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Abbzy

Abbzy

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  • @Chapero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083500#Comment_4083500

    Exactly, the problem with killers like Blight, Spirit, and Nurse is fundamentally their design. Nerfs are just patches for a bigger issue, which is the character's design itself.

    In Nurse's case, you could give her the three-hit system (infect, injure, and down), but all that would really do is make the same survivor take the first three hooks. It would change how she's played, but it wouldn't solve the underlying problem.

    The same applies to Blight. Being a 4.4 m/s killer is something he should have been from day one, but that alone is not a solution for a killer whose design is fundamentally flawed. The same goes for Spirit.

    In cases like these, patches are not the solution when the design itself breaks the systems the entire game is built around.

    What is clear is that if the game has a core methodology and a set of fundamental rules, then it would make sense not to introduce designs that completely, or almost completely, break them.

    Tbh blight is now ok I would say maybe speed addons need some attention but he in his basekit or without them is fine. He is way harder and depends more on his power plus pallets now do something to him he can break them fast but looses power which he depends on so it slows him down. Good killer now sadly it took so long. Spirit desing is more flawed then blights but in current state I would say she is ok or manageable especialy with DBDs buged sounds and now less grass being on maps wich is great indicator for her that helps her locate survivors directly more then scratch marks.

    Nurse is totaly must rework because her desing is just her being all about depending on her power and she cant function without it.

    Now theres too many things that some desings that were wrong are ok now I would say like blight or spirit but nurse is total opposite she was ok in old days in that form more then just like this nowdays, still I believe she isnt that hated mostly because half of player base is bad with her still in 2026 like she newer had good success in kill rate on average mmr or in total and only good results come from top mmr now from her so I dont think she will get changed soon especsialy when devs dont talk about her and reworks are taking longer then getting 4 new chapters.

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083964#Comment_4083964

    You have to pay $5 for this privilege… to win according to your advice. Is there a term for that?

    Anyway, my suggestion would be all killers should be FTP in custom matches, permanently. It would allow potential buyers a "test drive" and it would let survivors actually know what they were facing.

    It's pretty ######### when info is locked behind a paywall.

    Game gives you nurse for free the best killer now, billy who is very hard but very strong too and then twins,blight and other strong killers are in game viable for shards.

    Ghoul is maybe easier than all these if you arent facing good looper who can run you long because his antiloop is mid at his current state and very counterplayable for good loopers. Thats all advantages just easier and bit more fun but not auto win to all games.

  • @Brimp said:

    You don't know when a map offering is going to be played so "just run sac ward every match" is kinda of ridiculous. And guaranteeing a map that was great for you is really stupid.

    Tbh I think there isnt achievement for nee maps last one was for twd map.
    Times where offerings were guarantee map were super boring for me in both roles it was just same 5-7 maps like erie, badham, gideon, garden of not joy maps like these its get boring even as survivor even when these are to your advantage and few times some killers map like lampkin lane where there were like 10 pallets before they reworked it and short time after it had to go due to license issue.

    Very fun times indeed just same maps on and on maybe they could buff maps but dont make them stack and dont go above like 35-40% chance which is great cap I think from now current 20%.Maps were mostly survivor sided part because killer can run only one offrering and even with sac ward he just had to run it to have chance to not be put into survivor sided map.

  • @Brimp said:

    This only really affected haste stacking long term which is fine. People did tests and full healing builds were nerfed at most 15%. And even then you could just run botany + auto didact and that's 2 separate healing sources so diminishing returns wont affect that. As for gen speeds…. We really don't need more gen progression to be in the game.

    Like when mintskull tested it and strongest healing build that healts at 3,xx some seconds is now like 5 seconds then I dont see problem and as you say autodidact is underated it takes time to build up but then it rocks and with some increased healing speed its pretty good.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084212#Comment_4084212

    Not trying to be snarky or anything, but if that's all it did then why did they use precious dev time implementing it in the first place? There were already so many mediocre perks, and it feels like diminishing returns just created a longer list of trash tier perks to balance, like Leader, Better Than New, Fire Up, etc. :/

    Idk what they created it for some claim to make perks stronger to be good alone but not abuseable when stacked.

    All I know is that the numbers arent so hard nerfed into oblivion as some people claim, theres that video on Yt from mintskull and he has many facts and exsamples there so go watch it for more because right now I dont remember these facts from devs he used there.

  • Tbh that perk needs rework because skillcheck based perks on killers work only against new survivors, that perk was done when they made it and call it undone.

    If you like it thats good for you, personaly I dont use it because of how inconsistent it is and people I play against have very small problem with dealing with merciless storm perk on doctor so these kind of perks are done for me.

    in Undone Comment by Abbzy
  • @Tamo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084192#Comment_4084192

    I don't need build advice from someone who doesn't think that buildcrafting was affected by diminishing returns. Perks are made more viable or make for better use when they can be stacked with other similar perks. Weak perks will be weak but could be given some value or viability when paired with other perks. Many perks that stack though are never going to be used EVER because after the second perk the stack becomes practically redundant.

