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Abbzy

Abbzy

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  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016219#Comment_4016219

    I feel they make up for it with their teleport though, it has great anti-loop potential and there is still merit to getting the first hit even if it's removed

    I feel like when in the right hands they can be crazy to go against, but their skill ceiling is really high for the shots. I feel if there was more accessibility for learning them, it would go a long way.

    I'm not wanting to make a killer stronger I know and have seen is strong in the right hands.

    So while I agree it is punishing in open spaces, its also easier to get clean hits on people as there is less in the way.

    Every killer can be deadly in right hands with right decissions even ghostface or trapper can make huge plays like massive snowball or get fast downs but on average and overall they kinda suck, this also applyes to unknown ability to get injures from uvx it slows you for long time longer than missing xeno tail,nemesis whip or huntress axe but you still dont inflict direct damage so my whole post is make the uvx effect after first hit last bit longer, remove the 1,25 staring linger time (when you stop looking at unknown because of some object your time to stare at him still regress by that 1,25 second which is not needed so take this thing away and make the time to stare at him like 14 seconds, 7 seconds is his cooldown so he gets 2-3 shots or one if survivor is good enough and the surrounding is kinda bad for unknown), maybe give him one more clone to teleport but if they make uvx effect stay longer so killer doesnt have to hit two hits in the row and second must be hit in 10-15 time window which only him and artist have but artist is way stronger and easier to get hits (unknown gets hits when survivor is zoned, in some narrow space or if survivor is locked in animation but these are situations where every range killer can get hits easier than normaly he would and I think artist in chase range id less punishing than unknown even on longer range she is easier to get hits). So thats for unknown so he isnt just hit two shots or struggle as m1 with teleport.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016235#Comment_4016235

    I think it might be that only really good killer players are playing Skull Merchant. Kind of like a challenge mode.

    That are some hardcore players or most of them are her mains and she is rare plus the fact some survivors still dc or give up against f-tier killer because they refuse to plsy against her.

    Mains are keepers look at freddy he from his release had always high kill rates even when he was at his lowest (before second rework) he was in top 5 highest kill rates on high mmr which shows what can dedicated mains do, then we have nurse and she is top tier on high mmr and on average mmr she would need buffs because her kill rate is low so these stats are just info and cant be used for balance like devs did before (because you would need to buff nurse and nerf freddy and skullmerchant if you would want balance killers from their kill rates).

  • @Nazzzak said:

    Thanks for sharing! I'm just gonna say that i love seeing Pig in the top 5 deadliest killers because I play her quite alot and have plenty of success despite people constantly calling her weak. Yes, her kit isn’t as overloaded in comparison to alot more recent killers, but she holds her own.

    She is doom for newer to average players because of her traps and complicated kit for understanding to some people, another fact is she isnt common and mostly played by her mains which are always more experienced and skilled with their killer so it makes sence and from history of the game if I remember correctly she had always high kill rates, then cenobite, vecna, sadako and dreadge make sence because their powers are complicated for many survivors, some of them are again played by dedicated mains and killer like vecna has four weaker powers which some survivors know only few of them. The lowest kill rates have ranged killers I believe with weaker m1 killers like ghostface.

  • @SoGo said:

    Unknown would benefit heavily from a less lenient Stare Down system.

    The current one lingers for quite a while after you look away.

    And Slinger... He is very clunky, I would start there.

    Another fun fact is there is killer that does same snd more than slinger and if she wasnt now probably the most bugged killer there would be no point in playing slinger and that killer is houndmaster. She can hold you and hit you where slinger must sweat more, she is easier and has mobility with some stealth (when her dog is in search mode he has lullaby but that lullaby covers her terror radius and I discoverd that as survivor on indoors funny isnt it), if slinger shoots you behind pallet he can injure you but cant diwn you but houndmaster can break the pallet and hit you so yeah I hope sll downvoters here get there are more snnoying and stronger killers than slinger but its hard to explain this when majority of community still cryes because s-tier killer blight got his hugtech removed.

  • @SoGo said:

    Unknown would benefit heavily from a less lenient Stare Down system.

    The current one lingers for quite a while after you look away.

    And Slinger... He is very clunky, I would start there.

    Uknown stare has no limitation like ghostface so survivor can get rid of uvx effect even if he is cowered and linger is like 1,25 seconds with 10 seconds of total for the first hit yeah its busted and they dont even need to buff it from 10 to something more if the linger wouldnt exist and actual stare down worked only if killer could see survivor and survivor killer meaning survivor cant get rid of uvx effect shile looking at killer behind some object and killer has no direct los on survivor but Im afraid it would be too much work for bhvr and it wouldnt work as intended or break after few patches.

    Slinger isnt that clunky for me from but whats clunky are his bugs like you can shoot through some very small holles in objects and hit survivors and then through way bigger gab on staircase you cant shoot through thats something that limits his high skill ceiling and nerfing him a lot for slinger mains, dont forget if he shoots you he injures you to deepwound but he can down you only with m1(unless you dont bleedout from derp wound but thats not that possible with newer hud indicator and on survivors with 50+ hours. Second clunky thing is hitting shot that should connect and it just bounces off but this problem have some other killers like huntress (she is quite “pretty job so far” you can hit direct shot to the back of survivor and axe hits but no damage to survivor on good ping like 40 which is good ping in DBD and then vpn your ping to like 200ms and your hatches now have 6 meters hitbox from survivors point of viev which is like meh).

