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Abbzy

Abbzy

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  • @Necromonicon said:

    If we're saying that Chucky is a stealth killer, he's the best on your list. Slice and Dice is crazy strong antiloop, his height can allow him to mindgame tiles other killers can't, he can loop tighter than other killers, making his 110% speed less of a drawback. The semi-recent buffs to cooldown and scamper make him all the better. He's also the least affected by the recent pallet density changes. Everyone else has to deal with the pallets but chucky can generally get a hit at the loop if you stay and between loops if you leave.

    That was his power from beginning slow 110 killer with ability to get easier hit when he has his power but then he was nerfed to c-tier and now is solid or high b-tier, he is easy to play as and can get hits where most stealth considert killer from author cant (springtrap and wraith are behind him in getting hits).

  • Wraith if you have strong addons because with weak addons or build he is weak and fragile (still has best stealth out of all these killers and mobility is great, he is best hatch finder on my opinion and can camp hatch to catch survivor off guard), then springtrap because he has great antiloop and some mobility (his stealth only exist if survivors are deaf or he has glitchtrap skin because he has louder footsteps than knight or nemesis), next is chucky (if we count him as stealth killer) because he has great antiloop and some advantages over other weaker m1 killers even the fact he is 110 speed, dreadge is overrated in my opinion and even now he got some more lockers which is good but more paletts with his weakj antiloop means survivors can hold shift+W and theres nothing dreadge can do to catch them compare to wraith or springtrap (his antiloop needs some high wall so you can hide it or unsafe paletts which are more rare now than open medium safe paletts and these killers like chucky or springtrap outpla way better than dreadge who is just m1 on them or hold W counter), next is mayers because he is stronger thanold one without tombstone now but he is still weak like slaughtering strike is weak as hell and its best use is at camping or tunneling then outplaying loops do to its big slowdown and speed and other delays (old tier two 99 which gave you fast instadown was better than strike in my opinion but strike can be solid with addons), pig is maybe before mayers because her dash can do actualy something now and her traps are still good but she needs downs to get her power working which is easier said than done as m1 killer with little stealth, sadako is only good if you have insane whereabouts on survivors which are near tv and can spread condem fast which leads to massive preasure and kill but other than that she has almost nothing than just teleport and little bit of stealth (if you arent good as 50% of onepumpwilli then you will loose unless you are beginer and she is noobstomper with dreadge and pig here), last is skullmerchant she is just nerfed to the ground under trapper so there is no need to comment her more she was just made (nerfed by devs because twiter went wild because of her) worst killer in the entire game so unless you like her and want to main her dont play her and loose your time.

  • @Duncan_Ellis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012438#Comment_4012438

    Pretty much. It's why OTR needed the 80 seconds, it prevented killers from chasing you for darn near an entire gen or at least hurt them from doing so. But even after the nerf to it was, ahem, "fixed" it was still a killer buff.

    I think you didnt lost OTR while you have touched gen or do other conspicious action unlike ds which you will loose but can be used agressively with bodyblocks (mostly healed or survivor with some edurence effect will bodyblock and try to get chase when he has ds and then jump into locker to not force slug but its more of a swf which is using this).

  • @BasementDweller said:

    Half of these games the killer wasn't even toxic, dbd players really did kill the term toxic

    Also you call a killer toxic for dcing, yet you insta dc cause of a killer. Doesn't that make you toxic as well?

    Reminds me of that survivor rulebook jokes like when killer kills survivor he is toxic, killer hits/hooks/bodyblocks he is toxic and other these bs jokes that were common back in old DBD.

  • @tes said:

    Killer refuse to tunnel later and DC because had the lost start - toxic

    Killers don’t refuse to play but tunnel – toxic

    Killer play strong character - toxic

    Killer just AFK for some reason but didn't refuse to play later – toxic

    DC yourself - ThatS dIfFeReNt.

    Holy. I assume this community is lost. And people who are crying about some toxicity the most starting to be an actual issue

    I mean you cant make this up but its reality we face.

  • I will have to clear my mind on some other game because the amout of styptic swf I have faced past few days feels terrible just pure sweaty game with nothing uniqe and whats upsets me most is I always get them with some killer who has not many options against them like bubba,ghostface,springtrap and not as ghoul or blight which can put some fight even without full meta builds.

