically never waste time kicking a generator.

    Meanwhile gen rush perks did not get a 70% nerf like OC or a 75% nerf like CoB.

    Toolboxes didn't become sabotage only and the BNP didn't get retired.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396538#Comment_3396538

    -"Gen rushing is still going to be a problem who cares if medkits getting nerfed when you have toolboxes hahahaha!!"

    And that's exactly the problem because without Gen regression you will have no meaningful way to stall the survivor objective.

    That's not what I was responding to.

    Survivors did not get buffed, sorry.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398472#Comment_3398472

    Is there something wrong with being casual?

    That's the majority of DBD's players. Seems fine to me that they address things that affect casuals.

    i've nothing aganist casual players, but you can't balance the game around people that play this game for a total of 20 hours and cry for every thing that they consider unfair because they don0t have enough experience regarding to understand how the game works, period. (people are actually complaining about killer being unfun also for this reason)

    btw saying this you are indirectly admitting that this game isn't balanced when there are regular players/people with a modicum of skill, you know?

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398474#Comment_3398474

    And yet, I guarantee you that if the stats showed the opposite, you'd be spouting something different.

    I'm fairly certain you don't like stats because they contradict your narrative.

    no and you know why? because i see THE CONTEXT of the perks/items/powers, not the usage... i want to remember you that with this logic they erased the %bonus on bp from bbq, this alone GREATLY increased the number of camping and tunneling killers and they NERFED selfcare, a perk that was situational and considered bad just cause it was popular... i'll say this again for the last time: you cannot balance this game around statistics (or at least you technically can, but don't be surprised if it will become unfun in the long run) otherwise you'll end to kill this game, but eh, each one his own i guess, keep thinking that i want to belittle statistics cause they went aganist what i'm saying...

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397651#Comment_3397651

    I wasn't aware CoB was losing the Good Skill check intel, and OC was losing it's bonus skillcheck. Even Pain Res is getting buffed at 6 and under hooks, and only getting nerfed at 7+ (which if you aren't winning at 7+ hooks, you got bigger problems). Only unearned regression is being nerfed, and nothing is forcing tunneling or camping other than a lack of skill on the killer's part.

    The theory of MMR does work against tunneling and camping, even if you disagree with escape based MMR like myself. If someone only gets kills as Facecamping Bubba, they will get Survivor's that survive more, either by hiding or looping. They never learned how to win chases, so more people will win against them. This concept also works with using shortcuts and/or crutches to win, instead of winning without them. Now to be fair, the matchmaking is loose enough that 'top MMR' is actually the top 25% of the playerbase, instead of <.1% in other games. That means if you reach the lower end of the 'top MMR' the skill difference is the equivalent of a Platinum League player going against Challenger players, it just isn't fair.

    A killer CAN'T control how the game will go... in a single chase you'll end up loosing 3 gens if survivors aren't trolling and they are working on generators and this without even putting bs maps like garden of joy, badham, lery, etc etc... even killers that are considered a+ tier aren't able to do nothing aganist people that know how to play... this is a good example https://www.youtube.com/watch?v=F7pjrv4Fu3Y&pp=ygUZZGJkIG9uZSBzaG9ydCBjaGFzZSAzIGdlbg%3D%3D

  • @Canas said:

    Perks only serve as band-aid fixes to the true problems plagueing Dead By Daylight. The most egregious issue has to be the overall godawful map design in this game however. Just take a look at the every single new map release or rework, they're all objectively bad.

    Gens get done so quickly because the map is either too large or too packed up with pallets and survivor sided loops which slows down the game massively. If the killer could navigate and punish survivors far more efficiently we wouldn't have this genrush issue.

    agree with this !

