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Adjatha

Adjatha

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Adjatha
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  • Gosh, it's almost as if one side has 4x the volume of the other and making changes based on player complaints with no actual data to support things will always land balancing decisions on the side of "nerf the killers more to handhold the absolutely least skilled survivors."

    Heaven forbid things actually present even the slightest challenge.

  • MOTHER OF-

    UNCAGING REMOVES TORMENT FROM 2 SURVIVORS ALREADY

    THIS FLUFFING BALANCE TEAM HOLY-

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441193#Comment_3441193

    Irrelevant, but I’ll bite. Otz usually faces pretty subpar survivors, and seems to be a more casual/easygoing streamer. I’d say his takes are pretty valid & generally reflective of what most people think about these killers.

    Subpar survivors are at a significant disadvantage against Pyramid Head, certainly. More than many other killers. His shockwave is extremely easy to avoid if the survivor is paying any attention at all, and torment trails are completely at the mercy of survivors playing poorly. And his cages - that most feared of powers, that shut off two whole survivor perks - require the survivor to be tormented to even use.

    Now that PH's shockwave torments the survivor, his cages are much more likely to actually see use, but it doesn't change how pointlessly weak his trails are, nor how trivial it is to dodge his shockwave in every non-locked situation. People who didn't understand all the weaknesses they baked into PH were the reason why he got a reputation for being so powerful, as well as why he got nerfed so significantly so many times in such a short time period. It's literally the hype.

    And that over-hype that stemmed from a lack of understanding has carried over to this day. People will always come out of the woodwork to tell you how PH is actually top of A-tier, if not S-tier, despite the fact that they never actually see people play him. That he's definitely on par with Nurse and Blight and whatever other boogeyman is on the lips of the vox popului. And yet, you never see threads of people complaining about facing non-stop PHs. Nor threads about how PH is their least favorite killer to go against because he's just so common and so powerful and so unfair.

    It's just people complaining about Cages. Cages that they themselves allowed themselves to get put in because they ran right through torment trails instead of taking a fraction of a second to sneak through, or go around, or pay attention to the sound of PH planting his blade and just running somewhere else.

    PH is mid. He's not special or especially powerful. And people who tell you otherwise are either speaking from ignorance or from a level of skill that trivializes playing as any killer, even the worst of the lot.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440772#Comment_3440772

    Otzdarva places Pyramidhead in A-tier. 🤷‍♀️ And has since he began making lists. Maybe Pyramidhead is b-tier for you. But he isn’t a b-tier killer.

    Otz can those 100 game 4k streak basically every killer. His opinion is not a reasonable approximation of the normal play experience.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440801#Comment_3440801

    ...That is not how you play Pyramid Head. Even tournament-level Pyramid Heads will still go for M2s in the open- and hit them. Human reaction times simply aren't fast enough to consistently dodge an M2 if the Pyramid Head correctly predicted your movement.

    I am afraid you are mistaken. By all means, feel free to try him out and find out for yourself.

    His attack goes 8 meters. He slows way down when planting the blade and has zero left to right movement. The shockwave is preceded by an enormous red light that only survivors can see and had a travel time as it goes. The wave itself is less than a meter wide. Literally anybody can move left or right ever so slightly and be totally immune. And then, your post-move recovery is longer than simply missing with an attack.

    The only survivors who get caught by that in the open are ones who are not looking behind themselves (or simply listening to the deafening warning sound) and don't know they can simply move slightly to one side.

  • Pyramid Head was the reason I bought the game in the first place.

    The layer upon layer of built-in weaknesses, limitations, and nerfs to his power set have disappointed me immensely, and his perpetually boring, feeble, and useless addons were the reason why I made an account on this forum in the first place - in the feeble hope that yelling into the void might find some resonance to amplify the grievance into a glorious swell of righteous dismay and might effect some action.

    So yeah, I get passionate about it.

    He's B-tier. He's not the worst. He's not C or D. He's playable and you can certainly win games with him. But he's objectively NOT amazing. He's not even especially good. He's just playable. But the fact that people don't understand all the limits of his kit and assume he's got an answer to every problem means he's over-hyped, which leads to all the needless nerfs he's suffered and delay any action to address his addon problem.

    The fact that they FINALLY gave him the ability to actively torment players instead of putting his torment (and thusly his cages) totally in the hands of the survivors finally shows me that they've looked at the stats and realized 1) nobody's playing him 2) survivors aren't getting tormented, and 3) he's not winning the kinds of games that the hype would have you believe.