  • Many people see gens as numbers and doesnt see that 2 gens left can mean 1 gen left if two gesn are around 50% or above, gen situation can change drasticaly and its way easier to do gens then winning chases and applying preasure on 4 people but there are still people that will hate you for saying gens are easy objective when survivors touch them and od them instead of seeking totems and chest.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011474#Comment_4011474

    Here's another scenario.  I once went against a Huntress with Iri Head hatchets.  Somehow all three teammates got slugged in the same tile.  Feng Min was hooked, but Jill and Carlos continued to lay there, not moving at all.  With Kindred, I could see Huntress standing there camping.  She had no reason to leave the hook as long as the slugs stayed there.  I hid, praying to the gods that the people on the ground would crawl away, but nope.  So there was no way I could make a safe save, knowing that the Huntress could insta-down me with her Iri Head.  I even considered letting that happen so we could all abandon, but my dumb arse stuck it out anyway.  Only when Min died on hook did the two slugs finally start to move…towards the basement.  Huntress eventually found me and gave me the signal to pick them up, so I did.  And then they went into a locker and DC'd.  I'm just like, "Okay then…" Should I have been punished for "ratting" in that situation?

    Upset survivors because they made mistake and got punished for it, common for many survivors which dc from rage over their missplay.

    Now imagine you went against huntress that when misses she dc, wouldnt it be fun to get 3 in one evening would be.

    The most punishing thing for survivors you can do if you dont want to dc is just stand in the corner and be idle they will lose their minds especialy if the killer is someone who is wanted like bubba or ghostface,mayers, some will even die to endgame collapse from their disappoitment.

    in DC Comment by Abbzy
  • They are second (maybe third) most buggyest killer in the game and to me they feel clunky more than krasue, their gameplay just needs slugging and then trying to find that one person you downed 20 seconds ago across the map with victor and this playstyle is gonna burn next big patch so they will get nerfed by antislug probably hardest with oni which is another reason to skip twins.

  • I have noticed too there are few skins and their rift variants are much sooner in rift, strange they didnt put there some recolored older skins.

  • Same as many changes like giving killer hud for hook stages and many other things, looks they pulled the part they want to change a little and this put into live so either they dont care or they put it live so they dont have to introduce it later but still makes no sence.

  • Looks like devs are bringing DBD to more realistic image, Carlos is bigger (thicker) than Dwight so he has bigger trap hitbox.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011545#Comment_4011545

    that's just wrong, you need to do better with this killer.

    xenomorph has insanely oppressive and consistent chase power if you know the hit timings to prefire. if you knew how utilize it properly and understand how to deal with turrets, you would not be making these claims.

    If survivors use brain and make good turret placements in good places with strong perks and great gen effiency then xeno is toasted, he has great antiloop (chase power) but at the cost of very strong counterplay (turrets) which can slow him down or get him out of his power and hinder him enough for survivors to get even or upper hand.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011492#Comment_4011492

    Ive been playing xeno since the changes and he doesnt feel weaker.

    double turrets are generally useless unless you're already losing the game badly. CCs yapping about "correct turret usage" did not change anything in my games. Just because more people know how to use them right does not change the fact I know how to play around them and minimize the impact - zone people to edgemap, cut them off and deal with turrets in the downtime/before I commit to a chase.

    Worst case scenario you can always just tank the setup and reset your power in 10 seconds while getting a reposition. It's not a big deal unless, as I mentioned, you're already losing the game.

    Turrets on hills are rare because hills arent common and even less common with a tunnel nearby. Getting that setup w/o good RNG is a massive time sink that benefits me way more than it benefits them.

    0.1 wind up increase took time to get used to, but it's generally a nonissue and it overall accomplishes the opposite - gives more time to react to survivor dodging the hit and secure it. the only times it's a problem is when you need to get a hit in a very tight timing, f/e in predropped shack after vaulting the window when you cannot prefire, but even now it's doable with the addon / survivor ######### up the checkspot.

    cooldown decrease was a massive buff that nerfed correct turret usage by ~20% of the distance value and it also gave xeno slightly better 2 tapping potential.

    overall xenomorph just got sidegraded at worst and still is a strong low A tier if you have the skills.

    He is easier to outplay than nemesis because he can be doged or juked more easily than nemesis (you can drag his hitbox but its way less powerfull than nemesis drag), turrets are still strong if you place two close to each other on strong loops and chained loops which forces xeno to destroy them and go to tunnel to get power back if he doesnt want to play as super tall m1 killer. Turrets on hills are rare but they happen way more than before his patch came up (because everyone and more specific content creators told how to place turrets which was very rare to get before because he was in top 5 least played killers in the game), the second floors with holes work same as hills for some reason its even more rare than hill turrets but same outcome.

