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Sharby

Sharby

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  • Xeno isn't nearly as brainless and can't tunnel as good as Wesker so I doubt it.

    I feel like they will be really popular on launch at least. I know this is the first new chapter I'm buying since Knight so I will be among them lol.

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511551#Comment_3511551

    While I agree with your statement I think simply putting all the survivor bias on swf is not very healthy. How many actual 4 squad sweat swfs do you actually see vs the amount of casual solo or 2 stack

    Well that's the thing.


    I think Killer as a whole is easier because MMR algorithm is subpar, I can queue up as killer at any point on any killer and 80-90% of my games will be casual or lower-skilled players, even when I used to sweat really hard on Killer (4k'ing/tunneling/camping) if I played 20 games, 16 were stomps, 2 were challenging, and 2 I got stomped due to the survivors being way better.


    However, the higher you go skillwise the more having to play against four brains puts the killer at a disadvantage. Killer becomes exponentially more difficult if all four survivors know what to do, which is why in tournaments everyone is limited so heavily (from my knowledge, I don't really keep up with comp DBD.)


    With this in mind its why I don't really take posts about killers being unplayable seriously, very few people ever get to play killer at the level where killer is stressful as heck, and even in strong survivor metas, killer is still easier to play. That being said, people who act like killer as a whole takes no skill are equally as dumb tbh.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511542#Comment_3511542

    Be nice if they just created two different lobby types. Not the custom one, but a ranked and casual. Casual would be for solo cues and non-streaming but would still allow tome tasks to be completed. No rankings, just a chance to play the game and enjoy.

    Would put all the streamers and SWFs and 4k is the only way I succeed killers in the same area where they can take things seriously and stroke out at the keyboard.

    Multiple queues won't fix anything because these people don't want healthy competition, they want to stomp and have dominant wins all the time.


    If you put in a casual queue people would intentionally play it just for free 4ks.


    The only way to solve this problem is to force killers to play in their appropriate MMR by removing the ability to lobby shop and remove backfilling.


    Two things will result from this, all the people that tunnel and camp for free wins will be forced to play against efficient survivors who know how to deal with these strategies and they will get crushed enough to be forced to learn how to play better, resulting in better matches for everyone and a healthier MMR system.


    Or they'll quit. Which would still be a net positive.

  • @ThatRedPyramidThing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511534#Comment_3511534

    The point is hoping that other players see this and stop the game endgame toxicity when they get a killer that plays clean and fair.

    Nothing to do with us vs them

    Judging by your reaction though I'm assuming you are the same player that complains about the tunneling and camping then when you get a killer that doesn't camp or tunnel you teabag at the he gate and gg ez them in chat after.

    You can check my post history if you want, I don't care about being tunneled and camping is already being solved.


    I legit only type gg wp all in end game chat no matter what happens and even then some killers throw a tantrum and act like I'm bm'ing , I've even been told to off myself after saying ggwp so idk it goes both ways.

    anna.png

    The point is, saying that you're being pushed to being a mean killer because of a few bad experiences tells me you weren't really sold on being nice anyways, it should be obvious that its a minority treating that way that's not representative of the whole at all.

    The way your post is worded literally just feels like trying to farm "survivor bad" replies which is Us vs Them.

  • Killers have it easier but I would absolutely not say killers have it easy unless you play Wesker. Survivor has also gotten plenty of strong changes that puts them in a good spot, so I disagree as a Survivor main.


    Most people, including most good players, would not be able to successfully play killer against a good SWF. So you have to put some respect on the people who work hard to be good at killer, it takes a lot of effort and skill to pull it off.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510781#Comment_3510781

    I'm starting to think most people on this forum just want to play against bots. The comments in several threads show a total lack of understanding that there is in fact 4 other people in each match and playing in a scummy way that ruins the fun for others will result in fewer and fewer players.

    All games eventually die, but for some reason there is a group of this playerbase that is trying to kill this game as fast as possible with playstyles.

    I mean the same people encouraging killers to do whatever they want are the same people who want to remove hook-suicicdes and want harsher dc penalties to force people to be their punching bags.

    You'll never be able to convince them that their behavior is wrong because they have to see that its a problem to begin with, which they won't. I'd say just be glad you'll never get matched against them and that most players on both sides can understand the basic concept of not making people miserable while playing a video game.