    And that means that maybe, possibly, hopefully... his addons will finally be addressed.

    And then, I can delete my forum account and finally rest.

  • @RakNieborakYT said:

    Is it just me or AI survivors became so powerful that read your mind 30 seconds before your next move? the AI sees something even a solid player does not see. I did 50 waves as Pyramid Head and none hit the Survivor. it happens every custom match for me.

    If this AI is go good, why zombies get stuck still?

    Pyramid Head's shockwave is not an attack in the sense that virtually every other attack in the game is. Due to its tremendous warning sound, slow down, start-up delay, warning light, and execution speed; It is ONLY useful in extremely narrow confines or when the survivor is stuck in an animation lock (vaulting a window, throwing a pallet).

    Do not try to use the shockwave in the open, through a wall, or in any area where the survivor can step 0.8 meters to the side and avoid the entire thing. This is true of any survivor with any experience at the game and this is true of AI bots.

  • Traps just need to dynamically shift their color profile to blend in to any ground.

    That guy was made when 100% of levels were dark. Now, we have levels that take place at high noon, with more sunlight than shadow. And levels of all sand, with no grass to be found. The questionable aesthetic shifts have invalidated his whole steez.

    Trappers Traps should have the same quasi-invisibility as a moving Wraith. Unspottable from far away, and only just noticeable if you're paying attention to where you're running as you get close to them.

  • Thanataphobia gave killers a reward for injuring all the survivors, and penalized survivors for not healing. It was an earned effect.

    Survivor gen speed buffs are passive, given to them with no player input required, and the killer can do nothing to stop or limit the effects (other than chasing them off the gen, in which case the speed is 0 either way).

    Thanataphobia got nerfed. Survivor gen speeds did not.

    It's pointless to complain about disparities that wide. They're made with intent, not accident.

  • Ruin is dead. Let it go.

    They want no one to run it and the degree to with it has been massacred means they never want to see it equipped ever again.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440711#Comment_3440711

    I don’t really see people complain about Pyramidhead these days, but a lot of his nerfs were actually fair. Remember when he could easily camp the cages because they didn’t move away when he got close to them? Or how he could quickspam Rites of Judgment? Or the other things that made him super unfair to face? Add-ons notwithstanding, Pyramidhead remains an A-tier killer despite those features changing.

    Politely disagree.

    Killers can camp hooks just as easily as he could camp cages. Easier, in fact, because the cage would go very far away right off the bat, while killers can just stand next to a cage immediately. It takes no longer to uncage them as to unhook them. The ONLY difference was no Borrowed Time and no Decisive Strike. His cages shut off two survivor perks.

    Also, he could never 'quick spam' rites of judgement. If you've played as and against him, you may be aware of the many, many limitations of his power. To whit:

    • it takes time to plant the blade, during which you cannot turn at all.
    • It requires Torment to launch the attack, which drains while you move, attack, and from putting down torment trails, meaning you could very well not have enough gas in the tank to even use the power when the opportunity to do so arises.
    • The blade plant also creates one of the loudest sound warnings in the game.
    • While down, PH's horizontal movement is throttled to a fraction of normal mobility and he cannot turn at all if he is not moving forward or backward.
    • It also gives the survivor a bright red Warning Beam Danger Zone that shows exactly where it will be hitting, which lasts until the attack is finished (a luxury which PH himself does not enjoy).
    • It then takes time to activate the shockwave, and further time for each segment of the shockwave to travel forward, during which time, PH cannot turn at all.
    • The attack only has a range of 8m after all of the segments have deployed, and is less than 1m wide, allowing survivors to move left or right and instantly avoid the entire thing, making it totally useless in the open and only useful in limited passages and narrow corridors.
    • PH suffers a cooldown afterwards, regardless of if you hit or not, which is 50% longer than the default miss cool down. If you're interested, it's also longer than Huntress' hatchets, despite that attack having a massively greater range.

    Those are all limits he started with, none of those were added afterwards. The nerf was to tack on a 1 second cool down between putting your sword down and being able to attack after you pull it up. The goal of which was that you couldn't put the sword down, they dodge to the side instead of running forward, then you lift it up, turn unencumbered, and swing at them.

