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Abbzy

Abbzy

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  • @MashedBroccoli said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072279#Comment_4072279

    right its much harder now with hooks respawning with zero fear of creating a hook deadzone, better hook spawns, maps being reduced in size, faster animations, no true infinites like back in the day, no insta brand new parts, circle of healing being killed etc.

    Despite what some people think killer is not the hardest it’s ever been, it’s just not as easy as it has been since post weskers release.

    Hooks did respawn with perk later like second year of the game existance and tunneling had almost no counter or face camping plus less perks to counter this so no hooks was more doable than nowdays some perk combos and people werent that good.

    Nowdays hook spawns are still bad especialy in bloodmoon event where blood pumps spawn in places of hooks but even in regular mode some places are 40 meters areas with no hook or the hook is in thatradius but its on second floor. Gens are dopne faster even when there are perks to slow them down more tna before and they take 30 seconds more than in first version of game or year of the game, people are more skilled and number of pallets isnt much smaller than back than and now they are even closer near each other so yes game for the killer is harder than in 2017 where survivors had op stuf but killers had it too like facecamping, no anticamp meter or any antitunnel protection and perks killers had perks too like og ruin, og pop or og dying light where one tunnel gave survivors 25% slowdown so it was easier back then.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072170#Comment_4072170

    You are greatly underestimating Weave/Franklin's. I went up against a p100 Trapper yesterday running it. He hooked me in a central location with items littered around and tried to keep everyone away. I know the counter so, after unhook, I tried to move the items—and got downed again in the process.

    And it was a taste of my own medicine because I use this combo a lot myself. I can attribute my 80% KR on Dredge to it. It's counterable, sure, but the counters have risks. You will be seen both picking up and dropping the items, and you'll be oblivious. And the items almost always end up around downs/hooks, so the camping potential is crazy. There's zero way to approach the hook without being seen, and if you're creeping around for a save after a down, you'll also be seen. I'm glad a lot of people sleep on these two perks because without knowledge and coordination, they're a nightmare.

    That combo is good if there are items on key locations like shack it can help in map info with macro or in chase but it has its counters and these counters make this combo waste of two perks for the killer or dont give him value from it at worst so its not broken combo and you as survivor get info on your screen that you are effected by that perk and your aura is revealed what more you need.

  • That perk is gold on krasue because if survivors have some brain they will try bodyblock the ones that are infected and chased by head which comes handy, only bad thing is they will go for gens istead of healing which is why plague sucks against good survivor because they will invest all the time they would waste by healing into gens and game is even faster for the killer so this thing has its drawbacks as well.

  • @Sp00kyb0b said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072214#Comment_4072214

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072242#Comment_4072242

    I played some more games yesterday, and i won with no issues. So im starting to think that i ran into smurfs or cheaters.

    Can happen I got last night ddosed after long time by dwight from epicgames account because he didnt liked how I played so its possible to get cheaters often.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072171#Comment_4072171

    The community doesnt care how the killer Tiers compare to the survivor. S tiers are broken and need nerfs because theyre S tier.

    Ghoul' gonna be the next blight and blight is still gonna be complained about because "good blights wont care about 110, nerf rushes".

    The whole community isnt all for blight nerfs there are people that create some part that dissagrees with any or current blight nerfs.

    Last time the community wanted killer nerfed we got skullmerchant in f-tier which isnt good thing either.

    For me current blight nerfs are ok and if there will be some second than they should look at addons not his power which will be acceptable with these changes that come.

    Blight would need to take way more harsher nerfs to be worse than ghoul so I get your optimism here thinking it will happen but I dont think it will blight got smallest nerfs compare to all killers especialy strongest ones in history and there was huge part of community that wasnt happy about these nerfs even with fact he stayed s-tier and even when being weaker he still is considered by top players better than nurse.

    Nurse cant be nerfed much more she is desinged all about having best power due to her slow speed so its more for rework the killer than hard nerf her.

  • One fact is many killers are bad on their maps and second thing is that map is super bad for slower speed killers that require line of sight for their power to work which his map is not to mention one of his biggest counters prerunning is on that map so good.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072246#Comment_4072246

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072239#Comment_4072239

    Dbd's offical Discord has chat channels for SWFing. That's cool you think it's cheating but I don't think they agree. Lots of popular streamers openly use Reshade. Again, don't think they agree with you.

    Reshade is like nighvision in night shoot out its huge buff to one who has it because the missplays that would happen normaly have very minimal chance to happen.

    Its for of cheating but DBD is run by normal cheaters that arent punished for it and risks are minimal.

  • @cogsturning said:

    I mean, you can't not play the role for years and expect to instantly do well. That's not the game's fault.

    Its fact that this role is nowdays harder way more than it was years ago.

  • @Xray said:

    This post will def be taken down by the mods ( due to naming the YTber) but yeah, its a problem. I've gotten this bot three times in one week. A complete joke they are allowed to run wild without any consequence.

    They dont want the truth to be out that cheating is problem but reality is that this is huge problem more than some ballance in current state of this game, saddly Im afraid this game will be taken down due to devs ignoing cheater problem like they do for years.

    in Hackers Comment by Abbzy
  • @ShanoaLegendaryPlz said:

    Its quite noticeable when playing as something like dredge, where your "mind game" power is countered by going to the next tile, which seems to always have yet another pallet despite how many you've broken lol. Since they have the perk there is barely any hesitation to go to the next pallet, then the next. Whereas without it theyd be more focused on you and trying to make the current loop last as long as they can.

    Dreadge now will be same speed as survivor when doing this so it still will counter him but less than before thankfully.

    But I dont believe his player count will rise that much.

  • @drag27 said:

    The Ghoul has gotten enough nerfs.

    More than both s-tiers in last 4-5 years togeather and still its not enough for some people who want him to end up like skullmerchant and still complain about him than.

    Its just DBD culture nothing unusual here in these 9+ years of this game exestance.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072109#Comment_4072109

    As I said items for 2 killers perks

    Actually, items for one killer perk, the other one just adds zoning.

    and you dont need to got directly to the each corner just drop it in some dead end

    It's a dead end because the killer has no reason to go there and the reason the killer has no reason to go there is because survivors have no reason to go there. It's a dead end for the survivor, too. You're still wasting time running off to a spot you have no reason to be in order to get rid of something that's supposed to help you out.

    And when you do it, the killer gets to see your exact location anyway, too.

    Floods arent that busted perk as you claim its kinda mid aura perk it gives long reveal but when survivor who is on scourge hook gets unhooked so killer usualy by this time is doing something already and is busy.

    Again, does not fix the problem pointed out.