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398481#Comment_3398481

    i've nothing aganist casual players, but you can't balance the game around people that play this game for a total of 20 hours and cry for every thing that they consider unfair because they don0t have enough experience regarding to understand how the game works, period. (people are actually complaining about killer being unfun also for this reason)

    btw saying this you are indirectly admitting that this game isn't balanced when there are regular players/people with a modicum of skill, you know?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398485#Comment_3398485

    no and you know why? because i see THE CONTEXT of the perks/items/powers, not the usage... i want to remember you that with this logic they erased the %bonus on bp from bbq, this alone GREATLY increased the number of camping and tunneling killers and they NERFED selfcare, a perk that was situational and considered bad just cause it was popular... i'll say this again for the last time: you cannot balance this game around statistics (or at least you technically can, but don't be surprised if it will become unfun in the long run) otherwise you'll end to kill this game, but eh, each one his own i guess, keep thinking that i want to belittle statistics cause they went aganist what i'm saying...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398492#Comment_3398492

    A killer CAN'T control how the game will go... in a single chase you'll end up loosing 3 gens if survivors aren't trolling and they are working on generators and this without even putting bs maps like garden of joy, badham, lery, etc etc... even killers that are considered a+ tier aren't able to do nothing aganist people that know how to play... this is a good example https://www.youtube.com/watch?v=F7pjrv4Fu3Y&pp=ygUZZGJkIG9uZSBzaG9ydCBjaGFzZSAzIGdlbg%3D%3D

    20 hours is a new player, not a casual player.

    The game is actually pretty fairly balanced when both sides are equally skilled and are trying equally as hard. It becomes imbalanced when those two things are not equivalent.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398481#Comment_3398481

    i've nothing aganist casual players, but you can't balance the game around people that play this game for a total of 20 hours and cry for every thing that they consider unfair because they don0t have enough experience regarding to understand how the game works, period. (people are actually complaining about killer being unfun also for this reason)

    btw saying this you are indirectly admitting that this game isn't balanced when there are regular players/people with a modicum of skill, you know?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398485#Comment_3398485

    no and you know why? because i see THE CONTEXT of the perks/items/powers, not the usage... i want to remember you that with this logic they erased the %bonus on bp from bbq, this alone GREATLY increased the number of camping and tunneling killers and they NERFED selfcare, a perk that was situational and considered bad just cause it was popular... i'll say this again for the last time: you cannot balance this game around statistics (or at least you technically can, but don't be surprised if it will become unfun in the long run) otherwise you'll end to kill this game, but eh, each one his own i guess, keep thinking that i want to belittle statistics cause they went aganist what i'm saying...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398492#Comment_3398492

    A killer CAN'T control how the game will go... in a single chase you'll end up loosing 3 gens if survivors aren't trolling and they are working on generators and this without even putting bs maps like garden of joy, badham, lery, etc etc... even killers that are considered a+ tier aren't able to do nothing aganist people that know how to play... this is a good example https://www.youtube.com/watch?v=F7pjrv4Fu3Y&pp=ygUZZGJkIG9uZSBzaG9ydCBjaGFzZSAzIGdlbg%3D%3D

    An *outmatched* killer can't control how the game will go. That is moreso the flaw of our current MMR. The top 25% are all lumped in together, as I was getting to at the bottom of my previous post, in saying it is unfair. When killers learn how to run specific windows, how to use their power, when to swap chase targets, when to NOT kick a pallet or which side to kick it on, etc., they typically do quite well.

    If Survivors are popping 3 gens in the first chase, they typically are 3 genning themselves, otherwise the Killer would have been able to disrupt the gens mid chase. Even without the hostage holding (in spirit) gen kick build, a 3 gen is quite easy to defend in general.

    Garden of Pain and Borgo have the problem of too many pallets, but they are unsafe. Don't kick it and Bloodlust it if need be. Killers can get the kick after they get the down. Lery's has the different set of benefits and drawbacks of indoor maps. Killers can sneak up on people a lot easier, even when Survivors hear the TR without being a stealth killer. I got nothing to say about Badham though, those maps are straight up busted and should be altered. (Garden of Pain and Borgo should incorporate more fair windows instead of spamming pallets and god windows too, but they are still 'playable' more often than not.)

    I don't find an argument of the extremes with one of the better survivors to be a compelling argument though, same if you linked Hens' sweat squad. Would you accept me listing Otzdarva's 50-win streak playlist, or SupaAlf on Nurse as proof Killer is too easy?

    Even in that video you linked, the Legion continuously Frenzied on injured survivors without even chaining. That by no stretch of the imagination is a good killer. If that is your example of a killer unable to control the game, I agree. But no one playing that bad should be allowed to have control over how the game will go, unless their opposition is equally bad. Heck, even with the Weskers, most of them made massive misplays. One on Lery's kicked the pallet from the outside of the map instead of the inside, giving Ayron a free path to more pallets and windows. Is your argument people should win while continuously making huge mistakes?