    In compensation, they made the cooldown of his ability slightly faster (2.25 seconds instead of 2.75). For reference, the delay on a successful melee hit is 2.7 seconds and a missed melee hit is 1.5 seconds. The upshot of which is that it's actually MORE able to be 'quick spammed' than before the nerfs, but it's still worse than just making a default lunge.

    I'm not even going to get into how totally worthless Torment Trails are. Suffice to say, making the punishment auto-apply Torment is the ONLY way you're going to see tormented survivors unless you're playing against brand new players.

    The belief that Cages are some be-all, end-all, along with a fundamental misunderstanding of just how unwieldy his shockwave is all contributes to people claiming he's S-tier or A-tier or something similar. They even include him in the "Tournament Level" killer lists, despite the fact that nobody would ever actually play him over real tournament-level killers.

    He's a B-tier killer. His main attack his awkward, his paths are atrocious, his cages are insanely over-hyped, and his add-ons are the literal worst of any killer in the game.

    You can certainly play him and play him well. But if you were playing actual S or A-tier killers, you'd have a much, MUCH more reliable performance.

    That being said, if he EVER gets the add-on pass he so desperately needs, he may very well get to A-tier! You're essentially playing with no item buffs, which makes almost every single killer massively weaker than they are otherwise.

  • And then they nerfed PH three times in three weeks after release, and gave him the worst set of addons of any killer in the game, all for the crime of his cages being able to side step DS and Borrowed Time. To this day, he's still the most over-hyped killer in the game and people are still demanding that they be allowed to use their perks through the cages.

  • Killers hitting survivors on the hook is the same thing as survivors staying in-game just to teabagging the killer at the exit gates. It's childish, obnoxious, and bad manners. It's a pretty good way to broadcast that you are a bad winner.

    And while it would be GREAT if there were actual repercussions to such bad manners or even some way of disabling such things, it's not going to stop while THOSE kinds of players get enjoyment from it.

    The best thing you can do is not be one of those kinds of people yourself.

  • It would work if the lower time was a temporary debuff. Make it be 20-40% slower, but only last 60 seconds or so. Time enough (hopefully) to find and chase down a different player.

  • Just make the 10 seconds total ghost-mode. No collision, no hitbox. If you can't manually bodyblock or fish for a protective hit on your rescuer, you might actually be forced to use your invincibility to RUN AWAY AND NOT GET TUNNELLED, which was the whole point of the buff in the first place.

  • Blight's power is absurdly difficult to use for new players. Trying to fish for nerfs by claiming he's some kind of 'pick and play, easy-peasy super killer' is both disingenuous and embarrassing.

  • I mean, theoretically, that'd be a John Carpenter's "The Thing" kinda power. But, as Pillarman mention, that's what Legion was originally going for and they didn't do it then. With SWF and status icons, any kind of mind games are out the window.

    If DbD folks wanted their game to be spooky, they'd be making a lot of different choices than the 'tournament-first' focus they've been laser-focused on.

  • A strange game.

    The only winning move is

    not to play.


    How about a nice game of chess?

  • The heart beat visual icon is great for survivors who are hard of hearing, but I would love if they extended the same courtesy to killers with the same issue. So very much of the killer gameplay depends on very soft, directionally-sensitive sound cues. It'd be great if accessibility considerations weren't a one-way street.

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402547#Comment_3402547

    Does also not make sense. When you are new in a game you should learn the game like it is. New players simply should only get matched with new players. It does not help anyone when people learn a game under not real circumstances and suddenly values do change and all the game sense and decision making needs to get readjusted just because you reach a higher skill level.

    Killers have a main goal which grows more difficult the better your matchmaking gets.

    All I'm saying is that the survivors' main goal should also get harder. Having the CORE task of the game get easier the longer you play it is bad game design. A challenge should be challenging, no matter what level you're playing at.

  • I don't think perks or items should scale, but Generators definitely should.

    When you are brand new, getting all the skill challenges can be difficult. Between listening for cues, jump scares, looking around, and general pressure from the setting, it can actually be a challenge to hit ever check! And your failures mean the gen progress naturally slows down.

    After you've played a ton, the skill challenges lose ALL challenge. They never get harder, so there is no risk of failing, no distraction, no jump scare, no stress or pressure. And, when you've gotten good enough, the challenges actually speed up gens instead of slowing them down!

    Skill challenges should directly check YOUR MMR score (not your team's) and adjust the speed/size of the check accordingly. Make it easier for new players or bottom-MMR people. Make it way, Way, WAAAAAY harder for people at MMR cap. Failing checks should be a real threat at all skill levels, not a solved aspect of the game.