  • @ImWinston said:

    • I've been following Japanese DBD content creators for a long time. Here are the differences I've noticed in the Japanese way of playing:

    • Killers generally have a slightly lower skill level than the European level (I play on European servers)
    • Killers have a lower tendency to "hard tunnel"
    • Survivors are extremely "autonomous" during the game and seek help from others as little as possible (in fact "self-care" is one of the most used perks in Japan)
    • Survivors, before the generators are complete, are very unaltruistic. So you'll rarely see saves with flashlights or Sabo builds, or even just bodyblocks. However, once the generators are complete (unlike on European servers), they are super altruistic and will even attempt the most difficult and risky saves.

    Edit: I don't want to offend or praise anyone with my observations, they are simply general considerations on the way to play.

    So basicaly killers go for longer game by spreadind hooks without reward and survivors play more safe and tesmplay without throwing altruism is there which is key part for survivors to stay alive in higher numbers to endgame, no wonder they have better escapes than eu survivors which are on average way worse teammates and sometimes play as another killer hate it or not the stats proof that.

  • @BuffKrasue said:

    They will never buff them because survivors will complain. They complained about Deathslinger in the past that's why he got gutted in the 1st place all because of Monitor & Abuse. Skull Merchant treatment is a real thing.

    Slinger got his instashot remowed and his terror radius was increased because he is “range killer” as excuse but now we have springtrap who has just few meters shorter range, has basekit 24 meters terror radius and basekit oblivious effect with mobility, doesnt have to reload (his cooldown is there and the he just calls his axe back) in terms of being 110 speed and then slowdown as slinger because he is 115 speed when his axe is out of his hands, his antiloop isnt much weaker than slingers especialy with slingers bugs like hitting invisiable walls in gabs he could shoot through so I dobt understand what the excuse to not buff him he has better 1v1 than slinger but has no mobility, cant down you with his m2 and has no stealth (both oblivious and smaller tertor radius basekit), has one of weakest 1v4 in the game and is heavily punished when missing plus has just reload addons and iridescent coin as addons worth of running sl he is just worst on average and you can argue comp players put him above springtrap, you wanna know why because in comp 1v1 matters more because tunneling one survivor out is the main strategy to go for and springtrap has better 1v1 on loops against comp survivors but against normal survivors he sucks more.

  • @Rokku_Rorru said:

    I feel like Unknown could just do with an addon which lets them see where the shot will go/bounce to so people can learn them more easily.

    I don't want unknown buffed, they are really fun to play as and against, I'd rather focus on giving them more playstyles via addons at this point.

    Hebis more fun to go against then play as because of how punishing he is on open maps and areas, if you hit survivor with uvx you have 10 seconds which is just one shot or nothing if you dobt land it not to mention survivor reveals you when he has you on his camera so when survivor loops you around some rock that is blocking your viev on him he can still reveal you because he can see you with his third person camera and you have no chance to hit him so its waste of shot and that is big resson unlnown isnt played more because even artist must hit survivors two times (if her crows go through some object, she can hit you directly like 14 meters range and injures you) but she can do it more consistent than unknown and K would argue its easier because you use one crow to inflict the swarm of crows on survivor and he has like hold m1 for 8 seconds to get rid of them but if you are in chase with him he cant get rid of them instantly with lockers and can use the 8 seconds that fast because when he uses pallet or vaults something the bar tesets like springtrap axe removal and you can spawn 3 birds to zone him or cover big area which is harder to evaid than unknows uvx, only thing artist lacks is mobility but she can hit you across the map and in chase she can outplay loops better than unknown so he is just hit two shots, second one in like 10-15 seconds range or loose which is kinda bad devs buffed his uvx effect on survivors by few more seconds but that happens if you damage survivor with uvx meaning you must hit him two times which feels like old nemesis 3 hits to injure and its key reason why more people dobt play him because he is easy to doge in open areas and very punishing if you miss more than artist in chase range thats just true.
    Thanks for reading it to the end before clicking for downvote.

  • @Nazzzak said:

    I could be wrong but i think only around 4 of those maps were given the extra pallets (Ormond, Blood Lodge, FCC, and Suffocation Pit). I haven't really noticed a difference in the others.

    I have noticed things like bus on gasheaven instead of the truck with that window or double pallet set up with two wondows on pale rose that loop under the end of the paltform which leads to that loop with one pallet made from two ship wracks and then this one leads to shack, or some places had few more paletts in one spot then they should have.

  • If I play survivor (which I dont do often because best time to play as survivor is in the day time and I play usualy in evening which que times for survivor are like 5+ minutes for me intead killer ques are instant to 1-2 minutes so its easy to gues which role I pick to play as) and I get solid team that does gens the game is just so chill yet for killer it must be hell seeing gens one by one go.