    EDIT:

    Also no, young children have tons of empathy. Its mostly teenagers and apathetic adults who behave in this way I've found.

  • What is the point of this thread besides more Us vs Them?

    Do you only play nice to get validation from others? Its funny how playing nice is only a problem when the survivors do something you dislike.

    I play nice all the time on killer and get nothing but kind survivors, does that make my experience universal? Of course not, so there's zero point in acting like every survivor player does the same thing.

    Moreover you shouldn't be nice just to please other people, you should be nice because it pleases yourself, and further than that you should continue to be nice even if the other side doesn't appreciate it occasionally because there will always be a lot of people that do and being nice is... a good thing to do?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511166#Comment_3511166

    It's a huge problem. My SWF's record for killer dodges is something like 15 in a row. And then the killer who does finally take the match often gets 2 or 3 hooks total for the entire game. Lobby dodging is killing match quality.

    Everytime a Dev posts in one these topics I always ping them with the same question cause it's one of the biggest things I want to be fixed.


    I dont blame our Community Representitives for the radio silence though as I'd imagine there's pretty strict policies in regards to whats appropriate feedback to send up the command chain. But if there's even a slight chance someone in the internal systems team can see it I'll take it.


    The best fix to solve it for good would just be making pre-game lobbies equivocal.


    I prefer complete anonymity for both sides barring gameplay elements such as choice of survivor and items since killers should be able to proactively pick perks to avoid bullying. Giving information to all would help a bit but now survivors would lobby shop as well.


    Profiles, names, and prestiges should all be hidden until post game screen. I don't even want it to be an option just forced anon mode.

    This would cut back on dodging a lot since it'd be a lot harder to gauge the experience of the survivors which would lead to more balanced matches which would improve mmr I'd imagine.

  • @Mandy said:

    Unfortunately this can happen when lobbies are dodged by killers - it backfills them, and there's less in the way of matchmaking then.

    Are there any updates, or at least a word of acknowledgement addressing the fact that the current pre-game lobby incentivises if not encourages killers to lobby dodge?


    We can see the effects it has on matchmaking and its common enough to warrant something being done.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510821#Comment_3510821

    Finishing all gens too fast ruins the experience for the killer and sucks the fun out of the game.

    But I guess it's fine cause a gen isn't a person?

    That's exactly why it's fine.


    You realize a Gen rushing game is like 2-3 minutes right? It takes longer to do business in a washroom and the killer gets to play the entire match.


    Even if it results in a loss, which isn't guaranteed because of EGC plays. That is the lesser evil compared to a survivor having to afk on a hook to not screw their team over because of camping or tunneling.

  • Glad making the game clunkier and less consistent was a higher priority than literally any of the other glaring problems the game currently has. 👍


    Very disappointing.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510859#Comment_3510859

    I think that rather than outright removing the playstyle, it would be better to disincentivise it as much as possible.

    Well I don't think it'd be possible to truly remove it. 😜

    Its tricky though because you want to design it in a way where it's impossible to weaponize against the killer.


    One idea I was toying around with in my head was cranking up the basekit BT to 30 seconds of 15% haste, vault-speed, and endurance, as well as show the auras of pallets and vaults like WoO. But have it disable in EGC and remove collision from the survivor.


    The idea is to make the survivor so cumbersome to chase that it's a guaranteed loss even against less experienced players. But there is no way for it to prevent the killer from applying pressure to other survivors.


    The only issue is that this would severely affect competitive play since they play for hookstates, but they can adapt tbh.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509842#Comment_3509842

    If their goal is to retain customers, and I know quite a lot of them that quit, got burnt out fast due to tunneling.

    So if they want to keep those customers and make money then maybe consider fixing it.

    It's not my money so it's no skin off my back, but everything comes down to that to companies, money. Every single friend I've tried to bring into the game takes off and doesn't come back because of it.

    People I've met along the way are all gone because they got tired of their matches being so short. :(

    Anyone that still defends tunneling is either misguided or just being edgy.


    "Its unfun" is a perfectly good reason to remove tunneling imo, my friends are all also getting burnt out because of the constant tunneling and camping too. Its gotten to the point where they beg me to get tunneled instead so they can actually play the game since they're not good enough to stay off the hook for longer than 10 seconds.