  • Not particularly hot any more, but sure:

    Pyramid Head is MASSIVELY over-hyped. He is, at best, a B+ killer. He's the tallest and loudest killer in the game, his attack gives survivors an absurd amount of wind-up warning, his torment trails are 100% in the survivors' control to avoid, and he has the single worst set of add ons of any killer.

    The ONLY reason people like to pretend he's A (or even S) tier is because people massively over-rate his cages. And that is because it shuts off the most common crutch perks survivors lean on. If you're at all decent at playing survivor, you will never be tormented (and thusly never get sent to a cage) and there are zero things that PH can do to prevent that.

    But, because he's so wildly over-hyped, he got significantly nerfed right after release, and his addons have never received the massive overhaul they so desperately need (and probably never will).

  • @H2H said:

    weird how a killer gets majorly nerfed and then that killer stops being played, leading to much less variety and more stagnant gameplay, hopefully there’s some kind of lesson we can learn from this

    Or Wraith getting nerfed.

    Or Hillbilly getting nerfed.

    Or Nightmare getting nerfed.

    Or Pig getting nerfed.

    Or Demogorgon getting removed.

    Or Deathslinger getting nerfed.

    Or Twins getting nerfed.

    Or Pinhead's addons getting nerfed.

    Or 7 of the last 9 killers getting released hilariously weak, bugged, or both, with no particular urgency to fix anything.

    Actually, I'm not sure the lesson CAN be learned.

  • Torment is a mechanic that is 100% in the hands of the survivors. PH has zero control over who gets it and cannot do anything to assure any survivor will get the thing going. The only thing it does is to unlock caging, which has the dubious distinction of enabling cages, which is the most over-hyped mechanic in the game.

    Cages do a thing. They're nowhere near as powerful as people would have you believe, but everyone treats them as some kind of super power that unlocks a whole special element of gameplay (despite the fact that PH has no ability to put torment on anybody without their consent, because you can just creep-walk the .05 seconds through the trails).

    PH has no good addons, is the tallest killer, has the second loudest sound profile, and the single most telegraphed "ranged" attack in the game. He's way, WAY worse than people pretend he is. The guy's B- as best, but people pretend he's A+ if not S.

    And it's ALL because 'CaGeS iGnOrE sUrViVoR pErKs.'

  • It actually has to be EARNED, instead of just given out for free all the time, like it used to. So, that IS a nerf.

    However, the 'earning' is no longer ' performing a rescue. Now it can be 'just get hooked,' which is a pretty poor sort of earned activity.

    Also, every rescue charges up 2 possible Dead Hards, which means that the total number of Dead Hards per match is still wildly out of control.

    Which does mean, of course, that the perk wasn't actually nerfed all that much.

    Certainly not as much as it needs to be to stop 75% of the player base from using it.

    And CERTAINLY not nearly as much as killer perks have been, are, and will be nerfed.

    And that, folks, is what the loudspeaker effect looks like. When one side of a two-sided game has 4x the volume of the other, they get treated with light touches and anything significant gets walked way back.

  • I've been beating that drum since I joined this forum. It was literally the reason I made an account.

    In all that time, he's been nerfed three times, his perks have all be reworked, and other killers have had their perks buffed, nerfed, or both.

    In all that time, they've only changed TWO addons. They tweaked the one that makes you stealth while you're standing on your own torment trails (and it still doesn't work right and still misses the point of stealthing the tallest killer in the game who has the second loudest sound profile). The other is the new one that makes his killer instinct last 3 more seconds (or basically two extra pulses, which doesn't stop the fact that it's 100% useless).

    PH has, without a doubt, the single worst selection of addons of ANY killer in the game. Many, many people have made these threads. Many people have proposed alternates or tweaks, or fixes, or anything.

    Nothing has been done. His addons are 100% useless. The only ones that see any use are the "make his shockwave longer" but those are traps because they internalize the wrong distance for you, making you miss shots when you aren't running them.

    And yet: nothing. And I am 100% sure that the reason is the cages. The fact that cages ignore the classic crutch perks survivors rely on means that PH is seen as "very strong" despite his kit being so, SO very terrible.

    Every feedback thing they put out, I add "re-do all of PH's addons" in the final section, and so should you.

    But, to be honest, I'm kind of given up hope.