    The reason its in most used is because its very reliable many survivors just do gen, get terror radius proc and go few meters from gen and thats where it gets them

    A perk that reliably removes an entire component of gameplay does kind of sound like something that's too strong, don't you think?

    but this perk just puts you in chase and doesnt kills you immidetly so its not that bad and its pretty easy to tell killer has it because he kicks every gen even the ones that arent needed or worth to kick.

    What kind of arguing is this? Because it's not as bad as a hypothetical super-busted OP perk, it's not a problem? With that argumentation, you can bring back insta-gen BNPs because 'it's not that bad, it doesn't provide an immediate insta-escape'.

    Yeah you are required to do something to get something from that perks just like many survivors perks that give survivor some effects if they do their objective

    There's a ton of survivor perks that are reliant on you doing things that you aren't required to do at all, or things that you may not get the chance to do. Think of Deliverance when someone else gets the unhook, Solidarity when someone else gets the heals off, Inner Strength, Invocations, etc.

    But things like FoR and particularly NTH aren't comparable to those because their requirements are just completed passively as you play the game. They're on the level of Sprint Burst and Lithe in terms of 'requirements', not Deliverance.

     its like post BBQ with longer reveal and no range cap but happens when that survivor is unhooked

    I don't think you're paying attention.

    BBQ's range cap is a -minimum- range. This means that the perk ONLY works to do what was initially said: It gives the killer info to lead them to the next target. It doesn't take their hand and just auto-starts the chase for them, like FoR, Weave and NTH do.

    That's why NTH especially is a problem perk.

    Additionally, BBQ has a clear indicator of when it is about to fire. Survivors get no such heads-up for FoR unless they're in a swiffer with comms, meaning BBQ has much better counterplay.

    And nowhere to hide just works in certain distance (24 meters)

    And that radius is pretty huge and it's focused on an area where survivors are pretty much required to go. It's big enough that a survivor cannot escape it without running, which defeats the point of countering NTH since then you'd just be leaving scratch marks.

    They have restrictions

    To quote: "Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction."

    I'm not talking about these perks having no restrictions, I'm talking about these perks not being restrained from simply taking the killer's hand and starting the chase for them.

    Thats dump comparison because perks give you special effects after you did something in the game which is mostly part of your gameplay objective thats like saying you wont get away from killer without activating sprintburst or lythe because running and vaulting arent your main things to do when you ran from the killer.

    Yes, Sprint Burst and Lithe are also perks whose 'activation requirements' are negligible. That's why 'they have activation requirements' is not an argument in NTH's defense and a very slim one for FoR.

    Actually, items for one killer perk, the other one just adds zoning.

    For two because Weave is almost unusable without franklins and you dont need to even place it in corners you can even keep it if you dont mind getting it back later because the range is just 12 meters which is just to cover one loop.

    It's a dead end because the killer has no reason to go there and the reason the killer has no reason to go there is because survivors have no reason to go there. It's a dead end for the survivor, too. You're still wasting time running off to a spot you have no reason to be in order to get rid of something that's supposed to help you out.

    And when you do it, the killer gets to see your exact location anyway, too.

    You waste franction of time compare to killer who wasted just two perkslots for one thing that wont happen, if you know how much perks mean way more for killer than survivor than its kinda worth it not to mention you dont even have to do it. Killer can see you in corner for few seconds but unless its high mobility killer who can play with m1 a lot than this isnt problem for you because blight wont run it or nurse.

    You complayin here to much for neach combo that requires two perks even BBQ causes survivor to go to locker if they believe killer has it or friends till the end which is still time waste but worth it most of time.

    A perk that reliably removes an entire component of gameplay does kind of sound like something that's too strong, don't you think?

    It removes hinding if you dont go away from gen as new megs that ear killer terror radius so they leave but than again the main part the game is build on are chases not hinding so I dont think its broken because there are many perks that counter hiding so this kind of argument falls off.

    What kind of arguing is this? Because it's not as bad as a hypothetical super-busted OP perk, it's not a problem? With that argumentation, you can bring back insta-gen BNPs because 'it's not that bad, it doesn't provide an immediate insta-escape'.

    If you compare insta BNP to aura perk Idk what kind of good stuf you found but this is totaly off and as I mentioned before this perk is easy to spot killer is kicking gens alot even when they have under 5-10% of progress and when you are around he goes after you or super close to you to surprise you and lockers exist or W+ shift.

    There's a ton of survivor perks that are reliant on you doing things that you aren't required to do at all, or things that you may not get the chance to do. Think of Deliverance when someone else gets the unhook, Solidarity when someone else gets the heals off, Inner Strength, Invocations, etc.

    But things like FoR and particularly NTH aren't comparable to those because their requirements are just completed passively as you play the game. They're on the level of Sprint Burst and Lithe in terms of 'requirements', not Deliverance.

    Inner strengh - break totem and you can heal in locker, but deliverence ? that perk is heavy meta for some logical reason because it kills killer preasure of need to have other survivor to come and save you thats why its so good.

    The requirement is passive only for nowhere to hide because floods are scourge hooks and its heavily effected by rng because scourge hooks can spawn all in one corner so reliability of this perk is questionable only thing that holds it is its strong effect.

    I don't think you're paying attention.

    BBQ's range cap is a -minimum- range. This means that the perk ONLY works to do what was initially said: It gives the killer info to lead them to the next target. It doesn't take their hand and just auto-starts the chase for them, like FoR, Weave and NTH do.

    That's why NTH especially is a problem perk.

    Additionally, BBQ has a clear indicator of when it is about to fire. Survivors get no such heads-up for FoR unless they're in a swiffer with comms, meaning BBQ has much better counterplay.

    BBQ doesnt give you just info about who is 40 meters from hook away you miss this perk entire value here which tells me you dont play killer much do you, it gives you info about all survivors if they are in hook range or if they are far away from hook which can help killer to make his decision on where he will stay or patrol or run off this is what many people miss just like you did now you just look at perks text in game and talk ybout it but totaly missing what this perk does in real game and how is useable this is where your points fall off.

    And doesnt NTH have warning too? Like when killer is kicking gen which is loud and can be seen or super easily predicted if he is oing it often (because he runs this perk obviously or maybe oppression), survivors dont know when is their teammate about to get hooked that greatly its there but its not that super clear especialy for soloq where many just dont even know where killer got down and where to look at on screen to expect that few seconds for hook aura of their teammate.

    The NTH hasonly one flaw and thats the aura moving with killer and not staing on gen something aliens weapon perk that makes survivor scream after killer opens a locker had before when it was in meta.

    If this effect stayed on that gen than its super ok.

    To quote: "Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction."

    I'm not talking about these perks having no restrictions, I'm talking about these perks not being restrained from simply taking the killer's hand and starting the chase for them.

