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SOULWARRIOR71K

SOULWARRIOR71K

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  • Not to mention how people are allowed to vpn to servers they have no business playing on.

  • What is your current 30 day kill rate?

  • When did people not use meta perks and/or when do you think the game was fair/balanced on both sides?

  • @Soma_RTA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083614#Comment_4083614

    Why is it all about win loss ratio's with you people the game should be balanced enough where the better player wins and it simply isn't

    Because it’s an asymmetrical game with many variables that don’t just boil down to the better player wins. This game was never designed with the intent that either side could become so good that games just become predictable one sided affairs. By design, the killer is supposed to kill 2+ survivors on average. And for the most part, that’s what happens. Perks, maps, RNG etc add in just enough chaos to make games feel winnable on both sides. You don’t need to 4k every game. You don’t need to 4 out every game.

  • Here’s the reality of why neither sides’ meta can change:

    Survivors: even with meta builds and swfs taken into account, survivors still lose 6/10 games.

    Killer: even with meta builds and swfs taken into account, killers still win about 6/10 games.

    So the question you have to ask yourself is what is an acceptable win/loss ratio for killers to have? Keeping in mind that harshly nerfing survivors would result in even more losses/undesirable games.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076311#Comment_4076311

    How about the crazy niche scenario where you unhook someone at a point where it makes sense to do so instead of assuming you HAVE to go for all 6 times your 3 teammates need unhooking.

    At what point does it make sense to run a perk that has a 1/3 chance of being able to get 5% on a gen when you can just use a toolbox, prove, hyper focus/stakeout, deja vu etc and guarantee consistent value?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075721#Comment_4075721

    Because the survivor would die if hes not unhooked? Unhooking your teammate isn't some extra step you would normally neglect doing. You ALSO shouldn't be running across the map to unhook your teammate, then running BACK across the map anyway, perk or not. You'd be better off either letting a teammate who's actually close to the hook get it, or pick a gen to hop on after getting the unhook.

    Just think about what you just said. If I let someone else get the unhook, fast track gets no value. If I leave a gen to get the unhook, the time investment to get the unhook and get back to any gen outweighs the 5% time save gained by fast track after a great skill check. Both scenarios are basically stay on your gen (unless teammate is going next phase) and use a different perk/item to get a better effect lol.

  • @Mr_K said:

    You do know there are 4 survivors and 1 killer right? If all four survivors ran old Fast Track, one hook by the killer gave survivors 9 tokens total. 1 hook and the killer can lose 9% progress across the board. Kind of does sound like getting punished for doing their job doesn't it? Sounds like it would be better to slug survivors instead of hooking them… Maybe it's a good thing to not punish killers for hooking instead of slugging.

    This change simply gave the tokens to the survivor than goes for the save. It's basically a refund to not hold M1 on a gen but instead help a teammate.

    What’s being missed here is that the new version is effectively pointless. You will end up losing more time than you gain back by having to run across the map to maybe make the save, running back to your gen and then having to hit a great skill check. 5% is about 5 seconds saved but you spent more than 5 seconds to charge the token. If you just stay on the gen and let’s say use a toolbox, why would you even run fast track at that point?

  • At any given time, there are multiple terminator bots running. I don’t even get the point other than trying to ruin the game because it’s not even a human playing.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4073224#Comment_4073224

    So you want an average of 3k Blights? Because this is what you will get when only people who main him will keep playing this killer and others will move to someone else.

    At almost 7k hours, nearly every blight I play against already 3k/4k. It would make absolutely no difference.

  • @Green_Sliche said:

    Yes, let's gut killer more so the bad blight players stop playing as him, leaving only tryhards and mains who will start playing this killer in the scummiest way possible because nothing else will work for him.

    Sometimes I wish people would use their brain and understand that making killer less enjoyable to play will only keep casuals and less experienced players away from the said killer. Those who have figured out how to make the killer efficient ain't going to go anywhere.

    When’s the last time you or anyone else has played against a “casual” blight? 🤣🤣🤣 Even the most average blight will 2k at a minimum if not win the overwhelming majority of their matches.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069509#Comment_4069509

    And you think the majority of blights are comp players who get 2k winstreaks? It goes both ways.

