Biscuits
Biscuits
About
- Username
- Biscuits
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Tsela said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537468#Comment_3537468
I'm not a main of anything. I know there are no "fairplay rules" as playing survivor, nor there are any for the killers. And you being salty about something doesn't mean the game is dead. You have to play according to the official rules of the game regardless of which side you prefer to play teh most and these silly excuses and rules you try to apply on the other side make no sense. We all play and enjoy the same game. And I know As survivor killers can't force any sort of rule of fairness on me, neither when I play as killer. You use everything the game offers you and use everything you have at your disposal which gives you a situational advantage. We are not some sort of different community or culture if we play survivor or killer. We are the same playerbase.
The devs also constantly adjust and patch things that might be too difficult to deal with, so the gane's functionality is in their hands. Otherwise there are no additional "rules" aside of the official ones. Yes you can "tunnel", "camp", "proxy camp", or not. Your choice, your decision what you use to your advantage.
I am not demanding killer mains to play nice. I am asking for the developers to take away tactics that are clearly broken and were not intended.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537473#Comment_3537473
In other words, you want to take every form of pressure away from the killer and make hook bombing the new norm.
In other words, i'd like the game to be fun. If I can sit on my first hook and die, there is a design problem with the game.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537445#Comment_3537445
It won't even do that.
- Get hooked
- Leatherface facecamps
- Unhook yourself
- Leatherface chainsaws you twice in one sweep
- Get hooked again
- Why am i on the hook?
This, they need to make it so powers are not usable within the hooks radius, nothing else will do anything at all. Even to a point of making it so Wesker can't dash to the hook, the dash will stop within 16M of the hook.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537456#Comment_3537456
Unhooking a survivor itself takes 0 skill. Holding M1 on a gen takes 0 skill.
The game doesn't need to be super "skillful".
That's some peak deflection.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537452#Comment_3537452
That's a perfectly valid way to play.
And takes zero skill, while beating just about any non competitive team in the game.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537448#Comment_3537448
A survivor has an attempt to make a play at unhook without ending in a trade if the killer is 20m away. Not so much when the killer is 5m away.
Right but what if the killers goal isn't to stop an unhook but to just get free hits on people coming to unhook.
-
@Crowman said:
Because it's not meant to be an anti-camping mechanic.
It's an anti-facecamping mechanic. Killers are still allowed to defend hooks, they just won't be able to park themselves in front of the hook doing nothing else.
I don't see a difference in parking yourself 20 feet away instead of 5.
-
@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536473#Comment_3536473
That doesn't really address the problematic aspects of the perk. I see MfT almost every game, and I can probably count the number of times I've seen endurance from it on one hand. That's not why people are running it.
"M1 killers are terrible, so they won't have to worry about a good perk" is a terrible argument. I don't know what my MMR is, but I've run into four-man SWFs all running MfT who have gotten gens done in six minutes with no slowdown perks on my part, and they're very hard to deal with. (Not impossible, but hard. I can run the most broken builds in the game, and getting a 2K is a struggle against those guys.)
I think that BHVR is currently trying to encourage some kind of "speed meta" by giving survivors a broken perk and forcing killers to deal with it somehow, but nobody's running the intended killer counter perks, because they suck. They lose stacks when you swing, require you to give up bloodlust entirely for the entire game, only activate long enough to kick a few pallets after a gen pops and you're already losing, etc.
If anything, they'll drop it to 1-2% and keep the Endurance. I also wouldn't say no to keeping it as it is, but making it a Boon totem with map-wide effects. Then it could be stacked with Dark Theory, which would be interesting and powerful, but would also make it counterable.
At any rate, I don't hate MfT half as much as I hate For the People/Buckle Up. I can deal with MfT if I absolutely have to, but that combo is broken.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536872#Comment_3536872
Yes, but it's telling that everyone was complaining about it on the forums this time before he made the video. Usually, it'll be me and like two other people here saying that a perk is good (Eruption), and everyone will disagree with us until Otz makes a video, and then suddenly the entire forum turns into a river of flame.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537071#Comment_3537071
So you're one of the two others, then.
Because, no, when that perk came out, everyone here dismissed it as a joke and said it was terrible and nobody should ever run it, same as they did with CoB/Overcharge.