    These perks take someones hand as many other does they are info perks so logicaly even for 13 old they will help you in where you can have no clue where someone is, majority of perks hold your hand in this game because they give you ceratin effect which you wouldnt be able to have without them even as killer or survivor only thing that makes them different are strenghts of their effects and their reliabilities plus how you get these effects like perk with not so great effect that rerquires all survivors being hooked for first time (krasues exposed perk) not so good compare to perk with same requirement that gives stronger effect or perk that has same effect like in exsample I used exposed perk like make your choise or dragons grip.

    Yes, Sprint Burst and Lithe are also perks whose 'activation requirements' are negligible. That's why 'they have activation requirements' is not an argument in NTH's defense and a very slim one for FoR.

    Floods are way harder to activate than pain res it takes way more time and by that time killer can be fully focused in chase and has aura for 9 seconds so this isnt problem. NTH has one flaw I believe I mentioned it for fourth or fift time in this post and thats it the range sint so huge of a problem if it was I believe devs would already touched that perk like they did to flashlights after south korean stream with one very good dev with that legendary quote about good job, they didnt so it seems its ok Im just for binding that aura reveal to that gens location not killers so its like in 2v8 and same change unltimate weapon got.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072058#Comment_4072058

    Not in high MMR, in high MMR he wasnt even in the top 10 killers. But across all games, he had by far the highest kill rate.

    Krasue has a very high killrate in high MMR, she isnt bad, just a little map dependend, but even on her worst map, she can use some tricks.

    IO believe he was there one time but I have feeling pig was there deffinitely in the high mmr like 3 or more years ago so even trash killers can make it to top in kill rates and kill rates doesnt mean anything like skullmerchant where people gave up so her kill rates were inflated.

    Krasue has one bonus just one same as twins,hag, artist or any other very not much played killer and thats that even goo players arent used to her much because they face her like 1 in 100 matches, people usualy forget something they dont met or did for long time and in DBD playing against killer this applyes here too.

    How many times you played against artist or hag compare to wesker or huntress last year? I bet you had few of them or maybe didnt even met single hag and even when you knwo kinda what you have to do you dont have practice in it compare to doging huntress or nemesis where you got them so often compare to hag or artist.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072062#Comment_4072062

    Weave attument is working with franklins only and this perk has easy counter just go to corner and drop your item there if it bothers you and killer has two dead perks in term of survivor loosing item which isnt their strongest thing honestly.

    So spend a bunch of time stowing your items out of use and still be unable to hit that corner of the map, probably multiple corners. That's not two dead perks, because now survivors cannot use items, and those are a big deal judging by the constant nerf-calls for toolboxes and medkits, and the frustrations about flashlights.

    Floods of rage are scourge hook and need other perks to ge good with value or its rng based on 4 random hooks and tbh there are way better scourge hook perks than this one.

    Does not fix the problem pointed out, and it does not need another perk to get value.

    nowhere to hide can be tricky, easy fix would be that it isnt bound to killers position but the damaged gen so the 24 meters are is near gen thta killer kicked and not around moving killer but other than that that perk isnt super op because killer must take his but to gen and kick it and perks like pain res,ruin make this one not much useable or sometimes even perks like deadlock.

    And killers would obviously never want to kick a gen and then immediately get to see the survivor's exact location. Bad perk. That's why it's consistently in top 5.

    Aura perks are just something for something like they require survivors to do some action like nurses calling or killer like hooking survivor,openm lockers etc. so he gets info.

    'Hooking survivor' is not a requirement that can be held against a killer perk. You are required to hook survivors anyway.

    By your thinking pattern the nemesis perk lethal persuer is the most problematic but even if its good perk it only works once and than gives small two seconds of aura for other aura perks so nothing busted.

    No, and this is the distinction between BBQ and NTH: BBQ only works on survivors that are a good distance away from the killer, giving them an opportunity to hide after the aura read ends. Lethal Pursuer only works at the start, which is when the survivors should be a good distance away from the killer, once again, giving them an opportunity to hide.

    These two perks specifically give the killer direction, but don't hold their hand and just wipe any possibility of hiding. Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction.

    The perks you mentioned need killer to do something to acquire the aure reading effect and some of tem even dont work well alone like that vecnas perk for items and need other perk to work properly.

    If the thing you need to do is just 'play the game', that's hardly a requirement. You're not gonna get anywhere in the game anyway without hitting a survivor (Franklin's + Weave) or hooking them (Floods) and you're almost certainly not gonna play a game without kicking a gen (NTH).

    So spend a bunch of time stowing your items out of use and still be unable to hit that corner of the map, probably multiple corners. That's not two dead perks, because now survivors cannot use items, and those are a big deal judging by the constant nerf-calls for toolboxes and medkits, and the frustrations about flashlights.

    As I said items for 2 killers perks and you dont need to got directly to the each corner just drop it in some dead end where it wont help the killer give him the info he wants from that perk so in place like shack or some loop just go near edge of the map and drop it there and its ok or keep using it he must m1 hit you to get thte value from it so its int that bad to keep the item either unless you get slaped with m1 on shack and than continue to loop him there while he has aura on you all the time plus you can see this on your screen that he has it.

    Does not fix the problem pointed out, and it does not need another perk to get value.

    Floods arent that busted perk as you claim its kinda mid aura perk it gives long reveal but when survivor who is on scourge hook gets unhooked so killer usualy by this time is doing something already and is busy.

    And killers would obviously never want to kick a gen and then immediately get to see the survivor's exact location. Bad perk. That's why it's consistently in top 5.

    The reason its in most used is because its very reliable many survivors just do gen, get terror radius proc and go few meters from gen and thats where it gets them but this perk just puts you in chase and doesnt kills you immidetly so its not that bad and its pretty easy to tell killer has it because he kicks every gen even the ones that arent needed or worth to kick.

    'Hooking survivor' is not a requirement that can be held against a killer perk. You are required to hook survivors anyway.

    Yeah you are required to do something to get something from that perks just like many survivors perks that give survivor some effects if they do their objective its like post BBQ with longer reveal and no range cap but happens when that survivor is unhooked and its just on 4 random hooks and only one perk changes scourge hooks placement so nothing crazy as you claim.

    No, and this is the distinction between BBQ and NTH: BBQ only works on survivors that are a good distance away from the killer, giving them an opportunity to hide after the aura read ends. Lethal Pursuer only works at the start, which is when the survivors should be a good distance away from the killer, once again, giving them an opportunity to hide.

    And nowhere to hide just works in certain distance (24 meters) when killer kicks gen only issue that perk has its that its bound to killers character and not that gen like in 2v8 reveal mechaninc with kick thats only bad thing that perk has nothing more my exsample in its core of thinking makes sence only you see two other perks less usefull but thats becuase how they are set like most of gens with some progress have survivor around and killer goes to check gens to find survivors naturaly this perk just helps him in that because nurses is even stronger in its idea but its usefullness isnt that reliable compare to nowhere to hide (it was when was selfcare strong and peple healed everywhere but now healing meta is under hook right after the save)

    These two perks specifically give the killer direction, but don't hold their hand and just wipe any possibility of hiding. Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction.