    Loosing with xeno isnt nothing hard becasue he has strong antiloop with quite effective counterplay (like old emp which force killer to get his power back and loose time and preasure only difference is turrets cant be used so effectively in chase by chased or other survivors so easily as old emps), his mobility isnt bad but not great either and his tracking is great but for me he is more b-tier killer now than a-tier because he has too many flaws to be a-tier killer compare to killer who is simular like nemesis, he is same like springtrap I would say.

  • @Throw said:

    Pinhead is dependent on impaling wire. New Myers is dependent on Memorial flower.

    Pinhead has one big issue and thats that his chains spawn into objects (or very close) and break instantly which makes him dependent on these addons, thats what I hate hitting good chain hit but 2 out of 3 break second after I hit that which gives me more slowdown compare if I just chased normaly without using my power.

  • @SoGo said:

    I agree that killers should be viable even without add-ons. That said, which killers are those that are add-on dependant?

    Imo, Hag is a good contender, she depends heavily on range add-ons and Rusty Shackles.

    New Myers could get 5 of his add-ons basekit imo.

    Some i mentioned like wraith,doctor,bubba if you play these killers without certain addons then you will see huge difference in their use.

    Some killers have only few addons for their main part of their power like nemesis (just two addons for his whip and all are just for zombies or vaccines which arent that good and usefull as whip in 80% cases), demogorgan (simular to nemesis, he has only two addons for his main part of his power which is shread and rest is just for his underpowered portals which like half of these addons are trash only the iridescent one which gives you aura read when you use portals is goo even it has been nerfed).

    Other killers have like few addons that are good to use like hag, artist.

    The mayers is capitol by itself he is better than the old one was without tombstone ofcourse but his evil incarnate mode has more restrictions than onis blood furry which makes no sence for low b-tier killer (limited turnrate for slaughtering strike, 40 meters terror radius, 6 seconds cooldown when you use your strike, big slowdown when you charge strike and when you start evil incarnate mode even the fact he has no mobility or dash power like oni has), his tier one is 105% speed so you need addon to make it playable to other maps unlike indoor maps, his pursuer mode (tier 2) has bigger terror radius even all it got is just brutal strenght basekit and 20% bigger lunge plus 20% recovery when stuned (these are very small buffs exept that brutal which is solid but doesnt justify that 8 meters bigger terror radius for me).

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011391#Comment_4011391

    that addon's value was largely overrated.

    It was nice to see it in basekit as a compensation for nerfs, but you could deal with turrets just fine w/o it back then.

    That addon was neede into basekit but xeno got weaker for two main reasons even there were more buffs in that patch compare to nerfs, first reason is his tail got solid buff and is way easier to doge than nemesis whip and fov techs when you jump into xeno when he is about to use his tail is super effective, second reason xeno is weaker now than before on average is because he got takled about and became for short time solid topic for many content creators that revealed how to place his turrets which was something some survivors have no clue how to place them effectively (two near each other mean he is out of power no mather what he will do and placing one near strong loop or hill is now way more common which makes them bigger threat than before when most survivors place them just near tunnel exit).

  • Forget to write something, can someone explain me why wesker when he grabs someone and the just falls from even single step from stairs he drops survivor and suffers full cooldown just like he would miss?

    Why is this crap still in the game after many years?

    In my opinion wesker is fair killer with easy power to understand both for the killer and survivor and this crap is still there for no valid reason punishing killer even if he hit his thin dash attack.

  • @TheBubbaMain2003 said:

    I totally agree. The problem is Developers limit their work for specific Patches. They really like to do "Killer Tweaks" and how does it work? They just add some Add-Ons partially base kit and nerf those addons. Instead of doing 5 or 6 Killer Tweaks in one Patch it would be much better to do 3 Medium Updates for Killers where Devs could do much better and add whole addons base kit or even more and completely rework those addons. Like they did with Pyramid Head for example.

    At current state of Dead By Daylight Leatherface needs more speed and better recharge rate for sure. And he has many many bugs since 4 years, but BHVR just do not want to fix them.

    Thast true there are now many killers which need this for many reason one is they are addon dependent, other is there are just few addons which are for their main power and many addons for their secundary like nemesis, demogoragan.