    Idk what builds you mean but when I watched vid from mintskull where he had math and like only differece on like breaking/vaulting build was few % change like from 1,2 seconds to 1,4 seconds or something like that or strongest/fastest healing build heals instead 3,3 seconds or what was it now in 5 seconds yeah deffinitely world ending situation for stacking builds.

  • @OnryosTapeRentals said:

    I played against him the other day and his guard got completely lost while chasing me. It was on Crotus Prenn (I think) and I ran towards shack and the guard just went off in the other direction for seemingly no reason. Totally bizarre.

    Happens sometimes to because guards pathing is like blind man chasing you semetimes. Sometimes when you drop pallets on larger loops the guards go around the whole god dam loop which is like 1/2 of their chase time.

    The most hurting one is windowtech which was bug and for easy band aid fix they make it a feature.

    Sometimes I wonder when killer bots work better than some players why his guards suck so hard in primitive pathing which only is following the survivor.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084092#Comment_4084092

    I think there's still a psychological benefit to having this hefty BP bonus for something other than winning. Losing feels less bad if you go out of the game with a few stacks, it's essentially giving you alternative 'win' conditions that don't involve making the other lose.

    Well not only that WGLF and BBQ had even other effect and that was rewarding you in your role like as survivor the stacks were obtained by helping others like unhooking,taking hits for them by bodyblocks or saving them with pallets/flashlights etc. and for killer it rewarded you for spreading hooks (you can tunnel but still for max bonus you have to hook 4 survivors once) which wasnt bad desing but well devs didnt want people to have more bp throug perks.

  • @MarbleThrone said:

    With all the proposed changes to anti-tunneling having been tested, it's wild to me that they didn't consider reverting these perks back to having BP bonuses again.

    Remember there even was that basekit BBQ effect where you would get a 10% BP bonus for each unique hook (so, any time you hook someone who was not the most recently hooked)?

    I'd prefer that over nothing. But restoring BBQ and WGLF back to their glory has to happen.

    It was 25% for each first hook for every survvior so 100% and it held to 6.1.0 patch where devs took care of it with WGLF which I believe were one of few perks that added bp and were woth it others were like thril,distressing which only increased bp in one category but BBQ and WGLF did in total and could double your bp.

    So BBQ gavew you for hooking all survivors 100% more bp from all your bp at the end so basicaly pudding offering and WGLF gave you 25% more bp for saving survivor, unhooking safely or taking protection hit and stacked at 4 tokens so same 100% more bp.

    They took it away in 6.1.0 patch and newer made any perk make you more bp.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084091#Comment_4084091

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084100#Comment_4084100

    Is there a reason we're talking about something from 5 years ago like it's happening now? Did I miss something?

    Its mostly bug but 5 years ago devs didnt made bugs that they couldnt fix into feature aka ghoul (hinder when he vaults and now vaulting through him) or knights window tech against guards etc. which can even happen here so its better to mentioned it.

  • Yeah these first are annoying like bug that devs couldnt fix made into feature they are doing it a lot lately like look at ghoul firts hinder when he vaults with leap that stayed after kidnap tech was removed thankfully and then his last where survivors can vault through when you vaulting with your power just bugs that are make into feature like cheap band aid.

    On ghoul ok he is strong but knight? He has nothing if survivors can loop at this point they should either buff his guards inteligence by not doing this crap with window or made them faster (not assasin maybe) or reduce that 3x times when knight is close to like half so he can play more around guard (even when its not what people wanted).

    He is just noob stomper at this point. THe hitbox part or when you cant drop with guard well I take it as pinicle of DBD balance but why knight suffers it when there are killers with stronger powers that can even travel through multiple floors is compleate mystery to me especialy when knight strongest power is he himself because of speed so guards arent even that strong and their pathing sucks hard.

  • Im not fan of spirit (I would pick like any killer over her tbh even the op nurse or by many unliked ghoul) but this seems to be absurd as valid change I hope its just bug.

    If they consider (devs) as valid change and its not bug then make her 4,6 m/s at this point because using her power will be like shooting into compleate darkness and hoping you will hit something against survivors with elusive or unijured ones.

    Totaly unecessary change tbh instead they should buff ghostface or doctor (not buff that like makes almost none difference).

  • @ShackPallet031 said:

    The Doctor never was a good Killer. After Pallet Density he became even worse, because applying successful Shock Therapy doesn't give you that much if Survivor has so many tiles/Pallets nearby.

    His add-ons are outdated. He needs new Add-Ons to become less predictible. Changes I would make at the start and see how does it impact him:

    - Increased the range from 12 meters to 14 meters.
    - Increased movement speed while charging Shock Therapy from 3.08 m/s to 3.25 m/s.