    It doesn’t go both ways. You don’t need to be a comp level blight to go on long winstreaks. Most people don’t want to just hard tunnel and stomp every game doing the same thing over and over again with an op killer. On the flip side, it takes 4 people of relatively high and equal skill to do escape streaks and even then, you will get nowhere near the amount of 3/4 outs vs a kill streak. Blight needed the nerfs. Glad to see it.

  • The majority of swfs don’t dominate because the majority of swfs are not comp squads on comms who can play nearly flawlessly every game. Meanwhile, a single person can slap on 4 slowdowns on Blight, hard tunnel at 5 gens, and win over 99% of their games if they choose to. Blight nerfs were long overdue. If we can get the diminishing return changes, address camping/tunneling/slugging without perks, and add some kind of comeback mechanic for killers that doesn’t involve just lengthening gen times, the game would continue to move in a healthier direction for both sides.

  • @NotVerySuss said:

    I'm not sure about balancing this killer around the top like %1 of best blights.. this will kill him for the %99 rest who weren't even too good with him.. but we shall see how this goes.

    Where does the idea come from that hard tunneling with 4 slowdowns with the best killer against ill prepared teams, makes said player the best blight? It just makes said player dedicated to the lowest effort for highest reward strategy. If they can’t consistently beat players who are as dedicated and equally prepared/skilled as they are, they aren’t the best now are they? When you actually break down that win streak, you’ll see that nearly 40% of those wins come from people giving up/dcing and only a small percentage of the remains percentage are teams who know who and what they are facing.

  • @NeverSolus said:

    Momo handled it poorly. That being said, I don't think nerfing blight is the solution as then we'd just see people do it on nurse, kaneki, etc. As others pointed out winstreak runs on lower tier killers are quite common as well. Mind you I do think Blight is due some minor nerfs, but I don't think it would fix this particular issue.

    This really is an MMR issue. But as long as people are able to make money/subs doing this, it will continue I'm sure. The new MMR system may fix it, we'll see.

    how many comp teams do you think it would take to sustain an MMR bracket to face players like this? And how many “comp” teams do you think actually exist? lol. And lastly, do you really think the devs will waste resources to develop a system to account for these extreme outliers? The answer is most certainly no. Because it’s not an MMR issue. There are not enough players who play like every game is a comp game (and have the builds, comms, and skillsets).

  • @Dem34888 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068339#Comment_4068339

    Players who escape 200 games in a row or kill 1000 potatoes in a row should have a high matchmaking time, period

    MMR shouldn't feed them casuals just because there are no suitable opponents for them

    The current MMR system is the reason. It doesn't care how well you play; it just forces you to rat while your teammates do all the work for you or tunnel. It doesn't care how well you loop or how well you use your killer ability in chases, all that matters is whether you escaped or killed. If you played well as an killer, used your ability well, but made 12 hooks without tunneling or camping anyone - the MMR system says you've lost, period. Or the opposite: you looped or repaired 5 generators in solo but didn't escape - the MMR system says you've lost, period. It doesn't care how effective you were during the trial

    I know people don’t like to hear this but unless you are a content creator, play for money, and/or are one of 2 or 3 teams in the world that are capable of winning a major tournament, you are a casual (myself included). And the matchmaking purposely reflects this. Sometimes the game wants you to feel strong. Sometimes the game wants you to feel helpless. And sometimes it wants you to feel somewhere in the middle. The issue is, there are strategies that can be employed to overcome this intentional variance.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068339#Comment_4068339

    You know whats funny with your statement is theres more rules on survivors in those same tournaments because its not uncommon for a blight even like this to be destroyed by survivors because of it being a 4v1 game. And them all being equal skill levels. Why do you think 4 man streaks have their own rules to mirror the comp? Only 1 of each perk and they all have to be niche. No items above brown. Ect. Its simple just get 4 very good players that know how to time manage everything. Know how to use perks to their max potential even the niche ones. And know the main rule is gen progress. And you can end even the best killer (as shown). (Not saying its not a problem but you are making it all sound way easier than it actually is. I mean you are welcome to try to winstreak to prove your point more or tell me why theres so many rules even from survivors themselves that say they can best even the best killer. Nurses have lost tournament games consistently and shes second to blight)

    When it comes to tournaments, you are missing a key fact: only the same 2 or 3 teams actually win major tournaments. Those rulesets aren’t for them lol. It’s to make the other games somewhat interesting for the viewers. Most “comp” teams stand no chance of winning regardless of the ruleset.