  • @Brimp said:

    So making every 115 killer a 110 in end game is no longer worth using?

    I get it sucks against 115 killers especialy the ones with controled mobility like blight,wraith,dracula,billy but this perk was just gg perk to 110 killers exept maybe spirit which is only 110 killer who can catch survivor with hope, other 110 killers are mostly range and with hope they had very small chance to get a down because all they have is just 3% and slowdown every time they use their power give bodyblocks to this equation and its clear who was countered by one perk almost compleatly.

  • @Throw said:

    Yeah it's insane how bad he is now

    He is better than old mayers without tombstone (which made him that strong in first place) but still the many nerfs and limitations like crap turnrate on his strike are above my understanding what the devs are doing, just compare tier 3 mayers to blood furry oni and look at differences, onis is stronger killer with harder requirement to get his power but myers has more debuffs than oni in his evil incarnate mode which doesnt make any sence at all.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010841#Comment_4010841

    I also have a 60% escape rate, last months it was even 70%. But my lifetime rate is 40%. But i didnt get better (my new main has even a worse rate than my old one), what changed was the anti-go-next-changes.

    The biggest problem in solo que is not missing comms (but more would certainly help), its the quality of random teammates and their tendency to give up.

    The coms you are missing is the key element that makes that huge difference between swf and soloq because you can share info with your team and make strategies which soloq cant thats why one trappers trap in same place can get whole team but swf will counter it like nothing and even one glimps on killer or his perk will be revealed to whole team (if they communicate) which will lead to killer having less to surprise with other survivors like bubba with bamboozle one guy sees it and tell whole team, now whole team knows how will he play windows same with other perks or addons like spirits+endurending one guy gets it and now from this moment whole team wil more predrop and know killer will swing through paletts.

  • @SoGo said:

    Brutal Strength + Fire Up or Spirit Fury + Enduring are starting to look REAL good.

    They will get you through paletts but wont give you more time because gens will have no regression or blocking which would stop them little bit so you will have to have super fast chases or you wil loose in 5-7 minutes.

  • @BrightWolf said:

    Shadow buffing pallets, then calling it a QoL update, is incredibly dubious. It barely tickles certain killers, punishes others while handholding survivors who will always have an escape route.

    Just slap on a wrist for blight while its another nail into coffin for ghostface.

  • @Nasher35 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010943#Comment_4010943

    I probably should of clarified what maps I meant I really wasn't talking about haddonfield. But yes some of these maps are just spawning every possible pallet. For a game that wants to encourage killers to chase more and get more hooks this is certainly a step in the wrong direction. It's really hurting low tier killers more than the A-S tiers

    Were at new gas heaven there is bus loop and before this patch there spawned the weak window loop now there I got bus loop which deffinitly what this map needed it was already survivor sided before palett density update.

  • Every time I get cheater in my game its from epic game but now I havent seen one for 3 weeks but its hard to spot them if they hide their cheats because i belive there are more cheaters than people think using wallhacks or other cheats that are hard to spot.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010774#Comment_4010774

    They did not. They said 'a future patch', so they've not set any kind of timeframe anymore. It's entirely possible it'll be years before they make another attempt.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010773#Comment_4010773

    This argument always assumes the game would be horribly unbalanced without tunnelling and slugging to underpin 'weak' killers, something that hasn't been proven in the slightest but gets rammed down everyone's throat regardless.

    This argument always assumes the game would be horribly unbalanced without tunnelling and slugging to underpin 'weak' killers, something that hasn't been proven in the slightest but gets rammed down everyone's throat regardless.

    So you think on higher mmr weaker killers are common and 4k same as a-tier killers and killers above?

    Personaly I dont think so, even if killer like hag who is now around high b-tier can win against momos swf team but only if they missplay which is rare with these teams then she gets 2k max and 1k if she plays good. Ghostface another killer whose power can be controled by survivors and influenced super easy with swf, he is one of and probably the most bullyable killer in the entire game and you say to me that he can get 12 hook game against strong survivor team or strong swf casualy.

  • @TieBreaker said:

    I think they updated the road map. The anti-tunnel/slugging changes are scheduled for October - January.

    I hope its soon, I hate the fact Im punished when as killer I dont tunnel because I give survivors more time on gens and strong perks like dead hard which cost me time later on and loose me the game, another big fact is if I had ptb effects from unique hooks I wouldnt loose or just hardly 2k many games which is irritating.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007916#Comment_4007916

    Originally Chucky did not have to do the dash attack to do the scamper just do the same Krasue is now doing so the comparison makes total sense.