    Thats issue now pallets are more closer to each other then before and doc looses lot of distance for making survvior incable to do most of things for 2,5 seconds so as you say range but especialy charge speed would need to be adjusted.

    Right now docs antiloop is one of or maybe worst in the entire game, even dreadge right now has stronger antiloop and great mobility with nightfall event that makes his power stronger compare to docs simular (Iwould say in more loops less usefull) antiloop and info (that info has doc more often) and slowdown (docs slowdown from madness isnt great worst then deep wound where atleast you got injure with it).

    Doc is just outdated and thing he should be good at he is under mediocre (antiloop) compare to other killers. His last "buffs" didnt do almost anything its like buffing survivors and making their base running speed increased from 4 m/s to 4,01 m/s.

  • @cogsturning said:

    Yooooo there's a Rift variant I'm dying to get my hands on. I don't really spend money on cosmetics but I'd make an exception if that was the only option.

    Blue billy one is for me the one I want the most, looks even better since overdrive (with ovewrheat which was red wasnt the best look).

  • Idk would be nice but also they could finally make better spawns for totems like when I use ruin majority of times its on super obvious spot or it spawns where survivors do which I dont think is good.

  • @Wezqu said:

    Yes survivors are meant to spawn together or at least two groups of two quite decently close. Still there is issue with it and sometimes it does not clearly work and same with using offerings that should effect it also not working time to time.

    Sometimes theres issue with it looks more like 50% of times theres issue with it same with killer spawning in the centre of the map which shouldnt happen too like survivors not spawning togheather.

    Thats big inconsistence but nothing surprising here in DBD.

  • Idk from what I seen you use your omnipresent to move around map and track survivors then you can exit on pallets (broken or not these places) or windows and choose which side you wanna exit, when you exit that mode you get haste I think 5% for like 25 seconds or what so you are normal speed and you can hold spear either from boxes that spawn on map or hooks (destroyes hook but spear is stronger and can imobilieze survivors by pinning them into object) this doesnt seems so good but you can grab spears in omnipressent so I believe idea is mobile killer who has to pic his range ability.

    He seems ok from what I saw unless they nerf him hard I would say bit different springtrap but not bad killer, worst thing will be probably not using his omnipresetn constantly to track people and jump them plus using it to regain spear faster because yo umove faster then 4,4 or 4,6 m/s.

    All depends in what we get from ptb into live like remember springtrap got his addons nerfed so maybe same will happen to jason because some of his addon I believe are simular but thats hard to tell i just hope they dont make c-tier killer or any ow tier killer in these days (well he shouldnt because he has multiple things like good mobility and solid tracking plus good antiloop kinda one shot but good).

    Spear that doesnt impale throws survivor off like weskers dash throw so you can use it to get them off loop and put them into situation where they wont be long on their feet and go down (outposition them just like with weskers throw).

    He seems ok for now, spear is hard to aim but hitbox seems small which isnt bad I would say lets lot of cheeky shots on loops open like with slinger.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083747#Comment_4083747

    It's rare people give up in my matches unless they're already doomed. The outcome is the same. The ones that have people who throw from the beginning I personally either give someone hatch or let the rest of them go. Lots of people also play like that. So not all matches with throwers are killer wins.

    It wouldn't be possible for them to exclude matches with abandons because that's basically every match. There'd be no data.

    Are we really going to talk about data from 2022? This is a whole different game now. What we do know from the current official stats is that Ghoul was the only killer with both a high pickrate and a high kill rate. That is problematic.

    It's rare people give up in my matches unless they're already doomed. The outcome is the same. The ones that have people who throw from the beginning I personally either give someone hatch or let the rest of them go. Lots of people also play like that. So not all matches with throwers are killer wins.

    Maybe in yours but average mmr joe who plays ghoul? Do you think people still dont give up when they arent loosing they are just mad because sometimes I even get this so I highly doubt because you dont meet this in your games that it doesnt happen in someones else games.

    It wouldn't be possible for them to exclude matches with abandons because that's basically every match. There'd be no data.

    This, so how much the data are accure this makes it mysterious because if they dont exclude abandons we cant be sure for 100% that its legit. Games without abandons could end up sometimes differently its small number compare to abandons when all are sluged or its last two or one and mori is in play but still a thing that can make difference like lets say in 5% who knows.

    Are we really going to talk about data from 2022? This is a whole different game now. What we do know from the current official stats is that Ghoul was the only killer with both a high pickrate and a high kill rate. That is problematic.

    Yeah and you think all these nurses got way better? I dont think so, different in what only few perks got changed but its core its mostly same its not so different if we compared 2016/17/18/19/20 DBD that would be different game with og dead hard and none basekit features for survivors like antihook protection (perks were used for that but they just gave endurence not haste on top).