    Currently I find killer way more challanging and mostly killers that have none or bad mobility or are bad dealing with pallets or both thats worst option (like legion,ghostface even doctor sucks more because he would need both discipline basekit or hinder survivor with shock so survivor cant get to other pallet which is just few meters away another).

  • @Dreigonix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014783#Comment_4014783

    This. Literally all BHVR has to do is get in contact with Pixel Bush; he's played Merchant longer and more devotedly than anyone and he's made multiple pitches for reworks, all of which preserve her identity as a macroplay-heavy killer.

    But anything's better than turning her into more microplay dashslop.

    You think, they werent even able to hear otz solution for ddos on TWD stream with Chandler which is simple thing compare to rework so something so complicated like killer rework, you are dreaming and very hard tbh.

  • You mean give global shards and blood points to all for deleting skullmerchant, I kinda wonder if they even want to rework her because from what we seen till now it more looks like they would just rather delete her.

  • @UnicornMedal said:

    It's both and will always be both. It's why the game isn't balanced very well. Without any clear direction of what the game is being balanced around, it's a total mess.

    Look at this this way both meta bs is on both sides but strongest from killer are s-tiers (overpowered killers created to be balanced in maps like from original DBD from 2017) and from survivors swf (playing with coms which is the way survivors wasnt meant to be played at all and countering many objects normal soloq must deal with like trap killers and strategies or coordination).

    Now devs are buffing weaker killers to match the good higher b-tier but still they mostly buff stronger killers more than weaker or make global change that effects very little to almost none effect stronger killers and nerfs,hinders and cripples mediocre to weaker killers. Just like now pallet density uptade, they should just add more on few maps but instead added pallets on maps where they werent needed at all and so buffs to weaker killers like pig are again nerfed by pallet uptade so its just one step foward and two back just like drunk man trying to get on pavement from the road which is something devs are doing since the start and I sometimes wonder if the balance team is migrating ground or are there some people from the old times like from 2017-18.

  • @Dwight_Fairfield said:

    Just leave Haddonfield alone. That map is actually playable now for survivor with the pallet changes.

    One of few maps that needed that change but bhvr moments are unpredictible and inevitiable.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458313/yeah-pallet-changes-are-ass

    yeah we decided to nerf asylum by reducing its size so here’s 20 more pallets as compensation

    Kinda the map is smaller but the dead zones were the places where you get those hits and even they remowed some god pallets in main there are many more in general so its like pallet minefield for killer and safe zone for survivor not mention that stupid safe window in main which you can jump early of those ground levels ramps because they put there invisiable walls fo if you dont have killer who can deal with that window just leave chase or you have to force it to entity blocking window which even shack can be mindgamed and played more viable for both side, that map is just pinicle of DBD balance team.

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015657#Comment_4015657

    I've noticed the forums are quite against any positive posts when it comes to killers. Most posts no matter how good and correct they are, if they are about killers they get downvoted. Survivor posts on the other hand get upvoted no matter how unhinged.

    Edit: Cant type

    I believe I did some social experiment and try to justify the ghoul compare to blight and got the whole blight fans and survivor mains (which is bigger half of the forums anyway) just downvote me into oblivion so no sometimes all you need to do is write something which isnt even troll post like "the krasue is good killer" and watch how they will downvote you as much as they can its like nuclear reaction on twitter.

    Thats funnyest part most survivor post (sorry but its true) are the most us vs them post I see here on forums and try to just write it there will just all hate you for that one thing having a different opinion (only emotional stable and people with reason can take it as "we agree that we dissagree" at worst).

  • I see them too when the pallets that were there were dropped and broken its easy to spot them even with WOO.

  • @kaneyboy said:

    Killers counter pallets so easily now. Just have 60+ ping and it’s a free hit through a stun and over a pallet, VPNs aren’t even reportable now. Since iv been against soo many VPN killers and nothing has ever been done about them. So go ahead and abuse this as much as you want.

    Only on m1 killers and maybe some hitbox like huntress one but some killers like wesker,bubba,nemesis or dochor require very good ping from you because every delay wont help their power in terms of effectivnes and fun to play.

  • @Hannacia said:

    I tried playing spooky killers like Onryo since its october and well…it didn't go well. I gave up after 5 matches. The pallets are too much.

    Then i went on spirit since we all sing the same song that she's so strong almost unbeatable… and yet she struggles. Some pallets are just too safe and her cooldown is quite lenghty on her power. Didn't really enjoy those matches eather.

    Ghoul and Krasue it is for me. At least they have the speed to keep up, even if ghoul is kinda hindered by pallets.

    Happy october to everyone.. i tried being a spooky ghosty. 👻

    Onryo is quite bad, worst thing is some filler pallets are quite safe with very low chance of doing some mindgames and there is lot of them so either you stick to your favorite main or killer and go full meta which you are kinda forced to if you dont want to play suffering simulator or you pick stronger maybe easier killer who is mostly stronger and fun to play for you.

    Love how your post is downvoted only because there is few words I like krasue anc ghoul and most survivors can loose their minds because they can only downvote you once for themselfs.