    They have restrictions for floods you need to get survivor hooked onm special hook and than when someone saves him its gives you aura read.

    Weave needs franklins to work and works only on m1 attacks only killer has some addon which causes survivors to drop items as bubba has on his saw which means by itself this aure perk is almost usesles because people have their own items and dont go for chest to get them, on top of that this perk has pretty easy counter and even if you loose your item you can go and grab it and get only oblivious for 30 seconds but if you are in revealing range of weave attunement you get info on your screen as survivor even as survivor who hasnt droped any item so this perk literally tells you killer has it which is so dull Idk what you mind here that much it has so many warnings and counters plus its only strong if you stay at loop where some droped item is but than again you have warning you your screen with this perk icon meaning you are in revealing range just like dissolution being sctive you have same warning so Idk whats your issue even picking items back from ground doesnt give you that much of a negative effect.

    If the thing you need to do is just 'play the game', that's hardly a requirement. You're not gonna get anywhere in the game anyway without hitting a survivor (Franklin's + Weave) or hooking them (Floods) and you're almost certainly not gonna play a game without kicking a gen (NTH).

    Thats dump comparison because perks give you special effects after you did something in the game which is mostly part of your gameplay objective thats like saying you wont get away from killer without activating sprintburst or lythe because running and vaulting arent your main things to do when you ran from the killer.

    From all 3 perks so have such grudge about only one is bit problematic and I already mentioned and broke down why second time here with this post.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071516#Comment_4071516

    He is theoretically weaker against the strongest survivors, yes. Survivors who are able to do callouts on where he is going. Survivors who can be called in to tank a hit while bodyblocking ghoul in a narrow path, like the doorway in killer shack, while 2 other survivors sit on seperate gens.

    But in soloq? I can quite easily make a good Nurse take a while to get a down, yet, all a Ghoul needs is 1 tile without a decent window or pallet. Then doesnt even need info in BBQ because he has an addon for that. Ghoul needs teamwork to counter longterm. Nurse requires survivors having a good 1v1 sense against her.

    Like, I can objectively outplay a Ghoul, and still get injured, because he gets 5 seconds to still injure with his ability. I can objectively outplay a Nurse, and she will need to wait to have 2 charges again to even get close enough for a second hit. And while a lot of Nurses rely on the 30% increased lunge after a blink nowadays, the main reason that damages is due to blink desync (where a Nurse hits you before she even appears on your screen, which is fixable by giving a 0.5 second delay in her attack after a blink, like we used to have). But Ghoul can launch towards you, cancel his ability mid-air to get the 2 second recovery started, slide against you for 0.8 seconds to effectively have 1.2 seconds passing before survivors are able to start running away from you, and then you have effectively 0.5 seconds to vault a window or pallet so he doesnt get a hit on you.

    If Ghoul didnt get those 5 seconds, but 2 just like Wesker gets. Or if Ghoul didnt have 0.5 seconds reaction time, but start the attack recovery after the sliding has finished, I wouldnt be here complaining about Ghoul. Those are by far my biggest 2 issues with why Ghoul is too strong against soloq, and unfun to play against. The 3rd big issue is that mending doesnt instantly remove the mark, when it absolutely should. You decided to leave, the risk is losing your power within the next 8 seconds.

    SWF is a different story, but considering close to 100% of games contain at least 1 soloq player, and easily 80% of games contain at least 2, the soloq argument has priority.

    I wouldnt mind if Ghoul got the ability to down survivors with his m2, if it meant he didnt get 5 seconds to land a free hit in the first place.

    Ghoul isnt theoreticaly weaker against good survivors but he is actualy weaker against good survivors b ecause they know how to loop and being injured doesnt bothers them like the bottom weaker 50% of other survivors, nurse has counter to but good nurse against good survivors has higher chance to win and less trouble compare to ghoul in this state in which ghoul now is that his vault got nerfed.

    Soloq is worse only because of lack of shared information like call outs on killers location,traps or being able to create strategies like going for save in endgame where they dont act like each survivor by himself and hope they will have good teamwork but they tell each other this is what makes swf so good compare to soloq nothing else because even in soloq you can have very good players but skill isnt something swf has and soloq hasnt its thing that isnt dependent and each individual has different skill so only thing swf has better is teamwork and info.

    Ghou has easier first hit but than he has to play bit normaly as m1 untill his dashes charge and than depends where you run him because you talk about bad loops and he gets you do you know how many killers can do than and even better than ghoul like clown will get you on loops way better than ghoul or slinger that can hit his shots so this isnt ghouls speciality to be good on weaker loops. Nurse is different story she can get hit slower maybe depending on map and her skill in reading survivors whereabout but than her chase is way more oppressive compare to ghouls thats like comparing being chased by guy with chainsaw compare to being chased by guy with handgun.

    Ghoul can slide into you but he cant do it with sharp turns so if you do sharp turn or run around something round his slide speed wont allow him to turn than much and even if he cancels if he wasnt in you all the time which means you ran straight or very easily for him to do it he ahs still some time delay where you get few meters like 5+ and if theres some pallet you can still get out from that danger.

    Fun isnt something balance wise its just your subjective feeling because there exist people that have opposite fun when facing the ghoul compare to you so this issue is irrelavent and killers like trickster,clown are hated too or skullmerchant but that isnt something killer shoul be balanced around because of how subjective it is.

    Soloq lacks info and will untill they get compleate wallhacks on majority of things or some talk to other option thats it. Many killers just like this every killer is better against soloq compare to swf some more some less like swf totaly counters by its existence if they have coms trap killers and stealth killers but soloq doesnt.

    Idk how will devs balance ghoul if they nuke him as they usualy do or take away some parts of his power how they did till now Idk but I dont think ghoul is biggest problem this game has and shouldnt be main course on balance team menu, he was looked at more than any s-tier in last 3 years or some killers 5 years so I think there is time for others and more problematic things like cheaters that can freely play without any hinder or threat etc.

  • @TamaraLatte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072055#Comment_4072055

    I figured. He must be using addons to reduce the time it takes to shock again. They need to look at that.

    Patch 8.7.0

    • Nerf: added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.

    It should be fixed by some time now.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072057#Comment_4072057

    He takes 1 second to charge and cant do another shock for another 1.5 seconds, then needs to charge again for 1 second. That means he's shocking roughly every 3.5 which has a delay of .75 seconds (.45 seconds with double discipline). You are stunned for 2.5 seconds, but unhooking it self takes 1 second. 3.5 seconds total between unhook attempts, identical to how much he can shock but he still has that detonation delay, meaning you should have that small window where the unhook should go through as long as youre timing it correctly

    I think you will unhook even in that 2,5 seconds window when survivor cant do many or most actions, only reason why he can disrupt unhook is because he makes you scream which even ceratin perks make this action unable to do like when survivor is incapacitated by his shock for 2,5 seconds you can still work on gates I believe and same with unhooking its just the scream thing from shock not the incapacitated effect.