    When it comes to winstreaks, I don’t need to prove anything. Just go watch 99.99% of winstreaks. They all look the same just with less wins because most people don’t want to play like this thousands of games in a row. Where are the 2k survivor streaks that happen multiple times? Why is it so hard for people to understand and accept that it’s easier for 1 person to dedicate themselves to a simple/repeatable strategy vs getting 4 people together consistently and playing perfectly for 2k games.

  • At some point can we please stop blaming MMR and just acknowledge the fact that there are only a handful of pro level survivors in the world that can handle a blight that plays like this? If MMR was so strict that he only gets matched up with these kinds of teams, his queue time go through the roof and those teams would get sick of playing the same people every game.

    The truth of the matter is that if you can do the exact same strategy every game for nearly 2k games and win every time, the strategy is busted. MMR is not the reason hard tunneling/slugging with Blight is so effective. Almost every win streak you see boils down to the same thing: put on 4 slowdowns and tunnel someone out as fast as you can. Even tournaments know this, which is why they have to come up with a bunch of fake rulesets to try and make it interesting to watch lol. The strategy + blight being op + someone dedicated enough to devote their life to pointless winstreaks = unhealthy gameplay/mindsets that have nothing to do with the MMR system.

  • @grilledmackerel said:

    It's ridiculous seeing nothing being done about them after how many years? There are so many killers who deserve a list of buffs namely Ghostface, Trapper and Skull Merchant. There are more killers out there who also need buffs but right now, these 3 aformentioned killers are top priority.

    Why do they remain as they are? It shouldn't take ages for you to make drastic improvements to their power. These killers need HELP!

    What's worse is that nobody seem to care or at all despite the majority of survivors wanting killer variety? Then this should be the step to the right direction except we remain in a still stand of bringing this discussion to the devs because they refuse to do anything about it or give no answer. It feels negligent.

    Killer variety won’t increase just by buffing low tiers. The top tier has to be brought down or else there is no incentive to switch to the newly buffed low/mid tiers. It’s not that they are forgotten. It’s more likely that the roster has grown too large to rework so many killers at once. The more practical approach has been for new killers to be strong (essentially making some older killers obsolete).

  • you have 3 slowdowns and only 11k points. It’s obvious that you didn’t get more than 2 or 3 hooks, which means fast track did nothing. If anything, it was hyperfocus stakeout and the toolboxes. Which was my earlier point. Fast track is just a cherry on top if someone is dedicating their build to gen rushing.

  • @random1543 said:

    I just had a look at my last few matches and FastTrack is not making the matches any faster

    https://us.v-cdn.net/6030815/uploads/49CMHFIDY938/image.png

    This match Mikaela and Yui had Fast track, the Match still went on for over 10 mins and the killer got a good amount of BP, its not like the match was rushed so hard the killer got nothing.

    https://us.v-cdn.net/6030815/uploads/K4DMZ9N1P8FT/image.png

    Here is another one, Leon had fast track in this one, The killer won this one, still got good amount of points and game went on for long time.

    https://us.v-cdn.net/6030815/uploads/4MGNF7VFO34E/image.png

    Now here is one where the match went fast, the killer didn't break 30k, but no fast track build. rick is running prove thy self deja vu and better together and I have a commodious and Deja vu

    https://us.v-cdn.net/6030815/uploads/WH1V500JD7YA/image.png

    Another one where the gens where bumrushed but the one gen perks are me and yui with deja vu. I had commodious and Felix had a normal toolbox no ad ons.

    Do you have example matches where fast track is in play? because I honestly feel like people are blaming fast track when other perks and items are the cause of the gen rushing. I saw a thread the other day with someone blaming fast track when it was more likely it was hyperfocus stakeout from what they described.

    Exactly. It’s not fast track that is causing havoc all of a sudden. The builds you see usually have other strong perks and items to supplement it. Fast track can be nerfed tomorrow and you still be able to rip through a gen with prove, hyper focus, stakeout, deja vu, toolbox with bnp etc. Even hens recent video is mostly gen perks other than fast track doing the damage, yet it’s position as fast track being broken lol. The real takeaway is that survivors should start focusing more on bringing gen perks/items rather than exhaustion/healing. It’s way more efficient when multiple survivors are crushing gens.