    Original chucky was just 110% killer who had lond 18 seconds cooldown but his hit was easy to get, manual scaper under palett, manual scamper through window vault which didnt made any sound or he could dash under the palett like he does now but his turnrate was almost as normal which made this issue even after his manual scamper was took away on top of that he could do 18 flicks so it was hard to not get hit when he was in slice and dice but nerfs he got were just to much, one of few killers on which devs beat their frustration, others are pig,billy.

  • @Jspect said:

    It's been a while and whilst I still enjoy his projectile and doors at it's core, the numbers make him feel so sluggish.

    I'm going to sample some of my past complaints because they are still relevant.

    The axe's cooldown is 11.5 seconds if you hit, and 8.5 seconds if you miss. That includes the 1.5 seconds it takes to recall the axe. The cooldowns being this long incentivize holding your axe up and punish you way too much for going for interesting or fast shots. I'd love to go for them and use my power more often, but it's just too risky.

    The cooldowns should be:

    7s on successful hit, 5s on miss, 1s axe recall (was 10, 7, 1.5)
    If the recall speed remains 1.5s, reduce the proposed cooldowns by 0.5s

    Also, the cooldown between throwing the axe, and using M1 should be identical to huntress's CD. It's messed me up many times since release.

    Huntress can get more injures and downs in short time if you land your hits comapre to springtrap who is easier to play around midsafe loops because he can throw over them compare to huntress.

    They both suffer the same as all projectiole and especialy range killers, if you miss a lot then you will loose thats why they have small killrates and I belive springtrap is in top 5 killers with worst killrates and other range killers are the too with ghostface which explains a lot, you miss a lot then you loose.

  • @cogsturning said:

    250% for 10 seconds dawg what??

    Thats stronger than original background player which was 150% speed fot 10 seconds but this I dont see any reasonable explenation behind this post than just troll and people overreacting

  • Thats great for pyramid with 1 perk, tbh i found him one of hardest killers to get hits with because his punishment travels so slow its easy to react to if survivor isnt locked in the animation or narrow space. the other hardest killers to get hits with are artist and unknown because they have to get hit twice in the row and its time limited or they get nothing.

    Closest projectile to pyramids punishment is hellfire which needs to be aimed with same intention to space where the survivor will be instead where he is now but compare to punishment it can be flicked easily and dracula has more tools in his kit so holdíng W plus some predroping when he misses isnt punishing for him as for pyramidhead.

  • So you suggest now survivor can do gens and ds isnt dissabled when doing gen counting as conspicious action.

    Thats huge buff even better one than making ds last 8 seconds.

    Its way better in state that is now live than what you suggest.

  • Range killer problem, if you miss many of your shots these projectile range killers ( most of them but all have kinda same problem some more than others like huntress,slinger,artist,unknown,springtrap or even pyramidhead) you wont get preasure and survivors will just do more gens they would normaly do against some other killer who could apply more preasure in hooks and slugs which leads to lost.

    Another big fact that prooves I right is that range projectile killers have one of smallest killrates I think even smallest there are like 3 or 4 of them at the bottom with ghostface who is just d-tier weak killer on Nightlight stats and i believe devs stats wotn be far from Nightlights.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010593#Comment_4010593

    Yeah, it's noticeable. It also pretty much only occurred when you were tunneling someone off of hook or if you whiffed two hits but still grabbed them. It was a gimmick.

    In most scenario's, 4% and 8% Hindered is completely inconsequential. 99/100, it doesn't really matter. I don't even know why they bothered to change it.

    Tunneling wasnt only situation where it make difference but in long chases it helped weseker to end then, its supper rare to get value from 4% hinder as it was from 8% so why devs cahnge it I bet not even half of dev team knows why and his buff to get both bounds 1 second sooner isnt something game changing its nice sure but nothing crazy.

    I dont understand why he has to have 40 meters terror radius because he has no mobility like billy,blight or ghoul and killers like wraith,dracula,spirit have better mobility than wesker, he cant instadown you normaly like billy,bubba only when survivor is fully infected but then its survivors fault because they have near whole minute to get a spray and cure themself (chest spawn fix that helped lot of killers like xeno,sadako also little hindered wesker and nemi because their chest spawn closer to each other and next to gens not somewhere in the corner of the map so its easier for survivors now) so I dont understand what justifies his 40 meters terror radius.