  • @squbax said:

    It really depens on your killer tho, like for example 4 aura perks on blight/nurse can be brutal. But dredge /onryo can have 4 aura perks and it will do nothing because you can still loop them until you grow old.

    They can be strong as hell like s-tiers with full aura build but even they can be easily beaten with gen speed I saw many videos where they got rushed in 5-7 minutes and they didnt play poorly just survivors jumped on gens and were efficient.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071952#Comment_4071952

    The killer is meant to be the hunter, it's meant to have info to lead it to it's next target.

    And that's fine for stuff like BBQ & Chili, and it's basekitted via crows, scratch marks, gen noises, etc.

    The problem is that with stuff like Floods of Rage, Weave Attunement and particularly Nowhere to Hide, it doesn't 'provide info to lead to the next target', it just attaches a giant neon sign to the survivor going 'HERE THEY ARE!'

    Game was never designed around the killer not ever having to look for survivors. The later generations of aura perks simply do all the work.

    Weave attument is working with franklins only and this perk has easy counter just go to corner and drop your item there if it bothers you and killer has two dead perks in term of survivor loosing item which isnt their strongest thing honestly.

    Floods of rage are scourge hook and need other perks to ge good with value or its rng based on 4 random hooks and tbh there are way better scourge hook perks than this one.

    nowhere to hide can be tricky, easy fix would be that it isnt bound to killers position but the damaged gen so the 24 meters are is near gen thta killer kicked and not around moving killer but other than that that perk isnt super op because killer must take his but to gen and kick it and perks like pain res,ruin make this one not much useable or sometimes even perks like deadlock.

    Aura perks are just something for something like they require survivors to do some action like nurses calling or killer like hooking survivor,openm lockers etc. so he gets info.

    By your thinking pattern the nemesis perk lethal persuer is the most problematic but even if its good perk it only works once and than gives small two seconds of aura for other aura perks so nothing busted.

    The perks you mentioned need killer to do something to acquire the aure reading effect and some of tem even dont work well alone like that vecnas perk for items and need other perk to work properly.

  • @Aven_Fallen said:

    She is a strong Killer, but unpopular. So only very few dedicated Mains play her, which results in a high Killrate. We had this in the past with Pig, and Pig is way worse than Krasue.

    Forget freddy didnt you? He had highest kill rates for very long time even when he was super bad before his last rework.

  • @Royval said:

    the lock in place does nothing. You still get the regular speed boost after hit.

    Yes and he has 3 seconds animation I believe he has less distance than survivor who gets hit by regular attack and runs.

    Im for more him not having autoaim so you must point and click on survivors to leap into them but than he would be super hard on console its kinda messy to do ghoul even devs tried somethign and said it wasnt possible because he didnt worked I think something about autoaim it was.

  • @TinfoilHat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071587#Comment_4071587

    So I understand about Wesker. As for Ghostface I think we can all agree that "buff" was a whole bunch of NOTHING. I mean look at springtrap what did his buffs do? Demo I agree the shred is a buff the problem is not the oblivious status effect its the fact that he has to interact with his portals in a way that makes him slow down which can be the difference between saving a gen and losing one in a match in high MMR.

    My main point of not being excited is that these "buffs" are just not changing anything. The same perks need to be ran esp at high MMR and if we are being real it is not changing any balance of anything. its stale right now, and these "buffs" seem to be thrown as scraps to try to appease on paper but its doing nothing. I dont want killers to be overly buffed and just totally destroy the dichotomy of the game but as said im looking for something to change and shake up whats going on already maybe we dont need to run "Corrupt Intervention, Pain Res" every match to feel like we have a chance at all.

    Ghostface buff isn nothing I agree and it comes with his brown addon for smaller cooldown on night shroud being nerfed but bubba gets some speed but beast marks I havent seen them being nerfed in patch notes which is kinda funny like ghostface even with 8 seconds cooldown would be still bum in dark clothes he just gets basic perks effects like ablivious and exposed he can use when in night shroud but thats it these effects arent the best like they arent worst but speed like haste and hinder effects are way more powerfull (thats why clown is ranked high by good loopers because he counters them in chase) and all his power offers is just ability to crouch thats it with these two eefects on top and killer instinct on reveal but that isnt that insane in helping him through match because most of times you get reveald by survivor who you go for or when you go for someone and not by random guy where you have no clue where survivors are.

    These are small buffs but they are needed just uknown,ghostface and doctor get less than blight with one bugfix where his rush hitbox was fixed and is now bigger while he is lunging.

    The thing you want to see is kinda not possible now because gens can be poped super fast without gen deffence and even without it killer would need to have like 20 seconds chases which isnt possible for all killers and I saw even some games where killers with strong powers didnt run gen deffence or endgame or any slowdown and they were beaten on gens even when they played good and had quite fast chases. The game is in state that base gen regression is garbage and good survivors will get you without gen deffence or full endgame build (this doesnt work all the time but lets say against good survivors that know what gen effiency is and go for gens asap from the start not these low mmr survivors).

  • @100PercentBPMain said:

    flocks of sables give me more attention than irl girls (maybe it's because I haven't showered in a week) so I don't mind them.

    I just wish they'd play a little hard to get instead of being freaky off the get go.

    The more tenticles you have the more sables will run after you.

  • Only thing that is good about that map is its looks but thats it,

    Its one of most boring hold W maps and slower range killers are almost unplayable there against good survivors, very boring and badly done map but only its looks stands out and dont let mestart to talk about frame loss on that map its so terrible probably its highest in entire game just on that map.

  • Aura reading gives you just info as killer and not wins automaticaly only few killers get some value from it in chase like nurse,henry and even they have to hit their shots.

    If aura readng was so op than it would be used 24/7 but usualy killers use 1-2 aura perks or info perks. Aura builds dont win like slowdown,endgame builds or even chase builds and they dont work with every killer the same plus is so obvious to guess some aura perks like if killer kicks gen and is coming to your location do you think its his sixt sence unlconking or nowhere to hide. information is good for getting chases and be better in them sometimes if survivor has no line of sight on killer or with range killers near windows but these full aura perk builds dont stop gens or counter survivor perks that are very often used and are in meta.

  • @random1543 said:

    Nurse is at least forced to use her power to get hits, she's so slow its rare she is going to get m1s.

    Ghoul is given one hit for free then can either uses hyper mobility to get down or can play the loop normally because his base speed is fast. much faster then nurse who cannot choose to play loops normally.