Also, you're dead on about Self-Care. That's another perk that's actually good (at least when it gets combined with Botany and Desperate) that gets dismissed out of hand around here.
Survivors have been complaining about killers being OP for the past year and we still haven't heard anything to do with solo survivor changes.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536521#Comment_3536521
It just baffles me that someone can seriously think stfbl or coup are op, although it only works on M1 attacks, when stacked gen rergession perks (pop+jolt+pain res) are a MUCH bigger issue, and work on EVERY killer. THAT perks enable blight and nurse (even the bad players) to absolutely stomp the majority of teams, no stbfl or coup comes even close to that.
All of those things can be true at the same time. The problem with regression isn't just the perks though, it's the fact that there is no cap and you can regress the same gen 40 times. They need to cap how much each gen can be pushed back.
On the right killers STBFL and Coup are equally dominating though, I disagree that they aren't as big of a problem. If a perk enables you to reliably proxy camp to win, it needs to go. A good killer with coup is going to absolutely face roll your team.
-
If Otz makes a video on a perk it gets nerfed. Is anyone surprised.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536666#Comment_3536666
I'm genuinely complaining that people are giving killers massively unrealistic expectations. BHVR want to nerf camping and nerf 3-gen, but give them zero help at finding survivors to chase? Distortion and Calm Spirit need to be deleted from the game, and all the screaming perks/powers/etc should work on survivors in lockers, so that killers can realistically find survivors with tracking perks.
If BHVR wants killers to leave a hooked survivor, or leave a 3 gen, then killers should get more reliable ways to find someone to chase, so that it's not as important to camp or hold a 3-gen.
The only way camping/tunneling/3genning stop is if the developers literally make it not possible to do so anymore. Killers want to win, no amount of incentives is going to change that mindset. Unless they start sending dollar bills through the mail.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536760#Comment_3536760
Okay, but you must concede that's deeply misleading? Sure, Dead Hard was one of your strongest tools against a tunnelling killer... because it was blatantly, absurdly overpowered in all scenarios. There's no way of slicing the Dead Hard nerf that makes it look anything but overwhelmingly necessary and positive.
The basic attack cooldown change wasn't that big. It did indirectly buff STBFL (though that perk isn't useful for camping unless it's towards the end of the game), but on its own it was a minor change.
CoH was made into a pretty good altruistic perk, to be clear, but it's fair to say the self-heal part was killed. Medkits are extremely worth running, you just have to actually think about them now. Sloppy Butcher literally hasn't changed since Hem... spelling was changed. Healing is perfectly viable and possible in literally all of your games, and self healing just requires bringing different tools + being a bit smarter about it. There's no way to slice it otherwise.
People are running Eruption, sure, but it's not broken like it used to be. It's just pretty good, on some killers. Eruption pre-nerf was unambiguously the strongest meta we've had, the meta we have right now is actually pretty healthy overall.
Agree to disagree on Xeno.
Conclusion, I don't think it's hopeless at all. I'm doing just fine and having just as much fun as ever, overall.
I mean I guess the meta is healthy. People only DC in about 20% of games and the kill rate is nearing 65%. But hey, it's healthy right?
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536736#Comment_3536736
Well, hold up, there's some issues here. Going in order just for structure--
One anti-tunnel perk was mostly deleted, Decisive Strike. I genuinely don't know what second perk you mean. Borrowed Time? That only isn't brought now because it's basekit, so I assume you don't mean that.
Won't contest the second point, that did happen. I don't think it's fair to say the chase buffs were "huge", but the generator buffs were. That was kinda needed, though.
Healing wasn't gutted. Healing itself wasn't even touched. Two specific sources of self healing were lowered to just "good" instead of "overpowered" in the one case and shifted to altruistic healing in the other, but that's not the same as healing being gutted.
I strongly disagree with this point. The strongest killer meta ever was probably Eruption/Overcharge/Call of Brine, but even setting that aside I'm not convinced the meta overall is significantly stronger than other points in history.
Xeno's strong, it's not Nurse or Blight strong.
Finally, what some others have said aside, solo survivor is far from hopeless. It's perfectly possible to have fun and do well. People are just burnt out and frustrated.