    Nurse is weaker actualy then back in 2022 like 2023 patch 6.5.0

    • Nerf: any attack following a Blink and before The Nurse succumbs to Fatigue is now considered a Special Attack and no longer activates any effects associated with Basic Attacks. (this is huge nerf because who knows from past knows how nurse was strong with exposed perks like one of weskers perks got super nerfed because of her and others did too, nurse with noed terror that many people forget but dam it was scarier than many oneshots from these days)

    and blight isnt nowhere near the state he was back then weaker way weaker basekit and addons. Ghoul stats were picked but stats we get are cherry from top of the cake same with others so we dont see whole picture there canbe killers with very small kill rates maybe same or even smaller then in 2022. Merchant was problematic too not because she was op (before devs took her inside their room and butchered her into todays mess) she had top kill rate and why? Many survivors just gave up not dc just gave up and this in smaller portion (because merchant is played by few people) still happens today I believe many merchant mains would tell you that so you cant take stats as the law that must shape the game always devs did that in old times and we know how it looked like "nerf pig" or billys overdrive etc.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083733#Comment_4083733

    Remember that awful white screen for original Borrowed Time? 👀

    Oh god this, I believe doctors when you had some madness as survivor was kinda terrible too but they took it away.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082717#Comment_4082717

    Games with DCs are excluded from the official stats, and those matches are usually killer wins. If anything, stats are deflated by the DC matches being cut. And Ghoul is the DC king.

    You keep making this claim about these unproveable low kill rates so back it up with your own stats. Are all your killers at 50& or lower?

    Dc but giving up? Thats not always dc rather just survivor stops fighting for his survival and lets the killer finish him asap.

    I highly doubt these are excluded from official stats because how would you even possibly exclude them in first place?

    These make few % or ten % of kill rate I believe that especialy against unfavored characters which ghoul is now number 1 because merchant is mostly gone and only few of her mains and enjoyers actualy play her (whou would wanna play f-tier killer, worst killer right now dam even trapper can actualy do something like deffend basement and merchant cant do much).

    Dc can be excluded but not if survivor gives up and another question rises up what about abandons are they acounting them too as dc or not? So many things are unclear there but I dont think its normal for killer that his kill rate increases when he gets actualy weaker maybe people jumped more from blight to ghoul because blight now actualy takes skill and is perfect and ghoul gets very simular power but is easier at base, weaker but easier.

    Ghostface I bet is low or killers like this but depends on mmr.

    This was last time we got whole picture at one mmr which they now show top 5 for high and average mmr

    image.png

    you can clearly see that top 1 (or 2 by todays understanding or comp blights and his hug tech being thing in that year plus og addons like compound 33+ alchem ring being at their peek condition yet everyone was blind to it especialy of how powerfull they are) killer in the game being worst in killing survivors on average so we dont know much from these stats devs show now only just who is problematic to face and who doesnt suck that much probably and thats it.

  • You mean the 7 seconds of total misery for killer and invunerability for survivors, was cool tho but not not that good as og freddy enjoyers claim.

  • You would get more thumbs down like you play normaly and some will dislike it or you give them room and they will dislike it too (met both of these types even free win stinks to some people after constant tryhard line of matches).

    25k depending if someone gives you thumbs up is kinda a lot more like 5-10 would be nice but I dont see this as some big thing especialy in DBD where salt if could be collected bhvr would be world wide brand in market with salt.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083132#Comment_4083132

    The problem with being able to remove nurse's power is unlike the other killers, she's slower than survivors. The still have to loop a xeno even after a successful flamethrower. The chase is just over if nurse cant blink.

    Another thing slower the killer the stronger power he needs and especialy cant get kicked from it like wraith did from flashlight beams (even for wraith this was very wrong).

    For xeno I would say worst thing is having two flamethrowers next to each other so ge gets kicked from power nomatter what which is dum and makes him way weaker then people think because good teams will make you loose tens of seconds with this on strong loops where m1 115 speed killer who is one of tallest cant loop for short time so you have to go for tunnel to get power back. We can see how even xeno is liked because of turrets and its pretty easy to spot on his pick rate like if the flame turrets werent so punishing for him I believe many people would play him more. His chase power isnt something so game breaking to todays standarts just look at how pyramidhead went down because just speed nerf yet he can still shoot through walls but its so hard.

  • @QWERTY_KEYS said:

    The first mistake is designing something that completely ignores the gameplay of dbd.

    Second mistake is releasing it.

    He was designed to counter DBD in 2017 and thats huge difference, many infinites and very overpowered loop set ups she was even stronger back then like when she came up she had 3 blinks and was survivors running speed I believe while no recharge cooldown on each blik she would have them all after fatigue and could have up to 7 blinks with addons (they were bit shorter but they gave you more room to make mistakes and make them into hit anyway).

