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Goremocker

Goremocker

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Goremocker
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  • I didnt say I didnt believe you. I'm saying I heard this before. "Bug" is a word BHVR uses a lot. I would not consider their official use of the term accurate to it's intended use.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112795#Comment_4112795

    Mandy confirmed its not working as it was meant to. So its not speculation its a confirmed by Behavior.

    I've heard this one before...

  • @PleaseRewind said:

    I loved when you introduced this feature and when paired with play while you wait, it's even better. So why the change? It was useful because it helped me decide if I would just stick out the wait for a killer match or jump into a survivor game while I wait for my place in the queue.

    I just don't see why it was changed to how long I'm waiting in the queue. This is useless, I have clocks in my house. I don't need a timer to tell me how long I'm waiting! I want to know long how long I'll be expecting to wait for a match.

    Please change it back.

    Some folks are saying it's a bug, I don't think so. BHVR tests features for optimal conditions all the time. Something that happened with Play While You Wait is that killers would hop into survivor on long queues and keep to killer on short ones. The issue with this is how the queue compounds. PWYW gives us so many more survivors than we otherwise would, but only when queues are long. This doesnt feel great if all you want to play is killer. By removing the timer, players have to decide both how likely the queue is long, and how long they would be willing to wait. This removes system gaming and forces people to decide how they want to play the game.

    Ever since this change hit, my killer matches have been starting in single digit minutes as opposed to the tens of minutes before, on a new chapter release no less! Folks don't want to hear it, but this change is for the best. It separates the flex players from the folks practicing just killer and improves the queue drastically.

  • @Chrarcq said:

    Her skill ceiling already isn't high at all. Only the skill floor.

    Long range this is probably right. Close range, nah. There's so much room for 5D chess there.

  • @CakeIsTheRoad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112160#Comment_4112160

    https://us.v-cdn.net/6030815/uploads/KDB1DEU78L83/img-0350.png

    https://us.v-cdn.net/6030815/uploads/4K5NCGT1KHN9/img-0351.png

    https://us.v-cdn.net/6030815/uploads/M4K5WTUB59DN/img-0348.png

    https://us.v-cdn.net/6030815/uploads/UPBIBMIN3SNR/img-0349.png

    https://us.v-cdn.net/6030815/uploads/HR5F8KI43SIN/img-0347.jpeg

    The issue is even good hands can’t beat 4x good players. They have many more good hands than you do.

    Trust me, I got both 4x swfs and a team of new players during MMR reset. I mean full sabo, flashy squads with DS and Unbreakables.

    If I could post my matches from the DBD Stats I would, but it seems they haven’t updated it to include Judgment picture and perks. The slots look blank. Aurora is like that too.

    Well, thankfully sabo, flashy, and DS don't matter to Judgment. Really it's just mind games for her. And yeah, a great SWF is going to be a lot better at that. Not even for being a SWF either. Judgment gets seriously rocked by people with good looping skills at close range. A solid team or even just one player knows to kite her at close range and just dodge at her most obvious window of invulnerability. Four players doing that is almost an immediate loss. You just have to get lucky shooting gens at that point.

  • @CakeIsTheRoad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471648/have-people-already-dropped-the-new-killer

    I’ve been playing as and against her. She has many pain points.

    1: Aura read is a must have. Her power means nothing if you can’t find people at long range (her short range is so telegraphed and hard to hit that short range chases are NOT what you are ever going for, seriously just leave them). She’s very LOS and guesswork dependent. On maps with terrible LOS you’ll have to use map knowledge and guesswork to get hits.

    2: Her 110 and unforgiving cooldown to M1 after a M2 makes looping at short range a nightmare. Good survivors can loop her anywhere with a window or tile and have long chases. Her “180” tech is not consistent enough at short distances so you’d be better off with the backwards addon. If you want a killer for mid-short range chases pick Wesker or something.

    3: She has no map mobility so some extra gen defense or haste is a good idea.

    4: Mindbreaker is one of a few perks that makes it so your own hits aren’t as telegraphed, and even then people will get off gens once they hear it. It has made my games less of a pain point so if you’re having issues run it or another blind/oblivious perk.

    5: The exile unhook protections are already being used as body-blocks.

    6: This is one of a few killers where I’d say you want to pour as many hooks into 2 specific people and go after them.

    7: One person can liberate two people from exile at the same time. That means that two people in exile is actually worse than one in exile and one on hook.

    Wanted to add to points 7 and 6 that this also means slugging is very much a strategy for her. You're almost always better off getting more hits over sending people to Exile because Exile grants momentum. In my experience, this results in a Twins situation where you're either getting a 3 minute win, or an exit gate conga line. In good hands she feels too good where you dont even get to play with her mechanics, and against a good team she may as well be a loud mirror Myers.

  • @WeaverReaver42 said:

    We're going to have another krasue situation where survivors cry a killer into irrelevance.

    I don't think The Judgment would be nerfed that bad considering the work they put into it and the engaging hook mechanics for survivors adding some much needed diversity. If anything, I would see her long range beam turned into a mid range beam with that blue add-on that allows for shooting the beam backwards being made basekit. That would make her a slower but easier to hit Houndmaster.

    It would be a shame all the same though. I'm getting so tired of map control meaning a teleport. Having a killer that can literally control the map with an independent projectile is so much more interesting than doing another version of the Dracula game. I get that she feels oppressive to newer players, but geeze... They make it way too easy. I keep getting matches where a skilled solo Q tries to kite me at close range, and I just ignore them to hit their fresh-faced teammates that practically glue their hands to the gens. I'll usually even leave the solo the hatch just because of how unfair the whole thing felt. I get skilled players being upset at how telegraphed the beam is, but I swear like half of this playerbase is watching cocomelon while doing gens.