  • And then what? I would see the five maps that are same now with higher chance in like once a month and get only survivor sided maps like badham,erie or garden of joy,rpd or from less killers than survivors in general maps like haddonfield or coldwin maps, yeah no thanks I like it more the way its now because I get like 1 from 10-20 maps and not the same few sided maps (especialy survivors, there are 4 offerings so theres naturaly higher chance and maps are more important for them for soloq reasons but swf uses them too often) like it was before just erie 5 times per evening.

  • @BlightAbuser said:

    Don’t talk about killers without acknowledging the other side. Survivors have been bringing Gen rush builds and slamming gens. God forbid I take blight off and try to do the event stuff.

    I bet you would face swf in 1 from3 matches especialy if you would pick m1 killer to show you why you play blight.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013684#Comment_4013684

    To be fair, at that point, does it REALLY matter if you lose a game? Survivors are basically told to deal with it right now if someone happens to die at 4 gens, despite it being fully out of their control due to a tunnelling Blight with Pain Res, DMS, Pop and survivors not having comms. All because in theory survivors would be stronger if all 4 are on comms and bring full meta perks with the strongest items if they face a Nurse with full meta perks and the strongest addons.

    If you lose 3 gens and survivors are actively working on the last 2 gens before you got 1 single hook, what difference will the anti-tunnel patch do? It legit doesnt matter much if the gens get blocked or not, because either you get the kill and survivors have 1 gen remaining and 0 hooks across the final 3, or you would have lost all the gens already.

    In fact, focussing on tunnelling out that 1 survivor is arguably the worst thing you can do against the majority of survivors you encounter. At that point you need to pressure gens, because gens didnt recieve any pressure. That is the point where you want to down a survivor and chase someone else while the 3rd is unhooking the survivor you just hooked. So what if they can pick themselves up, thats 90 seconds from now, the game is turned around by you putting gen progression to a halt, not by rushing out the one survivor who has put 0 pressure on gens so far.

    S-tiers or top stronger killers with full meta like slowdow is like full meta swf for mediocre to weaker killers so thats just fact and it goes for both sides.
    I mean thats why the antitunnel punishments should be dissabled at 3 gens done and other two are being worked on when killer has just 1-3 hooks on multiple survivors, thats just situation where without sluging, tunneling or little proxycamping (proxy isnt that great it costs lots of time compare to sluging and tunneling and has less effect on survivors as for their whole team) is needed because killer cant win normaly maybe if its higher tier killer with heavy meta regression and has 10-20 seconds chases which is unlikely to happen if that team could hold him off for 3 gens so for many killers its just gg and there should be tunneling enabled without any punishment (with stronger antitunnel which should deactivate or be shorter in endgame not like ptb 30 seconds of dpeed and endurance which were just if they unhook its gg).

    You miss something tunneling someone with few gens left and that survivor was just once or wasnt even hooked isnt bad idea. Look on it from killers perspective if he lacks ability and skill with that ability to force super fast downs or has mobility which he ca use to preasure the last few spread gens (deffensive playstyle is dead thats why killers good at deffending like 3 gens and hooks like hag,trapper or knight are so bad right now, the game moved more to faster phased gameplay like blights,billys,ghouls or wraiths style of gameplay) then focussing on one survivor is woth of kill, maybe slug or some missplay from altruistics survivors which can lead to 2 k (one kill before gates and trying for second in endgame) or 3k if survivors missplay you see hard tunneling can force survivors trying to help and save their teammate which leads to more 3-4 k than many normal games and at worst you will loose with more hooks than you would normaly get or atleast one kill.

    I know survivor mains will rock this post but thats just fact, look at many stupid challanges or matches of content creators game like this are the clutch ones they show quite often and some of these scenarios happens and the outcome of the game is better in killers favor more if he just spread hooks.

  • @littlehoot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458559/why-doesnt-killer-get-to-abandon

    As a survivor main who has witnessed many a teammate either get slammed into the invisible exit wall and grabbed by Wesker or be sniped and reeled in by Deathslinger, I can say pretty conclusively that for the killer, the game literally is not over until all four survivors have actually exited.

    That works on few killers injured on wesker, slinger and pinhead I think can block you little too or you need addons like springtrap or knight and houndmaster can probably get you too on gates, ghoul was nerfed so yeah endgame is very specific for each killer same with last endgame kill when you have survivor on the hook and 3 others alive try to ssvd him not all killers can deal with that what determines endgame depends on things like what killer is it,how many paletts exist, how many survivors are alive or how far is hook on which survivor is far from gate and etc.

  • @Munky said:

    Yes, it happened in the past where even a streamer was framed and got banned based on video evidence. If a cheater wants to frame you, they can.

    So if you dont record your game you are kinda cooked if cheater or someone has video evidence cool.

  • That depends on how bhvr detects cheaters but there isnt much things they cant do which is quite sad, in other games cheaters have things like wallhacks, aim cheats or some healing bs but in DBD they have everything from teleports to infinite perks to ability to hook people or lock them in place and other bs which blows my mind and question is how many subtle cheater average player can face without even knowing that is mystery to me. They can even choose which players they will play against or with, ddos servers which they do to streamers like 7 princes or whats his name they can just do some many things its scary and we all know how bhvr is fast in countering or fixing this so its great most of cheaters are just subtle speeders or multiple perk users in my opinion.