    That was nurse created for but situation changed so we cant say she was mistake because back then she was kinda op but situation was very different, many busted things were in game like instant health states from addons (styptic,syrange) super fast healing, old dead hard or ds many busted things especialy on survivor side and game was to todays balance heavily survivor sided. Only two kilers could counter infinites like the one in haddonfield main and that was trapper (even tho his trap set up took ages and his traps could be destroyed by sabbo or toolbox and at long time they wouldnt respawn) and second was nurse even when she was buged and couldnt blink on stairs for some time at her first weeks being in game.

    So I wouldnt say she was mistake, she just was timed solution for game state that was 8 years ago which was totaly different game, if you would make tournament with old survivors perks and addons against old killer perks and addons I think (if we exclude mories) survivors would minimaly get 2 out every time especialy if played killer wouldnt be nurse or billy (who was weaker than today only with instadown addons addons he stood out), all killers were worse except nurse to time point where she came (deffinitely trapper,wraith,billy,huntress were worse) and even after that hag,doctor were worse only spirit was brutaly stronger but thats like nurse rare exception to old days where killers like pig got totaly nerfed to oblivion fast even when they werent above average in power (old DBD balance choices "think we did prettty good job so far" moments and memes from these days are used today). Thats why I dont think she was mistake in 2017 she was just solution for problem a band aid as many things back then, but lot of people dont even remember that or have a clue.

  • @Aphy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081672#Comment_4081672

    Then you do chase them if you feel you have no choice. If I find myself with a full stack of pre runners that do not engage with me and just avoid me then I DC. If they insist on wasting my time and want to avoid me then they need to get out of my match. I'd beg for a full stack of bullies then ever be with a full stack of pre runners. At least with bullies I can have some fun, maybe see it they have something different to bring to the table and it's game on.

    If I faced this all the time I would be using only high mobility killers tbh because its annoying as hell and very effective without any downfall if its done right.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467944/are-survivors-supposed-to-spawn-together

    Yes, and it has been broken for like 8 months, and i had a thread on it with one of the devs that just decided to stop responding, and it has been reported multiple times and nothing is being done. Hell even Scott Jund made a video on it.

    I think its broken since they put it in live (that al survivors spawn togeather and killer or survvior cant spawn in the middle of the map only on the endge away from each other), even when it worked it had some anomalies where you would spawn like alone as survvior or as duos or as killer in the middle of the map (only offerings could change that butt these things happened even without them).

    I would say I dont remember time this actualy working as it should to me its always been buged like I dont remember consistently having killer in one corner and all 4 survviors on the other corner and for offerings no one uses them (the ones that change how survviors spawn) because they dont even have too.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083542#Comment_4083542

    I'm pretty sure they released kill rates more recently than that, they just don't do it the same way anymore

    They show top 5 in average and then high mmr but that doesnt tell that much here its cleary shown that even stronger killers like nurse are at bottom on average, these were the best stats they droped.

    Recent doesnt show you whole picture and people then come and hate on some characters like krasue which stand up but how they do in total isnt clear.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083355#Comment_4083355

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083493#Comment_4083493

    You could just make numbers changes to make her bad, like doubling her cooldown or something. But that wouldn't actually fix her it would just "delete her" the same way they did skull merchant.

    The real question to propose is. She is bad at low level play, she is often one of the lowest kill rate if not THE lowest killrate killers in the game, often less than 50%. So she's actually underpowered when played in the average game.

    But what about nurses like me who have thousands of hours? If i'm going against survivors with 300 hours, sure i'll probably win every time, but that is more of an experience mismatch.

    What if you pit me against a team of survivors with 5k hours? Am i going to win that match every time? Probably not, and that changes things.

    I for one am personally in favor of reworking the nurse, but i also think that the fundamental base mechanics of the game need to change to start making the FUN parts of DBD the actual rewarding parts and to start eliminating the unfun parts. But if you rework the nurse because you accept that she is "too strong in the hands of a high level player" then you must also by definition, handle "survivors who are too strong in the hands of a high level player" and the fact that at the highest levels of play, there are maybe 5 viable killers.

    Therefore, i don't think it is as simple as "nerf nurse" or "rework nurse" i think fundamental base level mechanics of the game need to change first, to make it so nurse is not necessary when you are playing in matches with the best players in the world.

    For example, if you took the best 4 survivor players in the world, and pit them against say, the best trapper player in the world for 10 matches, how many matches do you think that the trapper would win? Now do the same with nurse, how many games would nurse win? Do this with just about any other killer and you'll realize that most of these matches will end with the survivors winning more often, with the exception of maybe 4 or so killers who might pull out ahead, and maybe another 3-4 who might break even. Then realize that there are 40+ killers in the game.

    Basically, i think nurse in her current form must exist, as long as the game exists in its current state. Until then, i think any balance discussions are pointless.

    We didnt saw all killers kill rates since this

    image.png

    but I bet they arent much different and nurse is still at the bottom of kill rates on average mmr and high at top or near top as you said. The nerfs like number changes would make her terrible because I remeber how newer or less experienced people play her they either dont blink or blink totaly off survviors location.