  • @TheMruczek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066629#Comment_4066629

    If we are gonna be using this "well if THEY have this, then that means WE can keep this" argument, we'll get nowhere.

    This is a crazy concept but you can recognize unfair things on both sides.

    yes I recognize things can be unfair on both sides. The difference between me and most people is that I accept this concept. If you want to win, bring strong things/pick strong killer/use strong strategies. For some reason, the dbd community fails to acknowledge that in competitive games, all sides can and should use strong things. Is nurse/blight/Kaneki etc that tunnel at 5 gens fair? No. Is a 4 man swf with 10k hours against a 500 hour ghost face fair? Also no. Do I expect the devs to perfectly balance for every mismatch scenario when it’s probably intended design? Nope. If you truly believe the devs don’t purposely allow some degree of mismatch for the sake of variety, I don’t know what game you all have been playing lol.

  • If 4 slowdown Blight that wins 2k games in a row can exist, I don’t see why this can’t. This game has never been 100% balanced and I don’t think it was ever intended to be.

  • @top500spiderman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062013#Comment_4062013

    Complaints about tunneling have been around forever, and people are pretty tired of the discussion at this point. The same arguments get repeated over and over, and the same responses always follow.

    Because of that, some players don’t argue about tunneling directly anymore. Instead, they suggest changes that indirectly weaken it.

    Sometimes those suggestions target specific killers. Other times, like in this case, they target the killer’s information mechanics.

    So the “tunneling is OP” argument hasn’t really disappeared. It’s just being framed differently so it sounds more reasonable.

    The real goal is often the same, but instead of saying it outright, the argument gets wrapped in smaller changes or different reasoning. That way it sounds less like “tunneling is OP” and more like a reasonable balance suggestion. They dont always say it outright because sometimes players wont even take them seriously. Its the same argument over and over and over with the same results.

    no offense but this misses the mark given that removing the notification does not stop tunneling, it would just make the killer have to pay more attention/commit. Someone can’t make a blanket statement that tunneling is always OP. It completely depends on which is killer is used, the map, how many gens are done etc. But can tunneling be OP under the right circumstances? Yes (see 4 slowdown Blights with 1k+ wins). But is that the point of this post? Nope.

  • @top500spiderman said:

    So you’ve seen a killer make a smart decision to regain or maintain pressure, and because it worked, it’s now “unhealthy” and “lame”?

    And because you personally find it lame, we’re supposed to make a balance decision around that and remove the unhook notification from the game?

    While we’re at it, can we remove flashlights too? I always have to turn to a wall before picking someone up. Very lame to go against.

    If “that worked against me and I didn’t like it” becomes the standard for balance changes, then no mechanic survives.

    bro just say you only play one side and move on lol

  • @Zuiphrode said:

    How would you feel if you didn't get a notification when killers hooked a surv?

    it’s an asymmetrical game. Different impact and it’s totally disingenuous to pretend otherwise.

  • @Zuiphrode said:

    Why should you be able to get a 100% safe unhook?

    how is it 100% safe? You can still proxy and see if the unhook happened.

  • @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464877/analyzing-why-ghoul-is-hated

    Off topic, but i dont understand this, Why not cleanse the Plague? not cleansing means you are permanently one hit ??

    now imagine her playing with PWYF, she would catch up pretty quick, and if she uses perks where she have no terror radius on top of that..

    Yeah I don’t agree with the never cleanse approach at all. Smart cleansing is necessary. 3/4 people broken against a proxying plague with multiple slowdowns is a great way for the game to snowball out of control if people are getting one shotted trying to make saves. Cleanse away from gens and/or edge map and stealth when she has power.

  • @Roco45 said:

    1. Maps should be based around the "type" of Killer, with all Killers being grouped into a few "types" based on their powers. This dictates the size of maps/pallets/loops/windows/clutter because the game has an immense issue rn with trying to force the entire roster of Killers into the same maps and that's just clearly not beneficial.
    2. SWF mechanic nerfs. For each person in the SWF, a percentage of healing/gen repair penalty is added as well as not having the ability to repeat perks in your specific party.
    3. Make SoloQ lobbies show Survs what perks/items are equipped and bring back hook attempts as basekit.
    4. Nerf the top Killers so Blight/Nurse/Ghoul while buffing/reworking the bottom barrel tier Killers. Though I think map changes would be a better nerf/buff for Killers overall.