Dead hard and DS were your two strongest tools against a tunneling killer, they are both a shell of what they were before. Not to mention if a killer hits you off the hook like many do now. You don't even have access to it anymore.
The basic attack cool down change was pretty big. Killers can run STBFL and almost prevent you from being able to unhook.
Boon circle of healing got killed. Medkits are almost not worth running. Sloppy butcher is busted. Healing got gutted my dude. There's no slicing it to make it look good.
People are still running those perks, I literally just 4kd two games in a row using eruption. On killers I suck at. Were still in regression meta kick man. Nothing has changed.
She is better than blight right now, we will see if the bug fix makes her less so.
It's nearly hopeless. 25% of the games are tolerable. So we have that going for us.
-
Well lets see how we got here.
Our two best anti tunneling perks got deleted.
At the same time killers received a huge buff to gens and chasing in general.
Healing got gutted into the floor.
At the same time killers have the strongest meta perks ever.
And arguably the strongest killer in the game all around just got released.
It's so bad that people are literally telling survivors to form a SWF. Instead of arguing for solo buffs, they are telling you to give up on what you enjoy about the game.
-
@MvHoeller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536537#Comment_3536537
Well we have some trololololo-guys here too, because they need a place to drop their one-liners, because outside of the www no one listens to them. But I can only encourage you to stay to your opinion and keep reporting things that feel wrong. Balancing the game around SWF will not work, because there are many kinds of SWFs out there and I played against many. With that huge amount of perks in that game and proper communication its impossible for many killers to get even 1k. I saw a game with Otz as a clown where he got zero chances against that team, because they had so many endurence and second chance perks in their builds thats u needed 5 hits to get one of them down. On the other hand there r SWFs who don t play much better than SoloQ-Players. The only way to "balance" that issues is a good Matchmaking-System where hard-bitten survivors play against their killer counterparts. This would maybe fix SoloQ problems too. But its just a joke that you only lvl up in MMR when u escape the match, allthough u do most of the work by yourself. There should also be two seperated MMR for Solo and SWF like every killer has his own MMR. I ve seen many high ranked players who achieve absolutely nothing in a Solo game. And then you have lobby dodgers who dodge a lobbies to find easy looking teams and voila then u get a high rank killer game against baby survivors.
Also many games are decided by Maps and RNG. So how u wanna balance a match anyways when the result is predestinated by luck?
You can't just admit defeat and let the kilers run wild for 90% of the player base though. The game is mostly solo survivors and should be balanced with that in mind.
I think rewarding the killers with more blood points and pips for playing against SWFs is enough to make those games okay. I think most people wouldn't mind losing to a SWF if they were compensated for it and didn't de-rank for doing so. But leaving the game in the state that it is right now, where most survivors aren't escaping 3 out of 4 games, should embarrass BHVR.
I do not understand why they appear to be pretending there is no issue. Most survivors are moving over to TCM, and I don't blame them.
-
Or.
Balance the game around 90% of the player base (Solo survivors).
And give the killer handicaps when playing against swfs.
The logical thing to do.
-
3/10. Today
8/10. Right before the big survivor nerfs and killer buffs.
Until tunneling gets addressed I don't see my score going up.
-
It should also have double the cool down. The perk is insane.
-
@brokedownpalace said:
Now I'm just picturing a factory somewhere owned by Bhvr with thousands of computers and each one has a robot actually playing Dead by Daylight with a mouse and keyboard.
It's nearly impossible to heal a bot, they just constantly shift on you. They should immediately stop pressing anything if they are being healed. I played a game where a bot was chasing me around asking for heals, and every time I tried to heal her she held shift.
-
@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536580#Comment_3536580
You may want to delete the first part because talking about bans will lead to another ban here.
Fixed it. I honestly don't care, it would be a blessing this game does not care about solo survivors in the least anymore.
-
@Game4Fun said:
Can you report someone for working with the killer
It is technically against ToS but I have never heard of anyone getting in trouble for it. I was actually disciplined for suggesting you hide against a killer who is working with a survivor. Take that how you will.