    Only rework would work and good one but I dont think devs aim here, they have to rework so many characters before they can reach nurse just this year its 3 and I think they will barely make it and there are others that need it too so I dont see nurse rework (the only thing that can fix her without making her terrible for lower half of people) isnt coming soon.

  • @zonkednb said:

    Spirit really hurts if you're not wearing a headset or have hearing difficulties. She's definitely not a killer you play well against while having something else making noise on a second monitor. However, if you do have a headset, she's really not that bad. Good spirits will still trash the average survivor, but they should if they're good at the game. What you should be doing with Spirits is forcing them to have to figure out where you are, not the other way around.

    Ghoul isn't fun to play against. Not OP, no, fully counterable, but it's a pretty popular opinion that he needs a change. Not a nerf, just a change, to make him feel less cheap. His main issue is he's too easy for how much he does.

    Thing is many DBD sounds take over spirits phase sound.

    Personaly i would take 100 ghouls then 1 spirit match because I can see him and react to him but spirit especialy when yo uare injured you are done unless she doesnt hear well.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083085#Comment_4083085

    As a nurse main with 4k hours. This will not do anything. What she needs is a complete and total rework. Any possible change you could do simply makes her harder to play for the average player, but does nothing against the high level nurse players.

    Pretty much you cant nerf her either it will do almost nothing or make her terrible so rework is bets way how to deal with her without making her super bad or keeping her in same/almost same spot where she is now.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083213#Comment_4083213


    Acting, am I? How many killer matches do you play a month?

    Both roles whine all the time. I just don't cry endlessly while playing the power role, and I don't agree with other killers because I don't think there are major issues for the role as a whole. I think players are bad and want it easy, or they're good and want more. We have a bunch of killers in this forum with high KRs who do nothing but talk about how strong survivors are, despite winning basically all their matches.

    The solution isn't to play stronger killers unless you don't want to improve. It's to get better at the ones you like. It's to work on map control. There isn't any killer in this game that doesn't 4k against me regularly because they have the hours and skill.

    This video shows a killer that had time to take a break from winning to break pallets for a clickbaity clip. Really don't know how you can use that as an argument about how strong pallets are. If there are no excuses for easily outplayable pallets near each other, then there no excuses for maps with a bunch of useless rocks and debris and nothing useful. I don't see you complaining about those though. Maybe you like downs that are free but I don't care for them.

    There shouldnt be that much pallets so close to each other while conected to shack this is realy bug from 2v8 where something gone wrong and devs are silent.

    Like it or not thats a fact.

  • @coldflame said:

    i genuinely need to see footage of a decisionmaker at bhvr playing a non-s tier on some of these maps, it beggars belief how many pallets are spawning

    Just remember that legendary korean stream with hag. But thats old.

  • @MDRSan said:

    So you guys want to nerf Jason before he even comes out? He needs those pallets to teleport to. Gosh. Quit being so biased against your fellow killers guys.

    I wouldnt day its nerf or if you see it like that its small one, same can be said with dracula like jason doesnt loose that much by remowing some of these pallets because he isnt greatest in dealing with loops plus theres like 4 pallets in area thats like 20 meters or less so its not big deal.

    Maybe small (very small) nerf but huge buff for minimaly half of the killers.

  • @Xendritch said:

    I don't think he's too strong but calling the only 115 ranged killer in the game b tier is wild.

    He seems same as springtrap only has better mobility but has to go out of chase to replenish his projectile which is single shot so I would say he is now b-tier or seems like it.

    Springtrap is 115 speed range killer too only slows when he has axe on him but can use normal speed and jason being normal speed is timed I dont know now legit cooldowns for haste or omnipresent mode but I dont see him so strong as some claim realy very simular to springtrap and by desing it seems devs aum there this way because of springtrap being liked by many players and being played a lot.

  • Hope they fix it.

  • Mostly the ones that play killer who is made to loose even when the player doesnt make mistakes like weaker killers trapper,merchant,ghostface etc. or killers that are hard like billy,blight.

    Kinda respect the rare ones too like hag mains, have been two years since I faced my last hag, or twins, artist.

  • @Xendritch said:

    A lot less frustrating than what he was, I personally still don't like him and probably never will but I can admit he's in a reasonable spot now.

    It's probably another Skull Merchant situation where even though he's been mostly balanced out the community at large will never stop hating him and calling him OP and this is why what happened with Skull Merchant set a terrible precedent because now we think we can just force killers we don't like into F tier if we complain enough.

    Facts he is most balanced he ever was now and its mostly just hate because his antiloop got huge nerf and against good loopers he has not much.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082033#Comment_4082033

    I don't really know what to say to someone who is legitimately arguing that buckle up + FTP was ok.