  • @00berdisc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4015102#Comment_4015102

    That's right, survivors have a big disadvantage in the voi…lol there is like 4 pallets in the void, all in the corners; i mean as survivor, the void is mostly more punishing than it is beneficial.

    Its not so huge full of structures and paletts or solid windows like in last helloween event which is kinda good, if survivor isnt injured and doesnt play against killer with insane catch up like ghoul,blight,dracula or some instadown killer like bubba,billy then the void isnt that unsafe because you can take m1 and run to exit fast enough. The past event void was manace for every killer there were loops which were strong and some spaces that werent easy to get on as killer (exploit location something like rpd statue, there were many like this over the years but this killer could counter only if he knew about it and he guessed survivor will try to do it), the past void was such huge time comsumer not to mention the drop window from fontain with void powers which lead to plank bridge which wasnt straight so killers with dash powers couldnt get hit there and it was guarantee escape if killer didnt knew he can m1 himself with lunge there which was faster than vaulting the window and other bs things it had). Now the void is straight and you shouldnt be there for long time just go there pick the power from fontain and leave not to take chases there (if you have big distance on none mobility killer then you can use it to shake them off but its rare) which is simple and better overall Im just dissapointed there are no events like from 2018 or so with the plants and skins with event chalanges something like blighted skins but for that we have the pass which is quite cheap now compare to castelvania one or others with multiple recolors).

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014664#Comment_4014664

    Yeah I was thinking something similar. I might just play as Trapper, hang out and be friendly in the void, and try to get people to step in my traps and then hook them once or twice and then let them go.

    That can work too, I had just one girl friendly but mostly survivors doesnt trust you so instadown killer was best for my option and sometimes I sneaked as ghostface there or played little normaly as ghostface to build some stalk or as bubba and then left to the void and some will look for you like dedicated sable mains these are the types that can sit few minutes and leave they want the thrill of the chase so few hooks for game but if you make like 2-3 survivors friendly then you will get it faster than me.

  • @jmwjmw27 said:

    Double pallets are annoying, especially after the recent pallet changes, but not that bad to outplay. Force the drop on one and break it, then the other can be played M1.

    They arent so bad but for most killers without projectile or strong dash attack they are braindead to use and quite effective, the problem I see isnt double paletts but the sheer nuber of paletts on some maps now that creates whole palett zones that solid survivors can use for few gens especialy against m1 base killers without strong antiloop which is quite sad it looks to me that everything devs did to bring weaker killers closer to killers like wesker they kill just by one unnecessary patch (all they needed to do was to give paletts to few maps like haddonfield and not to buff maps like asylum maps or gasheaven).

  • The most buggiest killers in the entire game, every patch twins are buged and houndmaster is currently behind her like the moment she came in DBD (even knight is less buggier than these two but still isnt far from them in terms of bugs because AI works in DBd very well) so Im not surprised these two are killswitched.

  • @azombieee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/458617/hook-15-survivors-in-the-void

    I agree, I was lucky to get one lol. I mostly play survivor and we arent really using it much :/ I tried to give a killer a hook in there; pointed at it but he downed me before we could go in. This challenge is really hard.

    Just spend like 8 matches with ghostface or bubba and I have done it, some survivors called me toxic or lame go touch grass but challange is done and I recomend slowdown build with some endgame like bloodwarden to spice things up but my whole point was get this challange so I didnt care for kills just void hooks.

  • Just be friendly or dissapear with instadown killer they will look for you and they will find you, which gives you few hooks per game better than nothing and if you feel bad at loosing i think this even has no mmr because Im getting survivors that are way bellow my level but hard to say if its luck or no mmr or bhvr moment.

  • @bluesidesoul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778054#Comment_3778054

    I hope every survivor you slug always gets hatch and that every match is a 4 out. This is insane. In a non competitive mode that's supposed to be fun, still survivors can't escape killers that need "8ks" as if their whole family will die if they don't.

    Where do you get 8 k this aint 2v8 and how dare one side to try to win and beat the other, how dare they you sound little like Greta just wait on antitunnel changes and antislug this will decrease tunneling (maybe if devs wont punish not tunneling with weaker killer more than tunneling with s-tier on 5 gens) and antislug change will probably nerf twins and oni and fixes slugging for hatch or 4 man slug but little patience is needed.

  • Its just race at this point one side is rushing gens and other is tunneling and not sibgle side is more guiltay its just about who begins has advantage over the other side and other side must do the same in order to catch up and dont loose in few minutes, its like running meta perks and addons instead fun ones because you dont know who you go against if they will just chill or sweat its just chain thats in every game and DBD its not different.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014413#Comment_4014413

    Billy has a lot of stuff over Bubba, but the main thing is that he can outplay pallets with curving. If a Billy just uses his saw to destroy pallets and to catch up, he will lose.