    In essence it is a skill issue, but that doesn't mean it shouldn't get changed, any strategy that prevents someone from playing should be either super hard to pull off or super uncommon/reserved for competitive games.

    The fact that any noob can pick up Wesker and successfully tunnel every game is a problem. That being said, killers do need to be rewarded or buffed elsewhere, it just sucks that their meta playstyles are both unhealthy.

  • The fact that you didn't even name a perk means the problem is your lack of game sense, not the perks.


    The only dumb endurance combo currently is FTP/Buckle Up. The other ones have very obvious tells and counterplay associated with them.

  • And if it wasn't or I never got caught, then what?


    See the problem with these types of arguments that remove human-empathy from the equation to be purely objective is that it can never actually be applied in a practical sense to the real world because in the real world societal-feelings and community consensus absolutely do affect personal freedoms.


    You don't exist in a vacuum, like it or not your actions have consequences on those around you. Video games are no exception.

    Can you tunnel, camp, slug, t-bag, click, etc etc etc? Yes you can and the game allows it. But should people encourage this behavior? I don't think so. And as a community we should continue to discourage unsportsmanlike behavior because it only serves to make the game worse for everyone except for the few people who pride themselves on being annoying.

    The devs allow tunneling and camping to exist because they are valid ways to win a game, but its very clear that they actively want to discourage both playstyles with things such as anticamp and basekit BT.

    They are actively discouraging them because they recognize that they are unfun strategies most players dislike experiencing, and this is coming from someone who likes the challenge of being tunneled.

    Its annoying that these topics devolve into people actively defending unhealthy playstyles with bad comparisons when the focus should be on how to reward killers better and give killers more agency in having a myriad of good strategies to use against good teams instead like survivors do.

  • Sally's only saving grace is that she takes skill to play which makes her skill-floor too high for most players so she's rarely played, and she's played well even less so.

    Even killers like hag can be interesting if you only see them once in awhile.

    Doesn't mean that playing vs a competent Nurse isn't extremely unfun and unrewarding. I don't like having every interaction boil down to a 50-50.

    Being as though most Nurses are a free win I don't think her rework should take priority over Chess Merchant and Blight though, they both should get nerfed/reworked first.

  • What if I find hacking and cheating fun?

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510389#Comment_3510389

    How it's the same game early game but end game is fight back time with higher risks

    Since the devs said the whole thing about killer being the 'power role' we've seen a steep rise in arrogance and fragility.


    It's already hard enough to convince people to play killer, getting killed after a bully match would put some ppl off the game for good.


    As much as I'd love to fight back I think such a mechanic is best saved for a PVE mode.

  • The problem with chase perks for killers is twofold.


    If its proactive like haste for downing or hitting a survivor, that makes tunneling even stronger which is the meta way to play killer atm, so it has to be weak. See: Xenomorph's new perk.

    However, if it's reactive i.e haste for getting stunned/blinded/sabo'd, it effectively mimizes counterplay for the survivors and punishes them for trying to counter the killer. So these perks have to be weak as well. See: Hubris from the Knight.


    It could be a hex perk like Devour (which gives Haste too,) but we already know how volatile hexes can be. And thus, that's probably way there's a lack of them.


    I think maybe a perk that let's you preemptively destroy two pallets or block two windows permanently or one of each could be a cool perk to help M1 killers reduce the strength of maps and encourage them to chase, since there's usually a lot of good loops I don't think it'd be too oppressive.

  • Could you imagine the absolute mental cataclysm some of these killer players would have if survivors could kill them?


    As much as I'd love the chaos, I think a 2v8 game mode is more practical.

  • Hey OP can you post a screenshot of you playing Wesker?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508947#Comment_3508947

    Oh right, because it's not whole issue overall.

    I will rather they learn how to detect issues and fix the fast.

    Rather then, we suffered so it's your turn to suffer.

    And soloQ suffered against eruption, not SWF. SWF is getting most value from buckle up + FTP. Not really balanced.

    The point is that people have been incessantly spamming about the perk since its release and I've seen my fair share of terrible comparisons. Let's dispel a few yeah?


    MFT isn't original DH.


    MFT isn't original MoM.


    MFT isn't original DS.


    MFT isn't pre-nerf Eruption.