    Thing is this higly depends on survivors and killers skill especialy survivors because nurse is harder for less experienced players but against highly experienced or skilled nurse good survivors that can loop will last shorter time now than against ghoul because being injured isnt something so bad for good survivors that knows how to loop if its was the case (being injured would be very bad for good survivors) than legion and plague would be way stronger than they are.

    Nurse is totaly different killer in terms of gameplay to others, she is 4% slower than survivors meaning she cant chase even 100% speed killer cant catch survivor and 105% speed like mayers cant do it fast enought before that survivor has reached some safety and 110% killers can start to cahse but highly more depend on loop type, nurse can play anything but differently her power is strongeest for reason its just way stronger where 115% killers are way way worse like in open spaces and loops where survivor cna see them and react to them but nurse has more harder time to get value when line of sight on target is blocked but she still can play it well because that los is only thing that stops her no window or pallet will save you against nurse but cluster of big tall rocks or walls will.

  • @PetTheDoggo said:

    Nurse has better counterplay than Ghoul, so I would say also skill issue.
    Issue is Nurse can remove counterplay with perks, but so can Ghoul.

    I will take Nurse anyday over Ghoul. Nurse at least needs some skill to be good.

    It's funny how you want to compare match with "good Nurse" and any Ghoul. If you compare with good Ghoul, who can actually use leap in loops, then there is not really much counterplay going on.

    Using leaps to cut survivors off the resource from loop like wraith does (ofcourse wraith doesnt do it with some form of dash or leap but he does cut survivors off from resource) is harder than playing nurse it requires way more speed and accuracy.

    Using his leaps for enraged vault isnt hard but its not that strong because survivors can just vault through ghoul back to other side when he is preforming that vault (1,5 seconds) which is kinda easy counter that doesnt require much brain from survivor side just obseravtion of killer with little experience.

    Other than that ghoul is palying 115% speed in loops and can vault them but now he isnt so good in this as before so his skill of being good in chase is way higher than before.

    Nurse needs to be more precise but isnt that hard to get used to because you use her power all the time, she cant be played without not using her power even with that meme addon that makes her 115% speed and her antiloop is way better than ghouls so unless the nurse isnt that good or you arent in good part of the map you will get hit annyways if she doesnt mess ups.

  • @angrychuck said:

    No killer needs to be S tier, rather every killer should be B or A tier. This is impossible due to the nature of killer powers in that some will always be stronger.

    Pretty much but some killers powers are total pile of dog wish in terms of power and are super bad like skullmerchant,trapper.

    Personaly I believe no killer should be addon dependent but well that isnt case and probably newer will and we can clearly see that in last patch notes that arent bad like I agree these killers needs some buffs or call it "love from dev team" but we can see that killers like doctor or ghostface didnt get much compare to others or uknown got something but his power cooldown should be 5-6 seconds and not some 6,25 seconds like sometimes Im starting to believe that devs make these change ideas by using AI than doing themselfs.

    Skullmerchant I exclude from that patch because she is meant to get rework but others dont.

  • @DemonicDemons said:

    With that being said, mod already commented saying camping an entire death from first hook to sacrifice is not right, therefore I won't be making anymore comments on this issue, thanks for your participation.

    Yeah but in normal game where gens are still not done, once they are done camping isnt issue thats why theres no anticamp meter as when gens are undone and some strong perks like DS, OTR are turned off.

    Your issue was that is was half/half like first half you were camped I give you that but second half of your camping torture was done when all gens were done so at that point its not issue because if I remember even devs claimed there isnt much to do in this state of the game for killer so they arent against this, thats why anticamp meter doesnt work in endgame so you are 50% right while bing 50% wrong of your camping incident here.

  • @DemonicDemons said:

    @Aven_Fallen All gens were not done when I got on first hook, like I said I sat for most of first hook while the other two did gens he decided to camp hook anyways, plus at this point there is lots to do, other survivors to down, exit gates to survey like gtho of here with that nonsense.

    @PleaseRewind Yes the other survivors kept instant unhooking while I was doing gens, I'm on the first hook for most of the last gen and it popped just before I went into second hook, that's not end game camping, he would have most likely gotten a 4k, I was on hook, there was one injured and one full health, yes he could've easily downed the injure and circled back to hook for us likely securing a 4k, camping the entire hook state is not participating in normal gameplay regardless of whether it's end game or not, in this case it was not end game when he started to camp, and then he proceeded to camp all the way through the last gen and then until I died, from first hook state till last.

    All gens were not done when I got on first hook, like I said I sat for most of first hook while the other two did gens he decided to camp hook anyways, plus at this point there is lots to do, other survivors to down, exit gates to survey like gtho of here with that nonsense

    So if i get it because the picture isnt making much sence in your case, you were hooked on last two gens remaining and he just stayed there like to second stage when gens poped and exit were powered.

    He got 5 hoojks and 1 kill so he went for another one.

    I dont see his perks because he could run something that told him which gens were being worked on or which perks survivors run so hard to pick the situation.

     Yes the other survivors kept instant unhooking while I was doing gens, I'm on the first hook for most of the last gen and it popped just before I went into second hook, that's not end game camping, he would have most likely gotten a 4k, I was on hook, there was one injured and one full health, yes he could've easily downed the injure and circled back to hook for us likely securing a 4k, camping the entire hook state is not participating in normal gameplay regardless of whether it's end game or not, in this case it was not end game when he started to camp, and then he proceeded to camp all the way through the last gen and then until I died, from first hook state till last.

    So here you say you were on hook mostly when one gen was in game so killer had less options and went for kill rather than chance of hope to get win. Camping is done to secure second stage sometimes when survivors wait till the near stage two and go for safe and killer isnt busy with something so he takes it its like slug when you can or free tunnel when unhooked survivor is careless its option thats there on menu.

    The endgame situation is where killer doesnt have that leverage while survivors have exits up and gens done and without certain perks there isnt much for killer to do maybe slug if he has killer for it and info on survivors (so some killers cant afford it) or get last down and hook it far from gates and hope he will secure the last kill and thats all theres left for that killer to do there isnt anything else unless he runs endgame build because gates take just 20 seconds without perks and two people cant be stoped easily especialy even more survivors so he risks you being saved but than not getting down and getting nothing just loosing trying to win which is very more exhausting and not so rewarding. You may say "but he has dracula" yeah he has dracula but even drac can be outplayed and if the one getting downed is near powered 99 gates or open gates just one unhook is all that it takes for that unhook survivor getting out, draculy can with hellfire get double injure even when its bit harder now than before because time for getting unhooked guy getting injured is more longer than before and he has bat form to get infront of you but its still risk compare to just accepting two kills and moving on.