-
Not really. For whatever reason the developers have decided to balance the game around SWFs. Probably because the people most active and loudest on the forums are the killer mains. I come on here to give feedback and statistics from the solo survivor side and they instantly come in to tell me I am wrong. Even though you can always tell they never play survivor so they have zero experience with the other side to dismiss what I say.
So yeah the game is balanced around the idea that just about any killer will get a 2k against a very strong 4 man group. So you as a solo survivor team have very little chance to win against a killer who is trying. That's the kicker, some killers don't try, but most do. That's why people DC games, they are looking for the killers who aren't sweating.
What is considered trying? Running meta builds namely regression right now. Some aura builds are very strong on certain killers. Spirit fury enduring builds are also very hard to do anything against. Those are basically the 3 killer metas that exist right now. You either double/triple the game length with regression. Constantly be in chase with aura builds, or decimate people in chase with spirit fury. A rare build that is equally devastating is killers who proxy camp with STBFL. I don't consider it meta because I only get it every once in awhile.
If they aren't running a variation of those 3, they don't care about winning. Congrats you might actually escape a game today.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535730#Comment_3535730
With the camping change, you do not NEED to go for the unhook at all. It's irrelevant whether the killer can prevent an altrusitic unhook, when the camped player can jump off the hook on their own eventually. I'm not a fan of dissabling it (right away), just bc I want to be able to punish stupid / bold plays like instant unhooking in the killers back. And last but not least, for the killer to even be able to camp with 8 stacks, they have to deal out those 8 hits (or more) beforehand. So it's near impossible for this situation to occur at the start (unless survivor body block like crazy) - you cannot prevent your first hook with that, bc you will only have like 2 or 3 stacks (that would be an issue right). The killer does not get the stacks for free, they have to work for it. And you as a team have a way to counter it, by letting the obsession take hits. If you get into the situation were the killer has 8 stacks and protects a hook, its: a) your failure as a survivor team, b) likely in endgame anyway.
Coup is nowhere near broken, its not even picked that much now after the buff. Did you actually play with the new Coup? It's only POTENTIALLY a free hit if you invested the time to actually learn the distances of the increased lunge. And you can still mess up then. If not, you will miss lunge attacks every now and then. Or somehow be "aim dressed" into hitting the wall (happens quite often to me :-/). And like I said, the killer will only have many stacks when you are doing GOOD as a team! When the killer steamrolls you, it's certainly not bc of the perk. Last but not least, Coup works as a great counter to the Mft meta, for that alone it should stay as it is. If Mft ever loses it's haste effect, than I wouldn't mind reducing the lunge or max tokens of coup.
Edit: And coup is the ONLY option for a pure M1 killer to ever hit a survivor with Hope in reasonable time!
You will still be able to pull off STBFL unhook denies by proxy camping and following survivors to the hook. For the new unhook mechanic to work the killer has to literally face camp. Proxy camping will still be viable. I don't care how long it takes for you to be able to deny unhooks, you shouldn't be able to period.
Coup isn't used often you are correct, the meta takes a long time to find itself. Every game I play against Coup is a loss though, I have yet to play against a bad killer running Coup. Good killers know the perk is busted. I regularly ran Coup on my Myer's because it's just a very good perk on him, before the buff.
Again I don't agree with making over powered perks so M1 killers can be viable, just buff the M1 killers.
Ultimate weapon also needs to get gutted, might be the strongest perk in the game, something I have noticed recently. Good luck getting a gen done against a nurse running this perk.
-
You really can't care about winning right now to enjoy solo survivor. It just isn't going to be a good time.
However, I have found an incredible amount of success with a healing build. Healing is incredibly difficult to come by right now, unless you have a juicer on your team who specializes in it.
Bring a medkit with double charges.
Empathy - Lets you see injured players.
Renewal - Lets you save medkit charges for your teammates.
Plot twist - Lets you save medkit charges for your teammates.
Streetwise/Built to last - More medkit charges. Prefer Streetwise as it can be hard to deplete large medkits to get use out of BTL.
Can also just run an exhuastion perk here instead of more changes.
The game plan is simple, keep your team healthy. Don't waste charges on yourself if you can help it. Plot twist can be used twice, once before gens and once after they are done. Plot twist is my favorite perk in the game, it can be used in chase if you like to be a risky rat gamer.