    You understand that combo was completely uncountable in many circumstances, right? Like it's not like regular saves where you can try to chase the survivors off.

    DS hasn't really been gutted, either.

    Idk who can deffend that brain dead combo because is closest thing to old og styptic or kinda near og syrange only difference was you needed 2 perks to get effect better than og styptic and weaker than of syrange. Very stupid and unhealthy perk combo just like og pain res with dms.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081978#Comment_4081978

    Oh crap I didn't even know they increased the duration of that to 15 seconds. That explains why it feels like it's impossible to catch an unhooked survivor before they make it to a gate.

    That's just unnecessary. Adding the endurance status effect to being unhooked was a good change back in the day, since BT was basically a mandatory perk before then. There was nothing wrong with the 10 seconds, 15 seconds is excessive.

    Endurance is pain but haste on top is what makes it even worse to go against because they are 110 speed for 15 seconds and that makes all killers witjout mobility to catch up or killer like clown with hinder/haste effects on command very hard to get them.

    Now if you hook near gate and dobt have killer who can trade and there are more survivors so m1 killers are basicaly cooked you wont get that kill unless they throw that game because they make it back to gates with 15 seconds.

    Bt was must back then kinda but it wasnt so hard to go against compare to now basekit 15 seconds of endurance with haste which knocks down all slower killers.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081612#Comment_4081612

    sadly I think auras have pushed us into this pre running box. it wasn't overnight, but little things piling up like Lethal Pursuer existing and guttingDistortion have kinda forced this since you can't even be safe near a killer unless you specifically have Object.

    Prerunning is depending more on terror radius and map. Killers without mobility and chase powers are ideal to prerun which is docs case. Back then people hid but they are doing it too but the more experienced prerun too and its more effective because you cant hide all game well if you do one of yor teammates will get more attention from killer for you.

    Prerunning was sleays superior to hiding because it has less risk like bieng found in bad spot and getting hit or down due to it which prerunning hasnt plus it wastes more killers time on average than hiding and its I would say easier and if whole team does it then killer without mobility and slower one like slinger will have hard time to deal with it compare to hiding which can be helped to counter with few perks but they arent ususly needed that much compare to prerunning where only los blockers with oblivious (oblivious can work without los blockers but its better when survivors not only dont hear you coming but dont see you too) or great mobility to catch up and tgats huge difference. Plus if you prerun to strong loops like shack,main many killers will leave you which is what lot of people want thats why its better than hiding plus now theres no thick fog and dark brightness on maps like before on old version of the game which made hiding mainly viable (have you heard about blendettes they arent just meme they were a real thing).

  • @dbd900bach said:

    Not really. Trickster is somewhat in his own little corner that isn't easily compared to other killers. He's projectile killer, but thats where the similarities end.

    Technically, Trickster is actually more lethal than Jason with a much faster TTK provided he hits all of his knives and reaches B - S rank. He's also far more lethal at shorter loops with no line of sight blockers. You could even make the argument that Jason's projectile is weaker because he actually gives the survivor more distance in open areas since they're pushed so far back.

    The actual big difference that makes Jason better is map mobility. A killer with mobility will always outclass a killer that has none like Trickster.

    Basically Jason isn't a good comparison to judge whether or not Trickster needs buffs. Trickster does need changes, but not in the spirit of being stronger. He's miserable for survivors to go against, so thats where changes should be made, so both sides have fun. Thats never going to happen but its a better perspective than playing the comparison game to push changes.

    Trickster is worst 110 killer, only thing he is good at is shreading survivors health states but on very low loops where he can shoot over or in open area and thats it just range slower version of bubba nothing more.

    I find it strange that projectile killers like huntress or trickster that heavily depend on their power that is limited and is gain/recharged from lockers which are huge rng inconsistent in place, arent 115 speed when they have no projectiles left or few of them like trickers having less then 6 to take health state.
    I think this is very reasonable change that should have happened long time ago. I think even slinger could be 115 speed when he has no shell loaded because he has very long cooldowns and has no mobility unlike springtrap. But slinger has atleast good antillop compare to huntress and trickster and he doesnt need to go out of his way to locker to gain his power which is very outdated mechanic.

    Nothing changes fact that tricksters is currently worst 110 speed killer and argument “but if he hits every knife he is very good”. Yeah and huntress with this logic is even better, henry is ss-tier or god tier with nurse, pyramidhead and unknown are top a-tiers and slinger is a-tier/high a-tier too if he doesnt miss single shot and many other killers do on these but if he doesnt miss, these things arent realistic in human exetution (because no one newer hits every shot and when he does its nothing consistent because even the best players miss) unless you have killer played by bot who is like first 2v8 nurse bot that almost newer missed and there were people winning games just by with this bot alone (still many powers can be doged conpare to nurse blink due to their travel speed or delay like on phead or henry so this “but if he doesnt miss” isnt even realistic on a bot tbh because its not like point and click like in csgo where bullet travels there instantly or other shooting game with this mechanics).