    The game rn is balanced for SWF's and top tier Killers, leaving everyone else in the dirt, setting them up for unfun gameplay experiences. I'd like for that to change and for EVERYONE to have fun gameplay, not just SWF's and S-Killers.

    Number 2 will never happen because it assumes that all swfs are hyper efficient gen/escape machines (they aren't). As it stands, 4 man swfs escape about 48% (which is above average) with the average escape rate for all survivors aimed at 40%. If all swfs were nerfed, the overall escape rate would almost certainly go down. So I'll say again, swfs are strong on average, but killers still perform better regardless of whether they are facing a fulls swf or full solos.

  • I would start by making it so that you must play both sides within a certain number of games/ratio. One of the main reasons balance discussions rarely go anywhere is because too many players only play one side and therefore have no sympathy/understanding of the other side.

    The second thing I would do is start adjusting perks based on the killer. If they aren't going to truly nerf killers like Blight/Nurse/Ghoul, then they will never be able to implement across the board adjustments to killers that doesn't result in the strongest getting stronger.

  • In general, Blight is easy to play as and win with.

  • @Mr_K said:

    They don't actual face them every match, it's just an easy post to make because to dismiss it just gains you ridicule. Out of the three, Ghoul is the one I see more often but not as much as people make out. Think the most killers I've seen are Huntress, Pinhead, Knight, Mastermind, and Ghostface.

    just like survivors don’t face ghoul every game, killers aren’t facing 4 man gen rushing swfs every game. We remember the bad games more because of negativity bias. Killers don’t have it that bad and survivors don’t have it that bad. Are there edge causes that are stupid and unbalanced? Yes. But it goes for both sides.

  • Because their main use was to abuse annoying strategies that tip the game too far in favor of one side. In a world where all the maps are balanced, offerings wouldn’t be a problem. But that’s not the case in reality.

  • @Junylar said:

    Don't worry, the content creators have already demanded to nerf the Nurse, so yet another Nurse nerf is coming as we speak. They haven't complained about the Blight and Ghoul though, so you have to enjoy them for a bit longer.

    you say that as if any nerf to nurse has changed her from being #1/#2 basically since her release.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038967#Comment_4038967

    1. doesnt show how fast gens were done
    2. im seeing a good few matches where survivors escaped in under 7min… even a match where all 4 escaped in 3min 26sec which sort of proves my point of how fast matches are.
    3. soloq isnrt the issue so it makes any soloq stats irrelevant. in my soloq matches i get people that go next, dc, meme around and dont touch gens…of course matches will last longer when people are not playing it. the issue is swf teams that all play and all know what they are doing which in my killer matches is very frequent which is how gens fly so fast.
    4. hatch offering is supposed to be hidden….its not. we can still see it lol
    1. If I had to estimate, I'd say gens took between 7 to 12 minutes when they all got done (lots of games ended up being hatch games without gens being finished).
    2. the 3:26 game is one where the killer afked.
    3. Most games that are played are either 2 man or solos. But yes will gens go a bit faster with coordinated swfs? yes. Do they get all 5 gens done most games? No. So again I say, the first 2 gens popping quickly doesn't really translate into an auto win like people make it seem. whats your kill rate? You probably have a few quick games but for the most part, you probably do better than you think.
    4. Even still, the reason my escape rate is so high, is because of hatch offerings, not door escapes lol.
  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038961#Comment_4038961

    i can play killer and not tunnel and upload how fast the opponent does gens no problem as my killer matches im always getting sef teams where gens fly. although all you need to do is google it and you will see killers start the match and in 45 seconds 3 gens are done. my soloq matches can take longer than 5min because im solo and my team wont touch gens…thats never been in dispute

    Videos showing 2 or 3 gens popping in the first few minutes literally means nothing. The last 2-3s is what takes time because it is easier to defend fewer gens towards the middle/end game. "Gens flying" in the beginning does not mean it's actually leading to all gens getting done and escaping. In fact, I'd argue most games do not result in all 5 gens getting done and more than 2 survivors getting out.

    That being said, these are my survivor results from the last 30 games.