    He's just a killer with no add on support. And he probably always will be.

  • I just want it to be NIGHT TIME.

    I'm so sick of all these 'brighter than the frickin sun' maps. You can't see red scratch marks on yellow sand, you can't hide traps, trails, or marks on featureless terrain, the random dune piles obscure blood drops for no reason, and all the terrain is so waist-high that the daytime visibility means you can see killers coming from a mile away.

    And that's ignoring the whole name of the friggin' game!

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383118#Comment_3383118

    No the perks aren't the issue and it's fine rhat they're being nerfed but the main issue is the healing times and billy nerf

    By increasing healing times and the rarities of medkits you are:

    -nerfing pharmacy (lmao)

    -nerfing self care (self care claudettes incoming)

    -nerfing literally every healing perk except instant ones with fixed times/no time

    Personally I wish they would have just changed the problematic perks but now weaker perks are going to suffer AND every medkit will be no better than brown medkits (why even have extra rarities then? Just make it simpler and delete them entirely or transfer them all to brown)

    As far as nerfing billy's Addons, I mean come on: They don't give killer buffs unless they're going to be nerfing them in the same breath. Everyone hates the dumb overheat system, so they're dialing the numbers down on it to the point that (it is claimed) you can pretty much ignore it entirely. Great! So... that means undercut the most-used addons as well. That's just how the balance team operates. People should be use to it by now.

    As for nerfing healing times: Good! Healing times at the present levels are 'acceptable'... assuming nobody brings any speed buffing effects into the match. The issue is that people DO bring speed buffing effects. Quite often! One could say 'all the time.' And then you get 6 second heals. The speed buffing effects aren't vanishing, just getting a little weaker. The baseline time is slightly longer, and the max speed is (hopefully) WAAAAAY slower.

    Killers have a finite-but-layered goal, but survivors have an infinite, on-demand, one-and-done heal. Removing the stages of progress killers have to climb to achieve their goals SHOULD take time. It should slow the game progress for the survivors and create pockets of opportunity where the killer can search, chase, carry, kick, and all the other dozens of tasks they have to do while survivors are healing instead of face-grinding gens all across the map.

    And all the 'sky is falling' talk abut not getting 6 second heals is so absurd that it's frankly laughable.

  • Between Dead Hard and baseline Borrowed Time, survivors can unhook a survivor and escape the map with 100% protection.

    But, you know, let's ignore the thing that makes the perk use because it won't be a free, totally unearned 3rd health state, available every 40 seconds.

  • Killers lose their 12 best perks, and are left with garbage.

    [crickets]

    Survivors lose their two best perks, after gaining wave after wave of baseline perks, advantages, information, and buffs.

    [Total panic erupts across the countryside]

    Ahhhh classic.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376703#Comment_3376703

    Fortnite has an option for visual sound indicators, and it can show multiple things at the same time, and it's super easy to parse.

    DBD could even have the visual sound indicators respect sound occlusion, so it only shows a visual indicator if the corresponding sound makes a noise.

    Yeah, these kinds of things are what the game could really use.

  • @Bwsted said:

    What you're suggesting is nowhere comparable to the terror radius indicator and it's something that would enhance killers beyond simple accessibility gaps. Survivors won't get cues for other killer-related audio event, for example.

    A better equivalent would be visual cues for loud notifications outside fov, which would have to differentiate between directional and non-directional.

    Killers already get visual cues for loud notifications outside of FoV. They're big reddish-orange blob-bubbles and they've been in-game for quite some time.

    The Heartbeat on survivors only applies to when the killer is near. A killer equivalent is for the many, MANY sound cues killers are expected to parse when survivors are near and which are totally silent for anybody with anything resembling less-than-optimal hearing.

    This game is built on the back of killers' ears and accessibility options would make it far less unapproachable for quite a few people.

  • @Peanits said:

    I can confirm that it is for accessibility. It provides absolutely no advantage over the regular terror radius, it's purely for folks who need a visual alternative.

    At the moment, there is no equivalent on the Killer side, though it would no doubt be nice to have. When it comes to accessibility, we would rather get these features out sooner so the people who need them can use them than wait until we have other features to 'balance' it for both sides.

    That said, if you ever have suggestions for future accessibility options, please feel free to drop them here: https://forums.bhvr.com/dead-by-daylight/categories/suggestions

    This is less a 'add other features to balance for both sides' concern and more a 'providing parity in accessibility options.' But sure. I posted the "help killers who are hard of hearing" in its own suggestion thread.