    If he breaks palett with saw and then catchs up to survivor he wont be that far from survivor if thats the open map compare to bubba who just looses tokens fir saw and distance so I wouldnt say billy looses but he doesnt suffer that much as others and builds up overdrive to help him get down his fast simple mobility from point A to B is what makes him better than bubba plus the speed (before billy rework when bubba was buffed by his charge rework and billy got overheat he was weaker than bubba but now that speed and mobility difference is what makes them so different)

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014401#Comment_4014401

    • Believe me, I wanted to specify this specifically for Bubba. "Eats pallets" doesn't necessarily mean he's a strong killer... but his power definitely allows him to take out pallets quickly (compared to other killers).

    Thats the paradox of dealing with paletts some killers can break them fast but that doesnt mean they can outplay them like others which cant, bubba destroyes paletts fast but has to deal with them more than nemesis who can just break them faster with tier 2 whip or choose to ingnore them, killer like chucky doesnt break them but he has more antiloop power than bubba or demogorgan who another killer that can break paletts but that doesnt mean he can outplay them the same ss chucky (most loops which are rounded counter demos dash so if the loop isnt short or has straight walls demos shread is just little longer straight m1 in that scenario but he can still play more around paletts than bubba).

  • Bubba kinda suffers from them you see the power to force them doesnt mean game will be easier that with someone who can play around them, his mind games are almost impossible without addon called beast marks so he can obly eat them and is m1 in window dominated areas so now he is worse than before because he has to go through more paletts tham before.

    Same for doctor he now is less powerfull because there are more paletts and his shock doesnt help that much because survivor can just drop and go next loop which is now easier than before.

    Spirit can suffer but dont forget she is a-tier killer and she is probably the most 50/50 killer in the game so she can play around almost every loop if the killer has idea how her power works and can hear survivors.

    Slinger again his chain hit is guarantee injure into deepwound but on many loops if you drop he becomes much weaker because his only way to get down with his power is by pulling survivor and m1 him but paletts can block this so killers like springtrap or huntress are actualy way stronger against predroping survivors than slinger.

  • Prestige is just flex but most prestige players have around 1k hours but they arent worst only thing what p100 means is he gets addons like syrange or styptic,bnp almost every bloodweb so they dont play without items with strong addons which can be annoying if you get multiple of them in lobby. Worst are coordinated teams especialy swf because they can make saves and bodyblocks or synergy perks and addons which normal soloq cant. Look you get hook and go to corner of map where is survivor with nearly finished gen and if its swf they know where the nearly progressed gen is so they go there and finished even if they are across the map and have no info from perk where most progressed gen is this is something soloq cant do and many swf are sweaty as p100 blight,nurse mains so if you are getting them in multiple matches Im not surprised you are frustrated and you would rather go play something else.

  • @Rokku_Rorru said:

    The s-tiers running rampant setting a precedent every killer should be their level of balance because BHVR won't fix them. If the likes of Unknown are the perfect balance of fun for both sides, why aren't we aiming for there?

    Kaneki ruined the blood moon for me.

    Now I'm worried Krasue is going to ruin the Halloween event.

    and when it's not those two, it's Blight normally also with the occasional nurse.

    Now it's more probable than I get one of these killers and I'm just encouraged to slam gens and play a victim simulator, coz I play mainly on my own while I draw on the side, with friends also on evenings.

    I just want more consistently fun games, if they won't get rid of the s-tiers, the hyper mobility is what is enabling tunneling to be so prevalent. the ability to catch up and anti loop whoever you want if you are remotely competent as those killers.

    If that was fixed I'd play so much more, but the ignorance of that, not giving killers the incentives from the anti-tunnel (and discouraging tunneling), the go-next prevention flop, the recent rift being really bare bones, I just don't have much incentive to play.

    Meanwhile on killer the anti-tunnel incentives were the kind of breathing room I needed to play more creatively with builds, the extra speed to leave the hook, bbq to see my next target, some gen regression if I needed it sounded a good place to start and work on it.

    We just need more action, more quality of life like was promised, but we are still waiting and waiting.

    How can krasue ruin the hallowen? Sorry but I think nobody plays her and if they nerf her to balanced a-tier or lower the the same kind of people which play her for her leathality and simplicity will go for other simular killer so nothing changes in core they just switch coat as they will always do.

    What I hate about this patch is devs wanted to make her strong (she had lower bonuses in unique hook rewards like other strong killers like billy,blight,ghoul,nutse,dracula) and the rework mayers and give him so many cooldowns and restrictions for no valid reason the release go live from ptb krasue is buffed go be more stronger and essier and mayers slaughtering strikes is changed and its even worse than ptb version which is something I always hate about DBD balance double standart like ghoul toke loss when breaking palett but ignoring blight who can do the same and even better he is just little bit harder to play or now I found new exsample taking freddy the ability to pass bodyblocking survivors while holding his ability button but vecna can do the same and has more tools to deal with bodyblocks thats something i hate about DBD balance that they know if they want to fix the game they must make more global changes that are healty and balanced but cant have so huge gab between killers and they still creating that gab like what is their plan then it looks like left doesnt know whats right doing and vice versa.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014360#Comment_4014360

    Do you want new ideas or do you just want to say I want to win?

    If you belive it or not it is possible to win a 3v1 even at 5 Gens.

    You can´t ask for changes what could possibly be done against the slug for the 4k and then go with the whataboutism in other scenarios.

