Killer is NOT the easiest it's ever been

I keep on seeing this topic brought up and it rubs me the wrong way,since i personally couldn't disagree more.

Firstly depending on how back you want to go,the game was not as survivor sided as much as it was an unbalanced mess.Yeah the loops were stronger,infinites existed,busted perks roamed free for a while,hatch gave survivors an easy escape but killers also had tools such as moris for over half of the game's lifespan to even the odds to an equally oppressively degree.

If you want to talk about modern era dbd such as pre patch 6.10,yeah gens took less the complete and killers were a bit slower,survivors had their perks at full power but so did killers.

Corrupt,pain res,DMS and Deadlock was a disgusting combo,that could be run with great success on almost any killer, and has yet to be rivaled imo.A combo in which all 4 perks not only slow the game down but to the resourceful,provided valuable information(Split the map in half,loud noise + scream bubble,info on blocked gens,gen with most progress).

The strongest killers in the game were also arguably stronger.Not only were blight and spirit the best users of the aforementioned build but old DH was of equal hindrance if not a worse since their powers are predictable and speed boost is far worse than a near miss.Ds didn't matter to these strong killers either the same way they couldn't care less about it now.

Nurse was also significantly nerfed,in both build(ruin,penti,und,retri) and addons to a significantly weaker killer.

IF you think m1 killers are stronger,than you might be right,i would argue it slightly depends on the playstle,what doesn't change however is that at a high level these killers cannot compete so it doesn't matter.

On top of that every new map and rework has filled the pool with more survivor sided maps,and butchered some of the few killer sided maps, reassurance was added to completely kill camping by efficient teams,meanwhile otr is as efficient as DS at preventing tunneling.

I would also like to mention that the gen kicking meta(excluding erruption,that was vile) is not as strong as the builds of old for the simple fact that a competent swf can easily power through your 3 gen,unless you play the infamous 2 killers.

This is not even mention the upcoming patch,which we'll have to live before we can comment on it,but it seems like a buff to blight and nurse(Dh nerfed mostly) and a nerf to 70% of the killer roster since they cannot end chases fast enough without slowdown.

Comments

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403474#Comment_3403474

    In solo q, while we cant speak for everyone, most people did come prepared, but yes we agree it was a mess (we kinda miss it in a strange way).

    Lets assume you got the PR proc but no one screamed because they let go before the hook, no info. What if deadmans procced but your on the opposite side of the map. Same with deadlock. Most the killer cast wouldn't be able to capitalize on that info well except the fact of "Heres where survivors are this second, theyre probably leaving or hiding now".

    The killer is the one creating those situations and those perks are ment to counter them, and only that. Reassurance is only helpful against camping. It doesn't help in any other capacity, while Unbreakable does have other uses, its primarily an slugging deterrent and those other uses are niche (specifically thinking about flipflop, unbreak, and power struggle). OTR and DS are the deterrents to tunneling, but they do not deter it nearly as much as unbreakable deters slugging.

    Agreed

    Penti only realy became prominent with plaything. While we can see someone using that build, survivors would simply break the totems again once they noticed. Admittedly it would work wonders for the uncoordinated as everyone would be looking instead of working, but your stuck either guarding the totems or the gens if enough survivors figure out what your doing, not factoring rng of totem spawning. You would have also been unlikely to set up all 5 unless someone needed totems for a perk or rift as boons came out in a close timeframe and most would only break the hexes after penti came out.

    For the first part, we're gona assume you wish to be super technical. In this assumption, you would be correct in that its slightly weaker. However, for those of us who have played for a long time, this slight weakening currently happening is MASSIVELY off set by the bonuses killers have gotten recently.

    For the second half, we just plain disagree. Tunneling isn't the only viable strategy. Perks like pop and pain res still reward winning chases. Hooking survivors and harassing another still creates pressure. What is currently happening is that everyone who relied on stacking slowdown and kick meta will have a nice rough time and either adapt or sink. We're personally hoping a lot of them sink, but we're also spiteful little gremlins.

    Pain resonance used to have a loud noise notification, telling you which gen had the most progress,aka where you needed to apply pressure,screaming was a cherry on top.You also just hooked a person.From both of these facts alone you already have enough information and areas to pressure,.Dms tells you when someone lets go of a gens,telling you when they start running away or going for an unhook.IF you knew how to use said perks,the information was beyond strong on top of the ridiculous slowdown.