I tried a gen rush build to beat Xeno but it ended up being this build that beat her the most often. Many killers are running Sloppy butcher right now and are banking on you staying injured. Ruin their game plan.
-
What you are reacting to in the video was her pullling up her power, not using it. She could have easily just held the power and watched you DH.
-
There is supposed to be a slow after a tail attack hit or miss, and it's isn't applying correctly. They said it will be fixed in the next patch.
-
@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535662#Comment_3535662
Not true at all. I win 90% + of my matches as killer and tunneling and camping always work.
I urge you to camp only on an M1 killer and do not tunnel. Tell me how many kills you get. You can tunnel without camping very easily. What you are probably talking about is proxy camping, which wouldn't be effected by the upcoming camping mechanic.
You can hover around the hook and come back, which is already the better play style. So the change will push killers to actually play better imo.
-
Anyone saying anything other than what I am about to say, is wrong.
Weskers are the most likely killer to tunnel, because he has a built in way to tunnel easier.
People don't like being tunneled, end of story.
-
You might be new to the forums. 90% of the people on here are killer mains who will always say no to survivor buffs.
I got attacked for saying the Xeno needed to be nerfed, and I am still being gaslit about it even after BHVR said she is bugged.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534721#Comment_3534721
That still won't help Trapper or Myers to get out of D/E tier. They are fundamentally weaker than high mobility killers, and no tweak will change that.
Removing mangled from sloppy would kill the perk. The purpose of the perk is to slow down heals, hemo can make healing impossible. If anything, hemo should be removed. But I would rather change hemo to not drain all the progress everytime. Let it stop at 25%, 50% and 75%. Then partial healing perks like Resurgence, Reactive Healing or Solidatory wouldn't be hard countered by Hemo anymore.
Stbfl is only a real issue in camping situation, which will be dealt with differently soon(TM). No need to change the perk.
Coup with double stacks is finally USABLE! You don't have to be super mindful with your tokens anymore. The "nearly five hooks" only applies when you use your tokens optimally. Which hardly ever happens. Furthermore, even WHEN that happens, that also means all gens got DONE! You cannot stomp with the perk, since you only get stacks when gens get done! Coup is an insurance perk against gen loss. If you do well enough, the perk gives you nothing.
I don't believe there is any killer in the game below B tier. All of them are capable of beating the vast majority of players in the game. SWFs cause people to have a distorted reality of DBD. Those are not the norm games, they are the outliers.
That's fine with sloppy, the thing is it shouldn't do both.
The camping change won't do anything to being able to prevent people from unhooking, which you can do with a fully stack STBFL. Not to mention hook trading will still be a thing. If they aren't going to nerf it, at the very least it shouldn't operate within 16 meters of a hooked survivor.
It's usable because it's broken. There is no counter to the perk either, it's just a free hit. People used it before the buff, of course they are going to use it after. So if you don't want to reduce the stacks, reduce the lunge.
-
@ARTRA said:
Tbh, at this point i cant even imagine what its going to happen or how are bhvr going to work.
From what they said. If a killer camps you for most of the hook stage or all of it, not sure how long. They also need to be really close to the hook for the full duration. You can unhook yourself.
Once the patch release and people know it exists, the chances of you ever needing to do it will almost be zero. It's just an all around good change for the game.
I would also like to see players who are unhooked to lose collision, so killers can't body block them and survivors can't try to body block either.
-
@MimiDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/390613/big-survivor-nerf-incoming
I don't think so. I think the killers that camp for life will either figure out they never needed to OR will just proxy camp from "X" meters out.
This, it actually has a higher chance of increasing the kill rate than reducing it. Tunneling is where the opness of killer lies, not in sitting next to the hook. Sitting next to the hook only tips your hand.
-
Camping isn't actually that good of an idea for killers to do. Smart teams will just juice gens and 3 man escape or trade very late into the hook stage. So I don't expect this change to actually do anything to the kill rate.
-
I only say gg when it was actually a good game. Which is like 1 in 20 matches.
-
@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532523#Comment_3532523
do you just want pain res and deadlock to be the only viable killer perks?