  • @TinfoilHat said:

    honestly how can killers feel "excited" about the "buffs" ?? its truly a giant nothing wrapped with nothing except for maybe Wesker who probably needed the buffs the least out of all the ones listed. I'm excited for the game as always but these "buffs" to test on the PTB seems bland and to be honest lack luster for the simple fact that these changes don't even shake up the "Perk-Meta" and at this point are necessary to run with gen speeds. I just want to be able to pick a killer find some fun perks and maybe not be as strong as the best but at least be somewhat viable.

    Weskers last buff was redicing cooldown for his dash by 0,5 seconds to 5,5 seconds each so instead of waiting 12 seconds for both dashes you get them 1 second sooner but before this buff he got nerfed infection rate speed and hinder basicaly his whole infection was nerfed.

    What are his buffs?

    Reduced cooldown after using bound to 2,7 seconds which is normal for each killer after getting hit as cooldown.
    Hi time window between bounds is now 2,5 instead of 2 seconds so part of his must run addon the golden egg basekit which is good.

    His last buff is ruduced cooldown of single bound by 0,5 seconds which is basicaly same as his last buff to now instead of waiting for two bounds 11 seconds now you get them in 10 seconds which is huge huge buff its like giving nemesis rocket launcher or wesker his 7 minutes timer before he has no time to play and kills everyone.

    I get some killers need more better buffs or more like ghostface (2 seconds faster night shroud but brown addon gets nerfed) or doctor.
    The other buffs are kinda ok like demo is better no high camera lock, shread is faster in speed and portals give longer oblivious instead of poor 5 seconds 12, or dreadge who gets badicaly huge buff to antiloop because he is same speed as survivor if he lods his power so his remenant is better now and not so broken by holding W still its type of zoning atiloop that doesnt work everywhere and is more specific and tricky to use.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070421#Comment_4070421

    No point, Ghoul still makes money. Everyone who wanted to buy Yun-Jin already has, and i guess they realized that over the last couple weeks.

    Ghoul got nerfed quite a lot in 9.5 trickster patch only people dont know it because devs hid it into bugfix text.

    They changed that his vault from leap has no hitbox like wesker fors when he vaults with virulent bound so survivors can now vault through ghoul and he cant stop it so situations like he vaults and you are done doesnt exist because you can vault right through him.

    Its super hiden because they krpt the bug and make it into feature and his hitbox that was intentional when vaulting same as it is on wesker they called unintentional feature snd remove it as bug. I believe you can vault the pallet when he is in his animation vaulting it but unce he vaulted it and has his cooldown after vault you cant but even then he wont hit you like wesker does, its pretty huge nerf to his antiloop where his vault was big part of it.

    Now his vault when enraged is still 1,5 seconds but he cant injure you as wesker or as he could before and you can easily counter it by vaulting back through him so against good loopers he has less leverage in chase than he had before only thing that still holds him in a-tier is that easier injure into deep wound and blight like mobility but his antiloop is weaker so situations where survivor was dead even if he droped or dodnt droped pallet arent possible because survivor van this vault with enraged leap easily counter just by pressing space.

    Like it or not, spam downvote etc. but these are facts.

  • Its great thing to get penalty when server crushes and it was pinicle to witness when ddos was very common and you got that penalty longer and longer for each ddos.

  • @WalterBlack said:

    Hate to be that guy, but isn't there a massive warning plastered on the screen before you start playing?

    Some people do put pets into devices even when there is warning sing they shouldnt do it or simular things its inevitable.

  • Not so enjoyable getting it often but I would recomend droping of that hold shift W main and play the ground level for max faster and action game.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070061#Comment_4070061

    See, I did read it to understand it, but I highly disagree for the simple fact that I've played Ghoul and Nurse too, and Nurse has a harder time hitting survivors than Ghoul has leaping towards a target, cancelling mid-air and then hitting a survivor. In fact, Nurse has more counterplay, because she cant curve her blinks.

    A lot of people who used to play tournament sweat levels of Nurse, have an easier time playing Ghoul against 95% of players. They start to even out against 2-man and 3-man SWF, and Nurse doesnt gain an objective advantage over Ghoul untill it's a 4-man SWF. And that's talking about chase duration, that's about results.

    Ghoul is to Nurse now what Spirit was to Nurse in 2020. And while Nurse is objectively weaker compared to her version in 2020, I would argue Nurse with the current arsenal of perks and availability of maps is overall stronger than Nurse with the arsenal of perks in 2020. She just can no longer slug 4 randoms at the start of the game as easily, but she can pick up and end chases much faster overall.

    Ghoul is nowhere near to nurse deffinitely not as spirit was to nurse in 2020 only time ghoul touched nurses heels and was breathing on her back was when he was released but in month he was changed, nerfed and was nowhere near nurse.

    Ghoul has easier use of his power in base especialy in getting first hit but than he has just mobility now and that works worst around objects that are clustered near each other. Ghouls vault has trivial counterplay so its nowhere that strong as before its like trying to cut survivor from window with vecnas flight without addons for it.

    Nurse is harder because she must be more direct especialy when her best addon that gives her second blink 30% more reach will get nerfed soon but she is way more powerfull in chase especialy now with vurrent version ghoul who just injures faster (depends lot on killers skill brcause good nurse can ignore almost anything in DBD) in general and has better mobility but he sucks way more in chase now, his vault is not very usefull now as before and that was his bread and butter in chase he is just legion with blight like mobility.

    Current version of ghoul is weaker than dracula,billy,twins and s-tiers (there are only two blight and nurse) he is around singularity maybe weaker against better survivors because his antiloop is way weaker now.

  • @terumisan said:

    sabo is rare but is there a counter to sabo? since hangmans only notifies and unless you have mad grit agitation iron grasp starstruck

    Few perks can help to counter it or make it not so good and some killers are good in slugging or have power to counter it like pyramidhead who is rare exsample in this counter with power.

    The most obvious counter is slugging with tunneling and being aware of your surroundings like if theres only 1-2 sabbo players and other two arent than you can go for them because guess is theres no anitunnel deffence just sabbo perks with antislug so killing them asap helps a lot like one time some feng tried to play sabbo and was alone so my first reaction "ok you will go out first" and with tunnel as bubba that gave me even some hits on others and down from bodyblocking teammates that tried to save someone who just casualy puthimself into danger and was thinking I wouldnt use it against him was woth it, just some salt in chatt but I have even met full swf saboo or flashlight teams that werent toxic just normal its rare but they exist but most of them are entitled to think they can do it and the opposite side wont react and adjust their gameplay against it which is very naive.

  • @cogsturning said:

    I have even seen 4 aura perks

    Oh no it's me!