    Survivors perks are MEANT to be situational.Boons require you to find a totem and be within range of one when you need its effect.Prove does nothing if only one person completes a gen.Any means necessary doesn't work if the killer breaks pallets.The same concept applies to MOST perks.If you take away all perks in the game,killers would tunnel,camp and slug relentlessly,which is why it so happens that meta perks are situationally strong in these situations.

    I think you don't have enough experience facing or using the pentimento ruin + build,which is understandable, it wasn't the most popular.There are two situations that can play out,survivors do the totems of they don't.If they don't they have to face the consequences of either the strongest regression perk that ever existed or if they stop midway through have to deal with 30% slowdown,both ideal situations.If they do totems doing 2-3 totems which are slowed down by thrill adds up to a generators worth of progress,and this is on top of the massive travel time.

    5 stacks of pentimento is irrelevant. The first token does everything you want the perk to do,everything else is a cherry on top.Plaything is a mediocre combo,since the survivors can just ignore the totems,the penalty isn't that big,especially for a swf.

    You need to kill a survivor fast or you lose the game.The average match lasts 10 minutes,if you don't have a kill or something better(multiple people on death hook would be an example) by the halfway point you lost.Killing someone is the strongest strategy the killer can employ by the simple fact that,in a 1 v4 the killer is overwhelmed,while in a 1 v 3 the killer is the one in control.By having a hook and chasing another survivor no one is doing gens.If you can incapacitate 2 survivors(Hook or slug) and you find the third the game is as good as concluded.You can always camp to guarantee a 2k etc.

    Now having 3 hooks and one kill,unless the survivors messed up massively is a different story.You don't want to hard tunnel the first survivors you meet unless the survivors allow you to do so,an example being them unhook very early with you nearby,why start a new chase when you can just conclude the old one.


  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403637#Comment_3403637

    Pain resonance used to have a loud noise notification, telling you which gen had the most progress,aka where you needed to apply pressure,screaming was a cherry on top.You also just hooked a person.From both of these facts alone you already have enough information and areas to pressure,.Dms tells you when someone lets go of a gens,telling you when they start running away or going for an unhook.IF you knew how to use said perks,the information was beyond strong on top of the ridiculous slowdown.

    Survivors perks are MEANT to be situational.Boons require you to find a totem and be within range of one when you need its effect.Prove does nothing if only one person completes a gen.Any means necessary doesn't work if the killer breaks pallets.The same concept applies to MOST perks.If you take away all perks in the game,killers would tunnel,camp and slug relentlessly,which is why it so happens that meta perks are situationally strong in these situations.

    I think you don't have enough experience facing or using the pentimento ruin + build,which is understandable, it wasn't the most popular.There are two situations that can play out,survivors do the totems of they don't.If they don't they have to face the consequences of either the strongest regression perk that ever existed or if they stop midway through have to deal with 30% slowdown,both ideal situations.If they do totems doing 2-3 totems which are slowed down by thrill adds up to a generators worth of progress,and this is on top of the massive travel time.

    5 stacks of pentimento is irrelevant. The first token does everything you want the perk to do,everything else is a cherry on top.Plaything is a mediocre combo,since the survivors can just ignore the totems,the penalty isn't that big,especially for a swf.

    You need to kill a survivor fast or you lose the game.The average match lasts 10 minutes,if you don't have a kill or something better(multiple people on death hook would be an example) by the halfway point you lost.Killing someone is the strongest strategy the killer can employ by the simple fact that,in a 1 v4 the killer is overwhelmed,while in a 1 v 3 the killer is the one in control.By having a hook and chasing another survivor no one is doing gens.If you can incapacitate 2 survivors(Hook or slug) and you find the third the game is as good as concluded.You can always camp to guarantee a 2k etc.

    Now having 3 hooks and one kill,unless the survivors messed up massively is a different story.You don't want to hard tunnel the first survivors you meet unless the survivors allow you to do so,an example being them unhook very early with you nearby,why start a new chase when you can just conclude the old one.

    Without the scream deadmans wouldnt proc, which means survivors would usually either finish the gen in your face if it was close enough or simply bail. Again, not alot of killers would be able to reach that gen across the map in time to stop survivors from doing either.