    4 things to note:

    1. My 30 day escape rate is currently 61.39%.
    2. I only play solo q.
    3. I always bring a hatch offering (now that they are secret, they work fairly often).
    4. The blight match with a 3 out was because the blight was memeing and let us go (otherwise every blight match would been an L)

    Game

    Killer

    Map

    Match Length

    Did I Survive?

    # of Survivors Escaped

    30

    Nurse

    Nostromo Wreckage

    2:18

    No

    0

    # of Escapes

    Total # of Escapes Possible

    30 Game Escape Rate

    29

    Doctor

    Dead Dawg Saloon

    10:58

    No

    0

    Individual

    16

    30

    53.33%

    28

    Blight

    Underground Complex

    10:24

    No

    0

    Team

    64

    120

    53.33%

    27

    Wraith

    Eyrie of Crows

    9:29

    No

    3

    26

    Dredge

    Father Campbell's Chapel

    6:09

    Yes

    4

    25

    Oni

    The Thompson House

    6:35

    Yes

    4

    24

    Blight

    Dead Dawg Saloon

    6:56

    No

    1

    23

    Pig

    Midwich

    6:10

    Yes

    4

    22

    Blight

    The Game

    15:20

    No

    0

    21

    Chucky

    Nostromo Wreckage

    5:16

    Yes

    4

    20

    Blight

    Eyrie of Crows

    13:04

    No

    1

    19

    Unknown

    Ormond

    3:26

    Yes

    4

    18

    Myers

    Rancid Abattoir

    8:53

    Yes

    3

    17

    Blight

    Underground Complex

    5:39

    No

    2

    16

    Skull Merchant

    The Shattered Square

    6:18

    Yes

    4

    15

    Huntress

    Garden of Joy

    11:46

    Yes

    4

    14

    Plague

    RPD

    10:08

    Yes

    4

    13

    Unknown

    Dead Sands

    11:15

    Yes

    1

    12

    Trapper

    Disturbed Ward

    15:45

    Yes

    3

    11

    Wesker

    Toba Landing

    7:52

    No

    2

    10

    The Twins

    Lampkin Lane

    13:10

    Yes

    2

    9

    Dredge

    Nostromo Wreckage

    13:37

    Yes

    3

    8

    Oni

    Midwich

    15:25

    No

    1

    7

    Ghoul

    The Pale Rose

    7:14

    No

    1

    6

    Blight

    Underground Complex

    4:05

    No

    0

    5

    Vecna

    Father Campbell's Chapel

    7:59

    Yes

    4

    4

    Clown

    Mother's Dwelling

    12:11

    No

    1

    3

    Blight

    Treatment Theater

    18:38

    Yes

    3

    2

    Demogorgon

    Eyrie of Crows

    11:31

    Yes

    1

    1

    Blight

    Dead Dawg Saloon

    11:36

    No

    0

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038954#Comment_4038954

    1. stats tracker is broken, records incorrect data.
    2. a lot of the time killers DC when all gens are done that fast. literally had 2 matches tonight where a nemesis and chucky DC'd because 3 gens flew and im soloq
    3. swf teams that coordinate and works on gens efficiently most certainly can get gens done in about 5min…i say about because it can be roughly a time frame 5-7min

    as soloq player with a team mate that didnt do gens my match lastest 6min45sec, would have been faster if everyone did gens.

    Curious how long your matches are

    I’m willing to upload a spreadsheet of my last 30 survivor games if are willing to do the same. I guarantee you don’t have more than 3 games that lasted 5 minutes or less without a dc causing it.

  • @runningguy said:

    clear signs of what direction the game is heading. fast paced matches, high mobility killers that can get into chase fast and down fast to compete with the gens flying fast. Matches last like 5min these days, the consequence of fast paced, constant chasing is what we are seeing….

    Now that the stat tracker exists, can we finally put the 5 minute game myth to bed please? To everyone who keeps repeating that games are constantly being completed in 5 minutes (and with the survivors winning), please go to your stats and tell us how many of your last 30 games lasted only 5 minutes.

  • @terumisan said:

    in order to make to make it balanced you have to cripple the survivor role

    all 2nd chance perks and gen progression perk need to be nerfed into oblivion

    get rid of the survivor hud

    make kindred basekit make babysitter basekit

    get rid of basekit bt

    buff every killer that weaker than houndmaster up to her level

    survivors currently lose 60% of the time. By cripple do you mean make it so it’s next to impossible for survivors to win or nah?