    Honestly though, as survivor, I'd rather go against aura than antigen. Once I figure out the perks, I can counter them. Most, like Nurse's Calling, BBQ, Friends til the End, Darkness Revealed, and Nowhere to Hide, are pretty obvious. Weave/Franklin's is also very easy to counter (and outright destroy). I've also been running Self-Preservation as survivor. It's a stellar perk.

    Most of used aura perks are quite easy to spot or guess and these that arent, arent that used annyway.

    As you say aura perks are only good on some killers that can utilize them and even then they need to keep preasure with fast chases because they have nothing to help them if they wont keep preasure, sometimes proxycamping or tunneling comes from killer having less information on whereabout of other survivors.

    People claim full aura builds are op but honestly they arent that great killer gets lot of info but has nothing to hold his back only his succes in the match and unless its nurse than other killers arent best with them like pyramidhead or henry can hit you through walls but still its hard for them and it can be avoided if survivor pays lot of attention due to how their projectiles behave or huntress uses lot of aura perks or addons but she can be doged to and must have los unless its orbital but that very unreliable to hit and more as meme thing or unknown he must hit you twice. High mobility killers can get into chase faster but than majority of aura perks wont win them chase only help them to get into it faster. Its been eternity since I saw full aura perk build and I not even surprised because it just gives info but doesnt help that much as people think some here claim its super good like walls in csgo but in reality it isnt because if it would be that good way more people would run these full aura builds logicaly like why stacking gen deffence is so common, because its good thats why people do it.

  • Maybe some perks may help you to make sabbo plays less oppressive but in reality if they are coordinated than there isnt much to do just slug into tactical tunnel in my opinion meaning you will want to hinder their team as much as possible with slugs and target one or two particular survivors to get faster kill which will increase the tunneling hinder effectiveness and reduce their ability to denny hooks and get saves.

    Some killers have powers that help alot with this where others dont like some are great at injuring mamy people in short time or catching up fast to saved survivor or even dont need hook like pyramidhead but even withthese killers if its full swf that has like builds to denny hooks and runs in places like main of asylum or plague map with boil over while having boon near and buddy with sabbo and perk from yui to make wiggle faster while others crack gens than it can be very hard even if you know what to do.

    Sabbo is probably most annoying thing you can face as killer and even when they loose in general (I believe) they are pain to deal with especialy when that team is well coordinated and build from good survivors that dont go down in 20 seconds of chase than even very good killers will play long game slugging to be able to afford to hook.

    From my experience one of hardest matched I had were against very good survivors that run sabbo builds and did gens and looped well they eventualy died two or three of them but not because they were bad but because they were greedy in endgame and wanted escape all and failed to do it.

  • I didnt read it fully but it reduces stacking some effects from perks like haste or healing speed but doent effect addons or powers I belive.

  • Zoning I would say, higly depends on loop type some loops have them in way that it can be used in chase like best map for dream pallets is in my opinion RPD like half of the map loops have one way where can be used dream pallet and many safe loops against other killers become unsafe with freddy there.

    Sometimes they work because if many pallets are gone survivor can go there because its not so clear from far that the pallet is dream one.

  • @QwQw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070921#Comment_4070921

    I didn't say that it was bad, I said it was empty. Like there's very few changes, and even fewer that warrant any kind of testing.

    If you have some experience with DBD updates than I would say its better to even little testing than none.

  • @QwQw said:

    This might be one of the emptiest PTB's I've ever seen

    If you arent agaist idea of blight needing some adjustments than this patch isnt that worst excet nerfs to addons (ghostfaces etc.) there isnt anything negative here I would say which is good but dam some buffs are like nothing ghostface,doctor.

  • Weskers,demos,bubbas and dreadges buffs are good but ghostface 2 seconds shorter cooldown on one of weakest powers, uknown the reveal modifier from 1,25 to 075 is good but 6,25 seonds cooldown what is that make it 6 or 5 and doctor is just giving someone one cent.

    I wont comment skullmerchant because she is marked for rework so this means she wont get much changed because they will give her more when they will be doing her rework and it should be this year with trappers.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070510#Comment_4070510

    You could compare it with aliens portals long time ago… and portals are so much better

    True but springtraps doors and demos portals have more simularities than xeno and demo I would say like stealth both give oblivious just one gets 15 seconds and has no such cooldown (he must go to certain place where his doors are and has longer animation but still not so huge problem) when other has 5 seconds and has cooldown on his tp while giving global sound cue to all survivors that he is using portals.

    Xeno has tracking and demo too but demos tracking isnt good unless survivors are on portal but the range of killer instinct is small compare tol ike twins victor.

  • @vol4r said:

    I really want his portals to be buffed.

    Maybe portals to have atleast a minute of immunity?

    Seeing his portals in this state when springtrap came and has everything but better 15 seconds oblivious compare to 5, no global sound cue when he is using his poertals (doors) etc. not to mention demos addons, majority of his addons are for portals and are total pile of dog trash.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070162#Comment_4070162

    No offence taken, that's the point I was trying to make is some killers thrive better when working with another person. It's like complaining about survivor Solo Q, yeah some stuff is more viable alone etc. So yes I agree with you

    But like, I don't expect to win when I play a team mode solo, coz my co-killer could be very inexperienced for all I know and that would be unfair to them. Plus if I wanted to play alone I'd play 1v4

    I get something simular is in 1v4 but truth is in 2v8 as killer you have more chase oriented game which is huge switch from most 1v4 games where you must be very tactical if you dont want to loose and mmr which puts you people around your level.

    Like with billy he has only 2 addons basekit in 2v8 the better boots for turning with saw and green chain for less stun if you bump not much but he feels like moster if you know how to play him a little, very independent killer with who you can carry and has everything so it depends on with who you play and if its friend on coms than its totaly different thats why legion was problem because duo with coms could not only get huge slowdown from injuring many survivors but his killer instinct gave you best global info in that mode and you could call out the other part where is lot of survivors and made game more easier the game phase is very different than 1v4 mostly even when your killer pic sucks like trapper there is still other guy who can help you to get something done which in 1v4 isnt its all about you.

    I dont expect to win every game but if I play alone and have to wait 30 minutes for a game than I want to play someone who keeps me in action and isnt terrible which are only the killers with mobility which can keep up alone in this mode. Other killers that lack the mobility or catch up power are easily slowed by many things and arent that worth running in game that takes ages to get.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069690#Comment_4069690

    Like I said: buffing weaker killers is a good starting point. Then, for all those crying that the “evil” Nurse and Blight are OP—we’d love to see your matches on video.

    On one side they buffing weaker killers like ghostface pn other they want to implement that survivors can check with tab key right after they get into match who is the killer which nerfs ghostfaces start.

    Same with fast track its know thing that many people want the game to be around more hooking than rushing for kill as fast ss possible but they change fast track to get gens faster when killer goes for more hooks and doesnt tunnel.

    Sometimes I dont get dev team and what they want.

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