    MFT is a strong, arguably overtuned perk, that's it.

    Acting like its breaking the game or making any killer unplayable is wrong, the dramatics are old now imo. Either adapt like literally everyone does for any emerging meta perk or don't play.



    Also no, Eruption could also mess up SWFs too unless your entire SWF was confident in their comms and were able to gauge chases well. There were plenty of times where the weaker players in my SWF miscalled a down or thought they'd make something and then trigger Eruption on the rest of us.


    FTP + Buckle Up is a problem though, I agree and hoped it would've gotten removed this patch.

  • Just show the killer's ping before the game starts, if the killer can see survivor ping and dodge accordingly I have no idea why survivors are forced to play against killers with high ping.

  • I finally got to play it on DBD mobile when it came out because it had all the old maps still. And wow it's so fun to play on (not for the killer.)


    I think the most charming thing about old dbd map design/look was that it felt surprisingly authentic and realistic despite being objectively lower quality.


    The newer stuff/reworks feels less immersive and more video-gamey. I think adding clutter to maps to make them feel richer in design was a mistake.

  • I know the point is for visual clarity but tbh obscuring what is and isn't a vault would be way cooler and reward map exploration.


    If the tap is going to stay I wish they'd at least theme it after the map.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508893#Comment_3508893

    This is what I am doing. Unless I need to do a challenge for the current event. It is sad though you cannot play a role simply because of busted stuff. It was the same with playing survivor and old Eruption.

    Survivors went through months of Eruption because there were ways to deal with it until it got nerfed. And Eruption was far, far worse than MFT ever was or will be to play against so its not a good comparison.


    You still have a few more weeks/months before MFT gets adjusted, you'll live.

  • Complaining about perk idea overlap while wanting the Xenomorph's power to be a recycled version of Pig traps.

  • I have no idea why pallets aren't treated like temporary windows. Probably due to bad coding.

    But you can't medium vault a pallet, so it's always going to feel worse than a window because it'd be unbalanced otherwise. Especially post vault-change.

    If you're saying it feels worse despite this, I'd wager something probably broke with vaults as a whole since it's a linked issue.

  • The Survivor meta is actually pretty good and varied right now.


    The Killer meta is the one that's stale and boring, filled with uninteractive brainless perks and addons that encourage brainless gameplay.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506857#Comment_3506857

    My point was not that the game is dead or dying, but rather that the casual aspect of the game is gone, likely for good.

    I mean casuals are needed to sustain the meat grinder, if the casual aspect is dead it will start a decline that is faster than what's natural.


    Less casuals playing = more sweaty games = more sweaty people stop playing, to put it in simplified terms.

  • The bottom line is that this is a community-driven problem.

    Everyone wants an easy, chill game, but also want to win. How do you accomplish that in a PVP game?

    Play against people severely under your skill level.


    Meaning, if they put a ranked mode in nobody would use it because people don't actually want appropriate MMR based on how people complain they go against Tryhards every other game. So the people that sweat will always be mixed in with the casuals because they don't want to go against other sweats, so the casuals will continue to be punching bags for content.

    Harder games means less 5-gen chases, less 4ks, less flex-able moments overall. The current community is way too competitive for it to ever work.


    All the devs can do is either rework the game's objectives overall (sacrifices/gens being replaced.) Put a PVE mode in, or continue to put carrots on sticks everywhere to prevent people from playing efficiently (gen-rushing, tunneling, etc.)


    I'd say we're a ways away from the current game-state tanking the population of players though.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506776#Comment_3506776

    This is true but it's also a really dumb argument that shouldn't be acknowledged, by this logic deadlock should be nerfed because it rewards killers for letting gens get done but I bet if anyone suggested deadlock be nerfed it would cause several aneurysms.

    If it wasn't acknowledged you'd have to ignore like 20+ people (some of which are on this forum.) Its very frequent reasoning.


    I agree that it's dumb though.

  • @Xernoton said:

    Let's nerf them all! *diabolic laughter*

    Honestly, neither of these perks are complained about anywhere near as much as you make it seem. I reckon that WoO could be nerfed, although the problem is less WoO and more maps. Technically all of these perks will vary in strength as the game changes around them. So they will probably get some passive nerfs eventually.