While I think pain res shouldn't be 25%, I think it should be the staple for regression perks. It's limited in how much it can regress over the games course, but it's powerful. Every regression perk should have a limit to how much it can regress gens in each match.
For example the kick perks could all start with tokens like 15-25. Once the tokens run out the perk will no longer work. It wouldn't be hard for devs to tell how many kicks would make the perks viable, and how many kicks make the perk unfair.
I don't think deadlock is an unfair or op perk. It feels fair, and there is counter play, you just go to a different gen. Same with corrupt intervention, you just stealth the start of the game and spread out.
There are plenty of viable killer perks in the game, killers run regression perks because it gives them the most time to make mistakes. Aura perk builds can be stronger but require you to be a stronger player to use the information well. Chase perk builds work too but it also requires you to be extremely efficient in your decisions.
Regression gaming allows for you to basically turn your brain off and win.
-
@Libervita said:
Using the tail to destroy the turret requires a lot of practice and effort. Should we simply cancel the killer's ability?
In addition, survivors can completely stop the alien's ability by placing two turrets, you can try this.
I just do that and it works.
Yeah lets waste 2 minutes placing 2 turrets next to each other so we can waste 15 seconds of the killers time.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534723#Comment_3534723
My man, there's nothing to learn as killer when it comes to xeno, it's just a mix of demo and nemesis.
Survivors have to learn the new audio / visual cue for the M2 , and learn how to properly use turrets.
It's no wonder xeno feels "opressive " , you still have to learn its counterplay properly while xeno players just transfer their skills over 1:1.
I don't get it. You must play nearly zero survivor.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534338#Comment_3534338
The turrets could use some QOL improvements like reducing the placement radius and a reduction on the hindered.
It's indeed a fair complaint that the turret placement zone is too big for certain maps and you just can't place them sometimes. (RPD, The Game, etc)
-----
Yes it is a valid argument that you need to learn counter play before demanding nerfs, because the other side of the argument is the equivalent to people demanding nerfs to trapper because they can't be bothered to look down or disarm traps.
Theres effectively no "techs" or "skills" you need to learn to play xeno at 100% efficiency, PC killers had the PTB to practice on, and everyone else had YT videos from the PTB showcasing the killer, however turret placement and efficiency is a "skill" you need to learn to counter xeno.
The reason the turrets have a huge placement circle is because they do body block you. If they were smaller you could use them to body block the killer (I already tried), it's just big enough that you can't put it anywhere the killer can't squeeze through.
The argument doesn't really make sense unless all the Xenos are masters at her already. Which they aren't. We learn at the same time so the kill rate should be near what the kill rate will end up from the beginning.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534017#Comment_3534017
And how do you buff an M1 killer without any mobility like Trapper or Myers into viable territory? It's simply not possible without going full rework. Every strong killer in DbD has either high mobility, ranged attacks or anti-loop in their kit.
But that strong killers do not need Sloppy, Stbfl or Coup, they have their power for injuring ppl (where the mentioned perks do not work after all). But for the weaker M1 killers, their only option to increase lethality in a chase is with this perks. Nerfing them means nerfing weak killers more than strong killers. Thats just plain wrong approach. Sure we can look at some edge cases (camping with full stbfl stacks), but even at this situations, it can be perfectly reasonable to act like this (camping in end game).
Biggest issue with trapper is he spends too much time setting up, this can be alleviated in a multitude of ways. Having the traps be on him before the game starts. Having the traps be open in random decent spots around the map. Having the traps be in lockers that he can go to anyone.
Myers biggest issue is he runs out of juice and one good person hiding all game can prevent you from accessing more tier 3 uses. Either increase the stalk that each person can be stalked for. Or make it deteriorate over time.
All of the perks you mentioned can be strong without being too strong. Sloppy shouldn't have mangled too just the hemorrhage. STBFL should have been reduced by a proportionate amount when the base hit CD was reduced. Coup needs to lose 2-3 stacks. One perk nearly giving 5 hooks is insane.
-
@BigChapAlien21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530597#Comment_3530597
BHVR wants balance but I don't think they really pay attention to complaints like that, especially for a Killer that is both unorthodox for the game and brand new. If they did, Blight add-ons would be heavily nerfed but instead Demo's best add-ons and Billy's best add-ons get nerfed while Alchemist Ring remains insane.