    Overall if you dont know how to pull consistently his techs like hug techs and intahug techs or skiniberts and rebounds wesker is not a- tier in my opinion, his power is easy to understand and counter for survivor which plays attention what is killer doing behind their butt and react to sounds.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010573#Comment_4010573

    We are not still complaining about MFT in the big 2025.

    So he got a small buff, two nerfs that only affected his ability to tunnel off of hook and his fully infected slowdown was reduced, which already didn't happen often.

    MFT was comparison to 4% doesnt look big its big because we saw how strong can 3% with hugging loops can be on good survivors.

    He got very small buff for 3 nerfs that made him less oppressive in chase and made his slowdown from his infection which creates new objective for survivors and if they dont cure it then they face solid debuffs.

    two nerfs that only affected his ability to tunnel off of hook and his fully infected slowdown was reduced, which already didn't happen often.

    It happened when time for full infection was nearly or even half of the one which is today and 8% is way beter and bigger difference than 4% thats like comparing bloodlust level one against freddys snare hinder or hope speed boost against clown yellow bottle speed boost, shortly its noticible change.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010487#Comment_4010487

    True. If a killer is strong and popular it will be nerfed. See Wesker for example. Singularity mains are lucky because Singularity never will be popular otherwise it would be hard nerfed.

    No realy i can give you one big no no, blight got nerfed few times and he is still s-tier and very popular killer like in top 4 most played killers in the game so this only works for some killers not the strongest ones.

    Then we have killers that were strong but got nerfed hard like chucky or killers that were problematic and got nerfed to the ground of DBD history like skullmerchant.

  • He kinda got his last changes were decreased recharge time for bound which was 6 seconds for each and now its 5,5 so in the end you will recharge your two bounds 1 second faster than before 11 seconds not 12. He got nerfs like patch or two before this buff which is small exchange for what he lost, he lost few things first is infection debuff when is survivor fully infected he was suffered from 8% hinder but now its only 4% which doesnt seems much but 3% gave you as survivor MFT and it was huge status to deal with especialy for m1 which is wesker 50% of the match. Last and most biggest thing was now survivors have I believe 60 seconds to get fully infected which was like 30-40 seconds before and when is survivor hooked infected, after he was unhooked have infection bar like 15% full but now its 0% so his infection threat got nerfed which was his key slowdown but on the other hand made his tunneling more effective.

    I get the infection bar and time to get fully infected change but the hinder change still bothers me today, I dont get it why this had to be nerfed to. Now wesker is still good killer but if you dont run him with golden egg addon (makes the time window after first bound before you use second 30% bigger and makes him recover after first bound faster so you can outplay more loops with this addon then with basekit) and dont know how to consistently pull his techs like hug tech (many say its fancy, well if you dont run on 120 fps but 90 and less fps then this will help you close didstance or get hit on loops where you couldnt normaly which makes huge difference in effectiveness of the wesker),skinibert and other techs then he is clear a-tier killer but if you dont he is -a-tier to high b-tier killer.

    He isnt just strong as he was before because the infection nerfs made his time wasting ability to force survivor to get spray and cure longer which gives them more time for other things and threatens them less in the chase by 100% less than before. He is straight killer to understand and counter he has two straight dashes and many loops are rounded (so he cant use his straight dashes well) and easy to see the killer, he is just easy to read if you dont go against some god wesker main who can pull insta hug techs like nothing and his other techs then he is strong and unpredictable but in most cases he is predictible and he has no mobility even his terror radius is 40 meters but his two bounds give him if used in straight line 21 meters (first 7 and second 14 meters) which is short distance so I dont know why he has to have 40 meters terror radius even when his mobility is just like 2 demogorgan dashes.

  • @Straker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010515#Comment_4010515

    M1 killer need a lot more compensation. You got to make best use of what they have and then fill in the rest of the gaps yourself with your own game skills. That's why M1 killers require more skill expression, because you got to go the extra mile with them.

    You're out of touch with this game bro if you reckon M1 killers don't take much talent to do well with.