  • @vol4r said:

    I just hope he is 4.6 - I am sick of 4.4 killer atp

    Well last best 4,4 killer is netflix vecna and worst (probably he is) as last and from all 4,4 is reworked trickster.

    They need strong power to compansate for lack of speed so Inhope he isnt in snail category with weak power.

  • Another huge factor is killer because some are strong and have fast start but others are weak or need set up like oni needs like corrupt before he gets furry or trapper is weak and has one of longest set ups or hag, nemi needs to power up so these killers needs something to buy them time so they get their power going or like plague needs like corrupt too even when she is considered a-tier because she has way harder times without it.

    Strong killers with fast powers can go without them like billy,blight,ghoul can go without them on average but against good survivors they still need something.

  • Without slowdown, any gen deffence or endgame perk combo or strong high tier killer or very strong antiloop killer with chase build to have 20-30 second long chases you will loose to teams that have way less skill then you if they sit on gens and dont go down in 20 seconds.

    Thats just truth, but if you dont mind it its compleatly ok to play how you want if you dont break any games rules.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081717#Comment_4081717

    Ah, interesting, i always wondered why it felt like sometimes i didn't get immunity from being blinded while pulling survivors out of lockers. THAT feels like something that should be fixed.

    Yeah I notice it its been gone for some time but thankfully I havent met team that abuse that yet after they nerf it.

  • @SkeletonDance said:

    None. Slowdown perks are only useful if you want to increase your MMR

    If you win you will increase it annyway so unless you win/ loose 50/50 or just loose more you keep it.

  • @Aphy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080986#Comment_4080986

    As killer I do not ever chase pre runners. It's literally a fools game. Why would I waste my time following someone when I know 3 others are focusing on gens. I don't. I go and check the other gens. And guess what, the entire team pre runs from miles away and im kicking gens with barely any progress on them. It's counter productive for both parties involved. Only an idiot would stick to a chase and allow gens to get completed. Pre running is not meta. The game is about skill. Pre running doesn't involve any skill at all since players are avoiding all interactions with killer. No looping, no pallet dropping, no flashlights, no flash grenade's, no predicting, no skills at all. That's not how the game was designed. That's not how it was ever originally played.

    I remember the old days very well. Strategy was highly used. Sure it was easier to go unseen and changed only because people cried that they couldn't do it. But I used to do 5 gens with just 1 other surv quite a bit and it took strategy. Now a days its just about impossible with the maps, killer speeds and aura reading. It's gone from strategy chill to rushed brain dead everyone's having a panic attack, game. Everyone new in every game holds back and watches, observes, plays cautiously… dbd is no different but pre running wasn't how it was done. And back then it took much longer for gens to get done. Now for 1 newbie to pre run out of fear and uncertainty ok sure, understandable. But an entire full squad of players that are definitely not new.. get a grip and learn strategy. It's pathetic. You have an abundance of perks, items, add-ons for a reason. Use them. Gens give the least amount of BP. Interacting with the killer gives the most. If you just want to do gens and leave then get into custom matches. There's nothing worse then facing an entire skill-less squad that avoid all interactions with you.

    I dont chase them too but if whole team is doing it then you dont have choice, gens are still being worked on and progress and yout time is very precious but still runs and you must do something.

    Thats why Im for slower killers having stronger powers which some do like blight,henry,spirit or chucky, slinger kinda are great exsamples of 110 killer how should they look like.

    I agree gens are faster way more then they were back in old days where they took less time to get done and todays way is very fast phased game .

  • Its shame they dont do more to more skins only the iri ones like naughty bear or were elk.

    If I remember correctly they did different mories for more skins on DBD mobile, shame they left die with mobile version as well.

    There are killers that have more mories too like twins have two basekit, depends if you have victor on map or on charlotte.

  • @Slurp_Ramen said:

    hopefully when this gets fixed they can take another look at grabs and hits getting revoked.

    Lately I’ve been getting so grabs cancelled into an automatic M1 that of course misses and gives the survivor free distant, it’s mostly a problem at pallets with endurance, healthy survivors on gens, and of course survivors in lockers where you’ll just smack the locker or if you don’t M1 you have to spam the check locker button 5 times before the server registers it.

    This is long time problem, worst thing is when vaulting survivor puts you into grab but he vaults and nothing happens there for you like you dont get that grab that got cancled and not event m1 because it forced grab and before it counted that it wont give you grab that survivor is gone out of m1 range.

    I dont think this will get fixed tbh but I would say its worse than before especialy grab on gens like that second or two wasted in grab animation where it still cancels it and m1 you could have 1/3 or 2/3 of that m1 cooldown behind you and this thing is crucial when gen is almost done because that few seconds can make huge difference. This happens to me a lot especialy in 2v8.

    To locker issue, must be a bug because there was no change like that in notes.

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