  • Never. Not once. Not even a single time.

    I've given survivors mercy escapes frequently (especially when they've had the misfortune to be teamed up with one of those cretinous hominids who DC's at 30 seconds in), and I've been given a mercy escape by killers dozens of times.

    I have NEVER seen a survivor linger and intentionally give themselves up, no matter how much of a survivor-win-blowout the game was.

  • Step 1: always turn off chat. The positive/neutral feedback is about 1 in 100. Most of what people are likely to type flickers between "gg" and just straight-up abuse.

    Step 2: just play bot games. They're faster, less abusive, and you get the game experience without tearing out your hair. You don't get any currency from these games, because the Devs don't want bots to replace normal matchmaking, but I'd give up a trillion BP not to have to deal with another sweat squad of instant gen-popping, teabagging, flashlight clicking, million-rank aholes that are a leagues outside of my skill level but I still get matched up with because R E A S O N S

  • MMR is not a bad idea in and of itself.

    The problem is that Matchmaking Time is more important to the DbD team than Matchmaking Accuracy.

    We know this because they conducted a large number of different mmr strategies and reported on them. The one that most accurately matched skill levels together took somewhat longer than they were willing to accept (and in the case of hyper-ranked survivors, FAR too much longer). So now we have a system that starts accurate and grows less and less accurate as every second passes in the survivor queue.

    If we had kept the strict MMR borders, MMR would be a tremendous blessing for game quality, but a burden for wait time.

    Personally, I wish we wouldn't had longer waits for better games. The short wait for crummy games sucks.

  • The answer is: no.

    Because it would be a buff to all killers.

    Do all survivors benefit from all the extra, free info perks they've been given? Yes, absolutely. Survivor buffs are all the rage these days.

    Killer buffs are right out.

  • The forum change to show only 10 threads in "Recent Threads" means a casual glance shows you far fewer topics. So people will check in, scan, and leave. And threads that might have legs fall past the 10 and vanish from sight.

    Apparently it's hard-coded into this new forum system, too. So they couldn't change it even if they wanted to.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350826#Comment_3350826

    Please inform me on how I can negate bloodlust when gaining and losing it is entirely dependent on the player receiving it.

    It's called "Hold W and drop pallets."

    Either they go the long way around to keep bloodlust and you have gobs of time to get to the next pallet or they break the pallet and they've lost bloodlust, letting you loop them around before getting to the next pallet.

  • You lose bloodlust any time you use your power (any power), lose line of sight for a couple of seconds, kick a pallet, get stunned, or any number of other things.

    It's not communicated very well how you lose it, but then that's pretty obvious form the fact that some folks think Bloodlust is some end-all-be-all that will assure a killer will eventually win every chase their in, instead of a band-aid that good survivors can easily negate.

  • They nerfed the ten best killer perks over a very short period of time, while at the same time buffing the two best survivor perks. Did they nerf survivor perks too? Sure. Four of them. Amid an ocean of survivor perk buffs.

    And, hilariously, of the killer perks that they buffed, they turn around and nerf them to be worse than they started shortly thereafter because survivors complained.

    It keeps happening.

    The issue isn't "they nerfed Eruption, boo hoo hoo."

    It's "this keeps happening any time enough survivors complain, but issues killers have had with survivor perks keep falling on deaf ears."

    And it feels like the folks in charge don't care. Which is a crummy headspace to be in for a game that you want to enjoy but keeps getting rebalanced against you, time and time again.

  • I don't understand:

    • Why the gas mask is covered in rhinestones
    • Why she's not wearing a full gas mask, which WOULD be creepy
    • Why she's just wearing generic clothing instead of some kind of actual skull-themed killer-gear

    Kind of feels like the design team is missing the forest for the trees. At least Trickster had unnatural eyes, blood splatters, and exotic knives.

    I can't help but think of how League of Legends went from "diverse cast of monsters, fantasy races, and interesting class concepts" to "attractive anime boys and girls all the time, every time". At a certain point, you kind of lose the plot.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350345#Comment_3350345

    I mean original Freddy was much closer to the movies than live Freddy, but the inaccuracy to the movies is one of the biggest criticisms of Freddy, no?

    They at least tried to base him on the movies. Freddy's power over the environment in the dream world is represented by his ability to teleport and create illusions.

    The drones literally aren't from anything in Predator.