BHVR mostly listens to the stats they themselves collect, and it is through those stats primarily that they balance. This is how we get repeated Pig nerfs, Dead Hard buffs, etc.
Survivors loved Dead Hard and Killers hated it for a very very long time. By your own logic, that's feedback BHVR should balance around, but it took several years for them to adjust it.
I actually really didn't like dead hard. I am a head on or balanced landing enjoyer. And it felt like if I wasn't running dead hard I was trolling.
For me dead hard felt like it was preventing me from being able to pick the perks I wanted.
-
@BillToLast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533619#Comment_3533619
Bruh, even trapper has a really high kill rate against the average soloq team. Weak players being destroyed aren't a measure of the killer's strength.
You realize solo survivors is the largest demographic of players on DBD right?
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534136#Comment_3534136
Much like every other killer, theres specific things you have to learn and know in order to "counterplay" the killers.
Nurse? Break LOS, and if that can't be done, try double backing so she overshoots the blink.
Trapper? Pay attention to the ground incase of traps, disarm them if you can.
Hag? Same thing as trapper
Bubba and billy? loop around tight spots and hard bends to force them to hit the loop and come out of their power.
Demo? Mind the shreds and and break his portals.
etc etc.
Xeno requires you to learn optimal placement for the turrets, aswell as knowing to use the turret beeping as an indicator to pre-run.
Its been a week, people are starting to understand the turret placements resulting in xeno killrates being ~58%.
Xeno is not an "overpowered" killer by any metric.
I disagree on the turrets, they take too long to move around and on a lot of maps there isn't actually a "good spot". It's better to just plop them down quickly and use them as a warning system. That being said, there isn't a whole lot to learn, she's basically nemesis if he could spam tentacle a lot more.
The argument that it takes time to learn a counter and reduce the kill rate just isn't a good one. Especially since during that same time killers haven't figured out how to play her perfect either. Her kill rate has come down some for me, but it's still 10% above the average.
-
@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534136#Comment_3534136
That's because people wanted to get chucked around in their first few matches and wanted to troll around with wesker ie make him jump out windows he wasn't targeting
Survivors can't goof around and make the xeno rage and do stuff it didn't want to for the lols that's the real reason why you guys pull up wesker because he is the one a tier killer that low and mid mmr players can goof around with and escape most of the time against
Which is why I list him as the exception because a lot of the people who complain about new killers just expose themselves as being the mmr range where xeno stomps at ie low to low mid and instead of learning how to counter xeno you all are just crying nerf she's op
The only person I've seen complain about her originally but took the time to adapt to her and has learned the strategies against her is Vanishlord(gotta give props to you my guy) maybe you all should stop playing the complain game and either take a break from dbd or adapt and learn how to play against the killer
I just watched a very well known DBD streamer say her tail attack didn't need the buff before launch and even said it should get nerfed. He was also complaining about the killer community attacking him already for saying so, so I won't send anymore hate his way. But I have seen plenty of people say exactly what I am saying. Should be noted he wasn't playing survivor. He was doing a win streak on Xeno.
-
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533531#Comment_3533531
Have you really not considered that people are playing Xeno so much because the chapter just came out? People want to play the new stuff; not everybody is out to get you, man.
Why is it so hard for you guys to admit the killer is good? You would rather use every excuse under the sun than just say, the killer is fun to play and strong.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534110#Comment_3534110
Be real here, what exactly is there to learn when it comes to play xeno? How to enter a tunnel and crawl out the other? its just holding W until arriving at your desired destination. Destroying turrets? all you gotta do is look at it and M1 or M2 it.
Realistically the only thing thats a "learnable skill" is mastering the tail attack ... even then, anybody that has played nemesis knows how to use a Tier 1 tentacle strike which is pretty much what the Xeno tail is.
Its inherentely not a very mechanical or muscle memory skill demanding killer hence everyone will be pretty confortable playing as xeno and theres no "adapting" when it comes to killer players learning xeno.