    Thats not how this works.

    Thats like saying "If the game starts and one person decides to bring Left Behind and stealths all game what about that?"

    My scenario is for the impossible 2v1 Situation

    Not for the its still possible situation but one person is a rat.

    Your idea only covers slugging for 4k but it kinda kills 4 kills and makes this more rare than 4 man out with 3 hook stages for whole game.

    I dont think you cant win 3v1 on 5 gens but its maybe possible if one survivor killed himself and other 3 were comp swf players against average 1,5 k hours killer shich is not possible in current DBD version. So in short winning 3v1 on 5 gens has so small chance like destroying whole comp swf with trapper just with good traps shich is not impossible but the chances are very small like becoming a astronaut.

    The slugging for 4k will kinda solve it self with antislug change in my opinion.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014147#Comment_4014147

    Isn´t it a rat race like now?

    Two people waiting that the other gets found first and dies to have the chance to get hatch. My Idea makes all 3 Players play, since your hiding would make you lose time which the other Survivor could use to find the hatch.

    I guess we all agree that if 3 Survivors are still alive that the game isn´t over at all.

    When 3 survivors are alive if gens are 4-5 then its gg if the survivors dont pull 3 gens chase but some experienced or stealthy players might tend to just hide and wait till one dies and then race for hatch you see going next isnt really fixed and survivors can now dc or give up. So your idea only fixes 4k slugging and makes 4k super rare.

  • @jpeg2thehead said:

    nerfing an anti-prerun perk for low TR killers that get destroyed by pre-running (hag, skull merchant, onryo) is already certainly a bad choice but then also BUFFING it for high TR killers that don't care about getting pre-run (billy, ghoul, blight) is just insane. i would love to hear the explanation for it.

    Looks like balance team doing its work but they kinda forget those lower terror radius killers you mentioned arent as good and struggle way more then those big terror radius killers like blight,ghoul,billy.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014089#Comment_4014089

    Now the perk is hood on oni maybe

    Isn't increase in chase lower than before for 32m TR? I expect they lowered it, so it doesn't get too high on 40m TR killers.

    So it was nerfed even for Oni, where it was actually decent perk combined with Infectious Fright.

    True its not worth running now.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014120#Comment_4014120

    eu servers as killer are HELL around evening… so yeah makes sense xd

    Just swf with styptic all night.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014206#Comment_4014206

    Wait, the slowdown bug after she redirects snug still exists? How is that bug still in the game? It’s been a year.

    Knight stun bug was in the games for years too and many more bugs some even repeat.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014167#Comment_4014167

    Just so I'm clear, you think the outcome of being on the ground, unable to do anything for a survivor player is the same as the outcome of having to chase the survivor a little longer and hit them again for the killer? Flat out ending a chase on hit is the same as extending a chase on hit? Do you think shortening and ending feel the same for the players involved?

    I'm not arguing for or against either mechanic - I'm just saying they aren't the opposite of each other when you consider the outcome having them in play produces.

    From my personal experience, I am cautious and comparatively paranoid when exposed as a survivor and as a killer I'm maybe a little annoyed but otherwise couldn't give a crap if someone has endurance. That doesn't strike me as equally powerful or impactful opposite effects operating in the same space. It certainly doesn't strike me as usable in a 'imagine if the other side had…' argument the OP is making.

    Just so I'm clear, you think the outcome of being on the ground, unable to do anything for a survivor player is the same as the outcome of having to chase the survivor a little longer and hit them again for the killer?

    Being on the ground isnt good but then it depends if the killer pick you up and goes to hook or leves you there because the slugging part feels bad thats true. But in the core getting fast down or extending chase for tens of seconds its quite closer than you think because killer is occupied and others can do gens and other things which they normaly some of them couldnt if the killer was on them and someone had to go pick up slugged survivor or unhook him thats reducing preasure caused by killer and it makes huge difference on gen progress.

    Flat out ending a chase on hit is the same as extending a chase on hit?

    It can be because one hit down is huge amonth of time saved and same goes for extending chase for survivor with some endurence which helps you reach other loop or safe location with resources and keep killer occupied for longer. Tell me isnt it noticible when chase that would last 40 seconds will last just 20? Personaly I think it makes difference 20 seconds is just little over 1/5 of the gen and 40 is near 50% of the gen which is huge difference plus if killer has hook far, just for fun fact pain res damage to gen is 18 seconds of time I think.

    Do you think shortening and ending feel the same for the players involved?

    Look no offence but feeling and facts are two different things if you die then it feels bad as survivor but if you die and your 3 other teammates escape even if it feels bad for you your team and you (because you are part of that team arent you) won that match in terms of kill rate which is something that is based on winning and loosing if devs are balancing game around it to be in some range which is now 60% kill rate. So it feels different but the effect is same for each side one (killer) creates preasure on survivors by having slug or hook (mostly hook) which pulls one from 4 surivors for rescue and other is found and chased and one is left with "free hands" and can do gens or what he wants thats preasure on survivor team, if survivors extends that chase by other 30 seconds or 20 thats time these two out of 3 survivor have "free hands" and can do gens or heal whatever they want so I see it kinda same as impact that is deciding the outcome of that match but feeling its different so lets get these two things clear.