  • so let’s just ignore the fact that this would basically guarantee 4ks with strong killers?

  • might be alone with this but I never think “oh wow that was awesome” when I get instadowned. Especially considering that 9/10 it’s because of lethal pursuer or getting back revved. I hate nurse but at least she has to hit me twice.

  • @CrossTheSholf said:

    Slop is just a derogatory the salty survivors use. Dash killers are strong and that's why killer main like them.

    It's not salt. It's just true. And the issue is not whether the killer is strong, it's how easy & strong they are. Ghoul takes very little effort to win with (and this is coming from someone who also plays ghoul). Free hit + instantly catch up in the open + negate dropped pallets + deep wound for no reason = you have to go out of your way to lose because of how easy and effective (auto pilot) his power is to use.

    TLDR: point & click to start your adventure killers are too easy to use, with too high of a reward, with almost no downsides.

  • @francesinhalover said:

    Corrupt nerfed to 2 gens

    2 survs team up = 1 blocked gen

    3 survs team up = 2 blocked gen

    4 survs team up = 3 blocked gen

    Full swf + corrupt = 5 blocked gens

    so let’s just pretend like people won’t just replace corrupt with another slowdown and stomp with A tier and S tier killers.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976412#Comment_3976412

    What did you expect from killer who has great antiloop but no mobility if he has no target the tunneling is most consistant and rewarding option he has dont you think and some survivors who save dont think about rescued teammate they will just hide and let killer to follow the marks even if they werent hooked and their teammate is dead on hook, or they will save you when killer is just 10 meters from hook and hide then they scream on killer in chat he is tunneling pleb but the fact they farm their teammates like cattle is key problem they dont see.

    None of that changes the fact that he is way overtuned.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452768/is-new-clown-a-tier

    I would say hes a mid B tier killer up from high C. Being faster is good, but its not really a power other than being slightly faster (this is a seperate problem, as his power is really boring and quite literally takes no skill now). Kaneki is way faster, has a secondary method of damaging survivors and built in slowdown, for just a measly cooldown. Thats way better than clowns 12% haste for only 6 seconds.

    Typically B tier killers are the most balanced in the game, but this power is just boring to play against now, while not making him much stronger and only making him unfun to play against. If they wanna fix him while keeping him at this strength, they should revert the haste buff and even nerf it to maybe 8% while keeping the yellow activation time at only a second and add a new effect of making the cloud disappear faster (so survivors can't get your haste as easily. Make Tonic bottle clouds much bigger to compensate for the nerfs. Increase the overall bottle capacity to 8 bottles. All changes are to incentivise the use of both bottles, while not having either one too powerful

    I’m genuinely curious why people say it doesn’t make him much better. It does. There is a reason why a ton of games are now clown with haste builds. If he wasn’t much stronger, we wouldn’t now be seeing clowns easily 3k/4k with one or less slowdowns equipped.

  • He is busted, hence why all of a sudden everyone is a clown main now and run basically the same exact build they saw on YouTube.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970134#Comment_3970134

    Ghoul is overtuned and really really annoying

    But he's not an auto-win if survivors don't give up. If survivors can beat Nurse and Blight (Which they can), they can beat Ghoul. His counterplay is just really unintuitive and kinda lame.

    for the record, survivors will lose to a decent nurse or blight 70% of the time at a minimum. High mmr nurses/blights who play to win do not lose often.

  • Yeah it works. Very effective on Kaneki.

  • @horroricon said:

    Im loving the afk crows, helps stop the infinite hiding in 2 v 1 situations. The only reason killers slug for the 4k is because of the hatch (a free escape granted for failing to do gens). The hatch just simply shouldn't exist. do the gens, if you fail then you lose. If there are gens remaining and 2 survivors remain, 1 is downed...there is no reason to slug them if there is no hatch.

    Basically if people want slugging for 4k to stop then the hatch needs to be removed.

    so basically you want a guaranteed 4k?

  • Survivors and killers both abused map offerings. It's just there are more survivors obviously. When I play survivor, I can't tell you how many times I've been sent to Midwich, Hawkins, Macmillon etc and it's usually paired with some annoying build to make it even less enjoyable. Map offerings needed to completely go in my opinion or they could change it so that an offering makes you not go to a certain map.

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