Same argument, what is there to learn about playing against her? She is an anti loop killer, so W keying is the way to go. Just saying that people need to gut gud is not a good argument. Wesker is an A tier killer, I don't remember Wesker being this hard to live against on launch. I enjoyed playing against him quite a bit actually.
-
@Felgoose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532675#Comment_3532675
I honestly think the exit gates need a rework. At the very least, it needs to be more dangerous to just hangout inside the exit gate. I like the idea of adding 1 vault to the threshold so that people can be grabbed when leaving the match. They could also make it so that no one can leave the match while a fellow survivor is on the hook during the first 3/4 of the EGC. This would make chases during the endgame much more viable and the endgame itself would be a bigger part of the game. Right now it's just not that exciting for anyone.
I could be crazy but I have noticed lately that the exit gates have a MUCH higher chance of spawning right next to each other. I feel like it is very rare to have 2 exists be opposite of each other on maps where they are random.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534085#Comment_3534085
Lets assume that's true, it would still not matter if you haven't been able to adjust to this killer. Numbers compiled more randomly and in greater quantities certainly seem to indicate that Xeno isn't the problem at large as it has been in your games.
And it bears repeating that we're nowhere near the point where we can pass judgment on how good or not good this killer is, or is going to be long term. People are still figuring them out.
Except for you apparently, who has deemed Xeno to be the grim reaper.
I have adjusted to the killer, no one has asked me what I do differently.
Firstly bringing chase perks against her is pointless, she wins, her chase is better than most killers possibly even blight.
So load up on either a heal build which I prefer, with empathy + juiced medkit + renewel + plot twist + built to last. This lets me keep my team healed and lets me get free health states without wasting my medkit.
The other option is a gen rush build which is a little riskier. If the killer is running enough slowdown, your tool boxes could be a complete waste. But when it works out, the game ends pretty fast.
Second turrets are better used as a warning system then to actually pop the killer out of her power. I usually just pull the turret out and slam it right down where I found it. Now it beeps letting me know if shes on her way and when I should start W keying away.
In knowing all this, she still has a high kill rate imo. And the argument that survivors need to adjust to a new killer, what about the killers being new to her? Shouldn't they need to adjust too? Why are you assuming everyone is just a master Xeno player? Seems weird that you think that's an argument when everyone should be playing mediocre, and yet the killer still is obliterating people.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533595#Comment_3533595
You keep statistics from your games, in which you are the constant. As opposed to compiled stats across many games from different sets of players.
Not to be a jerk, but
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533503#Comment_3533503
Seriously, you're really giving off the impression of someone who just can't cope with the killer and needs it to be a fault in the killer's design and not your gameplay.
As with all killers, it'll be weeks before we get a crystalized sense of how good this killer is.
I have a higher escape rate than the people I play with, so that doesn't track. My escape rate has always been higher than the kill rate. Meaning I escape more on average than the people I get placed with. I do not run hatch or hide builds. AND I am the person who is more likely to trade in the end game to help someone else escape.
Also I am almost always in place 1 or 2 for points earned in the match.
-
The fast vaults just straight up feel bugged. Sometimes I jump through a window and I am in the middle of the window for like 2 full seconds.
-
@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533918#Comment_3533918
Using incomplete/missing data just to argue for or against anything is a logical fallacy.
People are quick to agree with or dismiss data if it does/doesn't align with what they already think. If my data said she was a fair killer, they would all be patting me on the back saying you got the right result. The fact is, I demolish killers below S tier, almost always get 4 man escapes. But when I play against Xeno, she regularly gets a 3k-4k.
They bring up how to counter her, ignoring the fact that most Xenos run the addon that makes the turrets useless. She is overturned, anyone playing survivor can see that. The people in here saying "I finally managed to beat her". Yeah your MMR dropped like a hot rock and you finally got a baby killer.
It should be noted that there are rumors her tail CD is bugged and not applying correctly.
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532523#Comment_3532523
Sloppy, Stbfl and Coup, all perks used (needed) by M1 killers. So you want to tell me this perks should be removed / nerfed and make it EVEN HARDER for M1 killer to get anything done? Why don't we nerf Jolt as well ...
I would rather those killers be buffed than to leave in bandaid perks that can be abused by the good killers.