    Gona be honest here and say we're confused as to where this train of thought has come from and gone. (Think its from saying reassurance doesnt kill camping?) That said, no, everyone wouldn't slug, tunnel, and camp relentlessly (though alot more probably would because they think they need to).

    Admittedly we have only faced it about 6ish times. That said it only worked 2 / 6 times, which is respectable but no where near as strong as other builds we've seen. The 5 stacks is relevant because one of those 2 wins was due to being unable to clean penti because they lit their 5 totems essentially at once (randos are lovely). Thrill and ruin are lit up first with undying subbing whichever gets broken first. Unless that killer was guarding the lit totems (or got lucky or was someone like trapper) those lit totems would be broken in the early stages of the match (which happened each time we faced that build). While we think your underestimating plaything, each has their own opinion on the mater and it isnt really relevant atm.

    We are perfectly capable of killing everyone at the end. Each match is different and various factors decide whether or not you "win" or not (ignoring each person's definition of win). While 3v1 is much more manageable, saying you lose automatically if everyone's fine at the half point is false. If we can make a comeback, and we're far from the best, then everyone better than us certainly can and everyone else can be good enough to do it.

    As for this....not sure why your saying information we know already....or it at all...(is it part of the above part?)

  • @Pulsar said:

    ???

    The game was at its most Killer-sided directly after 6.1.0

    Undisputably the most Killer-sided it's ever been.

    Game is still survivor sided besides top killers w/ best addons on specific maps

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402590#Comment_3402590

    Game is still survivor sided besides top killers w/ best addons on specific maps

    So then how often do Survivors escape

  • I'm talking about hypotheticals with competent survivors in average solo queue match killer will have advantage with how relaxed matchmaker nowadays

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405228#Comment_3405228

    I'm talking about hypotheticals with competent survivors in average solo queue match killer will have advantage with how relaxed matchmaker nowadays

    Okay, so the game isn't actually Survivor-sided, it's hypothetically Survivor-sided

  • At some Points I agree and at some agree. First yes this patch is a big mess for M1 Killers and a buff to Nurse/Spirit/Blight. DH changes are baisicly meaningless because now you will have 10 DH instead of 12.

    Most Killers that needed slowdown getting stomped right now, because they cant compet. I played Both sides very mutch and after the Update I see Killers like Blight/Nurse/Spirit win consostent. Other Killers I played against got 5min Rounds (Solo Que) mostly 3 escapes.

    Same as I played Killer. Nurse games where ez and the games I played Nemesis or Pig I got genrushed as hell and could not compet by playing nice.

    But maybe next change the Survivor meta PERKS finally gets nuked after 6 years the same meta.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405237#Comment_3405237

    Okay, so the game isn't actually Survivor-sided, it's hypothetically Survivor-sided

    More like if it's both sides are evenly matched skill wise survivors win majority on majority of maps vs majority of killers but good luck finding that in solo queue

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405252#Comment_3405252

    More like if it's both sides are evenly matched skill wise survivors win majority on majority of maps vs majority of killers but good luck finding that in solo queue

    They do not, but that's fine.

  • Thanks for the chuckles.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402600#Comment_3402600

    DH for Distance is gone, 5 second DS is gone, Exhastion Perk stacking is gone, pallet and window vaccuum is gone, double pallets are gone, pallet spawns have been seriously nerfed and reduced, Deadlock exists as a very strong perk, etc.

    You're missing quite a few key changes that happened in the game. Also, you literally admitted that old DBD was so Survivor Sided:tm: that it was "an unbalanced mess" (which I think puts it generously).

    Nurse and Blight may be harder to win with now compared to their hay day (and for Blight, that's when RuinDyingTinkerer was around), but on average (meaning across every killer), it is objectively easier now than it was.

    Sincerely, someone who played through and suffered through the early days.

    Waitwaitwait Tinkerer Ruin Undying isn't viable anymore?

  • @Tr1nity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402639#Comment_3402639

    Waitwaitwait Tinkerer Ruin Undying isn't viable anymore?

    Tinkerer activates once per generator.

    Hex: Ruin now regresses generators at 50%/75%/100% of the normal speed, and deactivates when cleansed or when a Survivor is killed by any means.

  • I agree. Anyone who thinks the game is the easiest right now didn't play literally a few weeks ago when Eruption would leave Survivors afk for half a minute over and over. Killer is not the easiest right now, it's just very easy instead.

  • killer actually is at its easiest

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