    You didn't check out the latest movie, "Prey," huh?

    Drones that scan the environment are literally a major plot point of the predator's kit.

  • They could just save a lot of time by putting a stacking -1% move speed penalty on killers per perk they have equipped. That way, EVERY perk gets nerfed. And if new survivor players still have a boring, not-fun time by actually losing from time to time, they can just tweak the number up.

  • Perhaps they thought that maps just didn't have enough pallets on them.

    Or perhaps they got complaints that "my team mate is running from the killer from pallet to pallet, dropping all of them and holding W to waste the killer's time. Then, when I get chased, there aren't any pallets left to drop. Make it easier to reset the map so I too can hold W to victory"

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364177/why-are-killers-punished-with-nerfs-while-survivors-still-haven-t-gotten-a-good-kick-to-the-face

     at the moment 4 killer perks are much weaker than 16 survivors perks

    but as soon as the killers become dangerous, the survivors start crying and the killers are nerfed to the ground

    the developers are completely on the side of the survivors, they fully confirmed this when they said that hard of hearing survivors will receive special bonuses, but hard of hearing killers will not receive anything

    "but hard of hearing killers will not receive anything"

    Yeah, this. It's all you need to know.

  • Because people love to think that when two things happen, they must therefore be equal, a quick list:

    Survivor perks that got nerfed recently:

    • Decisive Strike
    • Iron Will
    • Self-Care
    • Spine Chill

    Killer perks that got nerfed recently:

    • Hex: Ruin
    • Pop Goes the Weasel
    • Corrupt Intervention
    • Tinkerer
    • Hex: No One Escapes Death
    • Scourge Hook: Pain Resonance
    • Overcharge (it got buffed to get an effect, then nerfed so that it is worse than not bringing it unless you ALSO use Call of Brine)
    • Thanataphobia
    • Dead Man's Switch
    • Eruption

    Gosh, it's almost as if one side has greater volume and gets the other side nerfed way more often.

  • But they won't nerf Call of Brine, because it's the only thing selling the Sadako content.

    Also, because people love to think that when two things happen, they must therefore be equal, a quick list:

    Survivor perks that got nerfed recently:

    • Decisive Strike
    • Iron Will
    • Self-Care
    • Spine Chill

    Killer perks that got nerfed recently:

    • Hex: Ruin
    • Pop Goes the Weasel
    • Corrupt Intervention
    • Tinkerer
    • Hex: No One Escapes Death
    • Scourge Hook: Pain Resonance
    • Overcharge (it got buffed to get an effect, then nerfed so that it is worse than not bringing it unless you ALSO use Call of Brine)
    • Thanataphobia
    • Dead Man's Switch
    • Eruption

    And I'm sure I've forgetting some other killer perks, but other folks can supply those. So... 4 survivor perks got changed to be worse, while 10 killer perks got the axe. Meanwhile, the two MOST USED survivor perks - Borrowed Time and Dead Hard - got their own special treatment. Borrowed Time became basekit (but better) AND got buffed as a perk on top of that. And Dead Hard got reworked to be... exactly the same as it used to be, but you get a full sprint if you press it in the invincibility window. So, a buff.

  • When decent older killers get nerfed to oblivion, weaker killers are never buffed, new killers are designed horribly right from the get-go, and the weakest killers have the wrong parts of their kits buffed and to absurdly insufficient levels to make any difference... I mean, what do you want? People are going to keep playing the same 2-3 killers who haven't been obliterated (yet).

    What they NEED to do, is to fix every killer whose power is objectively not fun for killers to use. Powers with way too much advance warning to survivors, like Pyramid Head. Powers with pathetically feeble impacts for landing them, like Pinhead. Powers with an insane number of self-nerfs, like Knight. Powers that let survivors have 100% control over them, like Sadako. Powers that have been weak from the moment the game came out, have been "buffed" to such minor degrees that they still suck, and are jokes to literally everybody who plays the game (like Trapper).

    If killers had powers that were fun to use, had some kind of actual impact, and didn't punish the killer for being used as often as actually having a chance to make an impact on the game? Well, you'd see a lot more than just Nurse and Blight all the time.

    Edit: Also, no. Survivors shouldn't be able to ban killers. If survivors can all play the exact same character with the exact same skin, why should they be able to ban killer selections? In what world does "I'm allowed to use my paid thing but you're not allowed to use yours" make any sense at all?

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