    For example, Adrenaline will become even stronger when BHVR deal with 3 gens because it allows survivors to focus more on repairing that last gen and less on healing. And when 3 gens are less of a problem, then killers have a harder time patrolling gens and get into chases, which makes being injured less of a danger.

    With the changes to fast vaults it might be a good decision to nerf Resilience but I think we should give it a bit of time, have them fix the animations first and see how this actually affects balance. Because it will have an effect on balance. If it becomes clear that the extra vault speed from the animation is problematic combined with Resilience, then that will have to be adjusted.

    Really? Cause the most common reason I see MFT complained about is that being injured isn't a real condition and that the killer gets punished for getting hits.

    I'm curious how you could exempt Resilience from this same argument, considering not only does it help you in chase, it also helps you do gens faster which is something MFT doesn't do.

  • @GoodBoyKaru said:

    Did we not learn from 6.1.0 that nerfing based on popularity is a terrible way to balance?

    Like, according to official dev stats Self-Care is still in the top five most used Survivor perks. Does it need a nerf because of that? Of course not.

    I don't think any survivor perks need nerfs at the moment, but that doesn't mean they won't be.

  • I'll pass. Making perks unable to work with others is such terrible balancing unless its a genuinely broken combo like FTP + Buckle Up.


    Just be patient and they'll gut the perk and then you can go back to complaining about Resilience and Adrenaline losing you your matches again.

  • @Rulebreaker said:

    We're confused as to the point being made....

    There is no point being made, the OP just wanted to flex in a screenshot and needed a sensationalist title so people would actually post in the thread.


    Kudos to them cause it worked. But there's nothing to be discussed, just like in the last thread of someone posting screenshots.

  • Its going to get nerfed, best to stop fighting it and just enjoy having a fun perk to use while it lasts otherwise you're going to have to keep reading essay after essay.

  • Yeah because Killer players take everything super personally and refuse to use the in-game tools to avoid "bullying" seemingly because they're bitter that they aren't the bullies.


    Don't want to be spam blinded? Bring Lightborn or learn to face walls.


    Don't want to be sabo'd? Fake pickups or bring Infectious Fright/Mad Grit/Agi.


    Hate Bodyblocks? NOED/STBFL/NWO or learn to hook in good spots/slug.


    4 man last second swap/map offerings/oak offering? Oopsie during loading screen.


    You can force the game to end in a multitude of ways, killer is quite literally never powerless in any circumstance, unlike Survivors who can be forced to bleed out for 4 minutes.

  • @tippy2k2 said:

    I try to but as a killer, it can be really hard to tell if someone is trolling their teammates, their teammates are being useless (and so the "troller" is just trying to get something good out of the game), or various other things

    If it's 100% obvious, I will kill the troll and let everyone else go but if it's questionable or unknown, I'll usually kill them all and let The Entity sort it out 😅

    I'm fine with a Scorched Earth tactic, its not the killer's responsibility to figure it out and I wouldn't want a killer to lose points for something that's not their fault. As long as the trolls die too idc.

  • @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501729#Comment_3501729

    this community is whiny yes, but how is hit and run not widely considered boring though? Everyone agrees chases are the most fun part right?

    i don’t think a single person wants a hit and run meta to exist. Otherwise we‘ll get an even worse 3 gen meta with everyone just healing for half the match (although considering how long COH existed, I’m not surprised people will be okay with that).

    i don’t even hate that many killers. There’s only like 5 killers I even partly dislike and spirit is the only killer I think needs to just be eradicated from existence (because why the ######### would they make such an accessibility nightmare).

    You underestimate how many contrarians lurk around these parts.


    People will literally jump to the defense of anything as long as its part of their team. The same people defending hit and run will defend anything, and they also defended the Eruption/Gen-Kick meta.


    They'll lazily use the subjectivity/hivemind argument which completely shuts down any discussion, so there's no real use arguing.

  • Dredge, Ghostface, Demo, Billy, Nurse/Blight (kinda,) Deathslinger.

  • I wouldn't mind if they brought back old amazon cosmetics, I want the Jeff one so bad.

  • People will die on the hill that he's interesting but in truth he's a baby tier killer with 2 dimensional gameplay (intended as he's for beginners) with one of the most boring gameplay patterns (hit and run.)