    Killer's loss is tied to them making mistakes (in general), while Survivor's loss is tied to any Survivor making mistakes (in general). It is all too easy to get a hook on that weaker Surv who predropped 3 pallets, then get an injury or down on their rescuer in the deadzone the newbie created.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396528#Comment_3396528

    Bruh. DH is gonna show up less but still be powerful when used well, COH isn't "nerfed" imo just reworked (8 second heals is strong), and you can still use med kits to self heal at least once, multiple times with built to last.

    What happened to killer? Oh yeah, every good regression perk is dead now or mediocre af. CoB now provides a 6% difference in regression (25% repair to 31.25% repair speed) and overcharge is that but worse. Pain resonance, one of the most blanced perks, had been reworked into forced anti tunnel with just 4 procs. No compensation as the healing nerfs were reverted, DH nerf was buffed, COH nerf was buffed, a genrush perk got buffed.

    Keep coping, I guess.

    PR got a side grade. It's better in the early-game, you know, when Killer is weakest.


    Med-Kits that heal once are exponentially less powerful than Med-Kits that heal 5 times and in under 16 seconds.

    DH is an essentially dead perk. You will not see it often at all. It has a hypothetically strong effect but its gatekept by too many variables. A perk dependant on the Killers internet isn't good. You get two shots at it and if you whiff, that's it. It's not worth running over other more reliable perks anymore.

    CoH lost the single most powerful effect in the game in exchange for, at bare minimum, a 30 second time investment to heal.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399024#Comment_3399024

    PR got a side grade. It's better in the early-game, you know, when Killer is weakest.

    Med-Kits that heal once are exponentially less powerful than Med-Kits that heal 5 times and in under 16 seconds.

    DH is an essentially dead perk. You will not see it often at all. It has a hypothetically strong effect but its gatekept by too many variables. A perk dependant on the Killers internet isn't good. You get two shots at it and if you whiff, that's it. It's not worth running over other more reliable perks anymore.

    CoH lost the single most powerful effect in the game in exchange for, at bare minimum, a 30 second time investment to heal.

    -"DH is an essentially dead perk"

    No it isn't. They were going to make it a dead perk and survivors cried.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399036#Comment_3399036

    -"DH is an essentially dead perk"

    No it isn't. They were going to make it a dead perk and survivors cried.

    You sure like that narrative, but no, that doesn't appear to be the case.

    People gave FEEDBACK. The feedback said that DH was too inconsistent, promoted hard tunneling/camping and pitted Survivors against each other in a competition for unhooks.

    Even I gave that feedback, Killer main that I am, in the same thread where I gave feedback on PR.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396531#Comment_3396531

    DH can't be used in first chase. It can't be used more than twice. It deactivates upon any activation. It still causes Exhaustion.

    CoH lost the single most powerful effect in the game.

    Med-Kits can't heal you fast nor can they heal you 5 times. 24 second heals are no joke.

    You can think the nerfs weren't enough but to not call them hard nerfs is actually lunacy. Killer got some major buffs this patch.

    It de activates when you take a hit so if you wait it out you still have it for next chase if the killer leaves you

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399073#Comment_3399073

    You sure like that narrative, but no, that doesn't appear to be the case.

    People gave FEEDBACK. The feedback said that DH was too inconsistent, promoted hard tunneling/camping and pitted Survivors against each other in a competition for unhooks.

    Even I gave that feedback, Killer main that I am, in the same thread where I gave feedback on PR.

    -"Even I gave that feedback, Killer main that I am,"

    I'm sorry but as a professional circus clown I don't believe for a second that you are a killer main.

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396571#Comment_3396571

    It de activates when you take a hit so if you wait it out you still have it for next chase if the killer leaves you

    It does not work like that.

    It deactivates if you use it at all. Like if you miss the DS skill check.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399091#Comment_3399091

    -"Even I gave that feedback, Killer main that I am,"

    I'm sorry but as a professional circus clown I don't believe for a second that you are a killer main.

    I'll bite.

    What would convince you?

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