    I'm not arguing for or against either mechanic - I'm just saying they aren't the opposite of each other when you consider the outcome having them in play produces.

    I see them more as opposite of each other than other things as increased gen speed and gen regression, they bot (endurance and exposed) kinda do opposite of each other, exposed makes killers chase shorter or none if he gets instadown on unsuspecting survivor (like ghostface ambush or billy snipes someone while moving around the map) and endurance gives survivor "another chance" and buys him more time to loop killer if he wants to chase him like dead hard or otr, styptic they all give survivor another run (sprintburst from getting hit is like 18 meters in straignt line but actualy more because killer is slowed by some cooldown from attack in most cases) which buys him more time in the trial and his teammates to do objective or other things.

    From my personal experience, I am cautious and comparatively paranoid when exposed as a survivor and as a killer I'm maybe a little annoyed but otherwise couldn't give a crap if someone has endurance. That doesn't strike me as equally powerful or impactful opposite effects operating in the same space. It certainly doesn't strike me as usable in a 'imagine if the other side had…' argument the OP is making.

    Im more cautious when Im exposed ot killer has some instadown too because i dont want to be downed super fast, but Im paranoid for styptic or dead hard too because not all killers can just take that hit and ignore it and try to bait it or wait it out killers like blight,ghoul,billy,larry,krasue,dracula dont care that much if you hit your dead hard because they have strong power and can down you way faster then m1 killers or weaker killers like wraith,trapper,ghostface,doctor,clown,freddy which most of them have no mobility strong to catch up that fast or theirs antiloop isnt in their power with that mobility like stronger killer I mentioned above so it costs them that time and effort by just hittying that endurance effect on survivor which you kinda have to agree its logical you will care about dead hard with knight then with ghoul who can catch up in few seconds and get that another hit inles time with les effort then that knight.

    Thats just my point of view and opinion.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014128#Comment_4014128

    This is a discussion about whether endurance and exposure as mechanics are 2 sides of the same coin. It doesn't matter if one is in the killers favor and one is in the survivor's favor - that's an extremely simplistic interpretation that makes everything the equivalent of everything else. By that definition dropping a pallet or hiding your scratch marks would be a survivor version of exposed mechanics.

    Shortening a chase is the opposite of extending it. Ending a chase in the killer's favor is the opposite of ending the chase in the survivor's favor. They're not the same thing.

    Bloodlust or M1 cooldown reductions are arguably more fitting for consideration as the opposite of endurance when it comes to chase outcomes.

    You mixing it up and making it more complex than it is exposed and endurance are both tools that help each side to progress their objective and slowdown other sides objective. Endurence is in survivors favor it wont get you downed when the killer should down you and help you by buying you and yours teammates precius time you both need to make progress in your objective and slow killers objective, same goes for your m1 reduction cooldown and loop resources (paletts and walls) which help survivor too but they arent as specific as endurance effect same goes for exposed effect its something that comes in specific situations or is created by specific powers,perks,addons its not common as paletts. Exposed effect just makes killers chase time shorter, saving his precious time and helps him progress the game and his objective to create preasure on survivors snd killing them faster then he would with m1 (taking just one health state).

    Bloodlust isnt more fitting its just speedboost and endurance is having one health state more and exposed is just dealing one health state more damage than just m1 or simular attack that just deals one health state damage so they are more connected then the other things like bloodlust or m1 cooldown you mentioned.

  • @Leon_van_Straken said:

    Once I suggested that the hatch should spawn if only 2 Survivors are alive.

    But only 1 can escape it.

    If one Survivor escapes the other one gets directly into the Mori Animation

    If both Survivors get downed the Mori instantly starts playing for the last one getting downed while the other gets sacrificed by the entitus.

    If the killer Manages to shut the hatch the gates get powered.

    Since we all agree that a 3K is a win as the Killer I see no problem with this way maybe some fine tuning.

    Sounds like rat race who hides and finds the hatch first and in some games could lead to 3 people alive some may just start hiding more and dont do the objective for having chance to get hatch which isnt good.

  • @ImWinston said:

    no, here on the European servers the surv queue is instant (as always)

    Same for killer especialy by night time thats when people play with friends which are like half of the survivor players in numbers.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014048#Comment_4014048

    yeah the double standards in this game is something i will never understand how it’s even remotely a thing.

    The sad part is devs do the double standart nerf the weak and buff the strong, one thing gets removed from weaker killer and same or simular thing is ok on stronger killer.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014094#Comment_4014094

    The mirror of ending a chase in the killer's favor is ending a chase in the survivor's favor. Getting downed does end it in the killer's favor but taking an extra hit doesn't end the chase in the survivor's favor. They didn't escape the chase - they're still in chase. I don't view them as equivalent outcomes.

    The whole point of chase is killer will eventualy down you without endurence effect and bodyblocks so your whole job in chase is last as long as you can so your teammates can do gens, its 1v4 not 1v1 and down is in killets favor but lasting longer in chase is in survivors favor and only for the one who is being chased but for whole team.

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