    I'm happy everytime I don't have to see him.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501069#Comment_3501069

    Why is your comment about me personally? How about addressing the topic instead of other forum community members?

    I'm just saying, the Entity holds killers back so that survivors actually have hope. If killers were actually strong, survivors would feel hopeless and the Entity would starve. That's the reason survivors would be fair game for the Predator, not just other killers.

    I mean the Survivors are pretty nerfed too. Vittorio and Mikaela can do magic which would render most of the not supernatural killers useless. All of the RE survivors are arms-experts too but they're not allowed to have weapons, even with just a knife I'm pretty sure they could beat all the normal killers.


    I'm also pretty certain Cheryl can destroy most of the killers too based off her strength in SH3, even the supernatural ones.

  • @bbqBilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385462/made-for-this-cannot-continue-to-exist-in-its-current-state

    I think the better question is, how many more pointless threads do you people need to spam to realize that the developers don't use your incessant crying as a measure for if a perk should be nerfed or not.

    MFT is fine, it's scary in a good player's hand but 99% of survivors can't use it effectively, it's all in your head. I bet you complain about MFT non-stop during your matches only to go to the scoreboard at the end and realize that people weren't even using it.

    I saw a Killer streamer complain about MFT making him miss hits in his chase after he just saw the survivor use Dead Hard, the perk is psychologically owning people lately.

  • @GoofyGooberRock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500588#Comment_3500588

    Is it the speed? cause I've been noticing I've been going through them so much quicker now

    Speed and Distance both got fixed it seems, though that might be because I run Resil in all my builds.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500811#Comment_3500811

    Wrong. Games that outsell DBD manage to balance around better players while still selling to casuals.

    League of Legends has some of the most aggressive balancing I've seen and they still nerf things that only are affecting the lower-end of solo-queue, a direct balance around casuals.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500776#Comment_3500776

    I could not disagree more about the SWF “not mattering.” The killer player should never be in a position that’s unwinnable, regardless of how common the scenario is. By the same token, the game shouldn’t be catered towards people who can’t be bothered to learn. People like that should get better or stop playing.

    Its not unwinnable though? Killers win tournaments and even teams like Eternal has lost before. I simply said who cares because I assume most Killer players would not be equipped to deal with a really good SWF, which makes sense.

    You can't ignore casuals if you want a game to thrive, both upper and lower ends need to be healthy and feel valued.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499822#Comment_3499822

    I feel like some of those changes have glaring flaws. If infection is cleansed off hook for example, the infection has very little use. You would have to infect someone, then leave them to give them any reason to look for the spray.

    The stagger after missing would basically prevent Wesker from using his dash for map traversal. That's basically the reason ppl don't use Demogorgon's shred to get around. Demo has portals though, where Wesker is just using the dash.

    The use is that it hard-caps how long a chase can be, having to do four mini-games after being unhooked (heal/Plaything/mend/cleanse) is way too much and leaves the Survivor way too vulnerable to being tunneled.

    Blight and Nurse both get a hefty stagger even when using their powers to traverse the map I don't see why Wesker is exempt, either that or make the first dash longer but the second one shorter so its primary use is in chase, though it would mess a lot of people up so most likely never happening this late into his release.

    The reason Wesker is so popular is because his strength compared to his non-existent skillfloor is really egregious, I would like to see that gap reduced substantially so he's not the obvious pick for anyone noob at killer that wants free wins, but not at the cost of reducing his effectiveness for those who actually took the time to master him and play him well at harder skill-brackets.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500683#Comment_3500683

    Game sense, dealing with god loops and main structures, tracking, knowing when to leave hook, etc… I don’t think playing killer is super hard, but it’s rocket science compared to survivor gameplay.

    Everything you said could be applied to Survivor as well though even knowing when to hove/leave a hook. Survivors also have to worry about their teammates wasting one-time resources and efficiency which is totally out of their control, which is why solo-queue sucks.

    I would honestly say killer is easy until you hit the bracket where each individual on the Survivor side is very good, then it is a true 4v1 that's immensely stressful. But games/swfs like that are extremely rare and usually over in < 5 minutes, so who cares.


    Difficulty Tierlist (imo):

    Comp/High-MMR Killer

    Comp/High-MMR Survivor/SWF

    Solo-queue

    Mid/Low MMR Killer

    Mid/Low MMR SWF

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