    M1 has only basekit bloodlust and mind games which doesnt work on every loop or against every survivor. People especialy the ones which doesnt play m1 killers against solid loopers kinda forget how weak they are and most m1 killers have weakest powers in the game they need buffs.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010281#Comment_4010281

    I do play both sides, I just don't care for badly designed killers like Ghoul and Krasue. Also how Nurse and Blight havnt been nerfed enough Or rather reworked into a healthy place for everyone

    this is obvious from Blight and Nurse being exempt from the Anti tunnel changes LMAO

    they are aware, just not willing to make changes, yet.

    Its maybe simple why the s-tier werent nerfed, nurse needs mostly rework and for bhvr she isnt that problem, she has not highest kill rate and isnt the one survivors complain the most about. Other facts for nurse are game isnt pay to win because everybody has strongest killer for free after getting the game, she has some skill requirement on avarage bigger than other strong killers.

    Blight had very little nerfs even the fact he is in the game like from 2021 or 2022 which is long and how long he had hug tech and overpowered addons, they remowed them which werre his biggest nerfs overall and where he is now ……… still s-tier and second strongest killer in the game. He is golden child of DBD something killers like skullmerchant,trapper,ghostface or poor toy chucky can only dream about plus the fact he is very liked in the comunity by both killers and survivors which is the biggest reason why he wasnt touched for so long.

  • @coolgue1 said:

    people play 2v8 because it actually resembles old dbd from 2 years ago the maps have a decent amount of pallets and windows now a day their 0 skill just free hit all around maps are barren loops are so small u get hit regardless of how good u play all in the name of casual killer mains crying it the casuals killing the game not the vets

    Yes its more in old DBD fasion like you said big maps, not many complicated perks and addons on top few killers, they are stronger now (some of them like wesker,wraith or spirit but slinger,trapper,nemesis and ghostface are weak and very little buffed) which is kinda ok because the chaotic nature is what keeps this mode interesting and more fun overall than classic 1v4 but its not like DBD 2 years ago but more like the one around 2017-2020 one for me the classic more chaotic,simple yet fun.

    barren loops are so small u get hit regardless of how good u play all in the name of casual killer mains crying it the casuals killing the game not the vets

    The loops are in 1v4 weaker for varius reasons such as the current fast phased state of the game compare to the old hide and seek then chase oriented gameplay now its more survivors rush gens asap and killers trying to get kills asap, but dont get me wrong but if you loop good you will dont get hit on loops its just more killers now with more perks and loops are weaker because of the fast phased style of the game if they were strong as in 2017 or less like 2020 game would be mostly survivor sided on average exept s-tier killers or high a-tiers because back then as m1 killer you didnt get rushed that hard like now even loops were safer, survivor meta perks were stronger like dead hard or ds and gen time was shorte not 90 but 60,70 seconds and survivors didnt rush them like their grandmas life depend on it.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010244#Comment_4010244

    I literally play dracula and Unknown and I never complain that survivors are OP

    So explain to me why Nurse/blight/ghoul etc should exist? The answer is they shouldn't and if you play them, YOU are bad at the game

    No offence but you play a-tier who has every tool (almost every but the key ones he has) for most situations like bat (mobility, teleport and huge catch up just better vesion of mobility than wraith), wolf (great chase form with guarantee bloodlust in forms of orb scents and better dash than weskers in my opinion they are shorter but harder to doge and can be played more easily on loops, tracking with scent orbs and more brighter blood like he had bloodgund perk which was something wraith had too he had brighter blood in 2017 on christmas with his buffs or 2018 but then devs took it away even wraith should be tracking killer too or his perks are fucused in that way) and weakest but great vampire form which is just m1 with some range attack which is like combination of nemesis whip and pyramids punishment but its great tool on mid safe loops which has objects/walls same height as dracula (he can shoot over them) or he is like pyramidhead great with it while dealing with bodyblocks or hook saves.

    Unknow is more tricky killer, you have to hit most of your shots (same as artist but he is easier) or you will get nothing, plus you have teleport.

    In comp survivors have hard restrictions because these cracked swfs can go toe to toe with s-tiers and from some I believe is even stated if they all could run ds,dead hard,otr, deliverance or unbreakable they would destroy most killers like nothing (staptics and other strong items with addons), thats just true swf have not only best information in the game but they can make strategies and pull them better than soloq where the players cant tell each other where will who be and what will he do which is why they dominate like half of the killers most of times and killers like ghostface or hag are joke for them.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010241#Comment_4010241

    You are objectively wrong, S-tier killers literally are turning people away. ask any common horror fan their opinion, it's literallyt his game is trash

    the only people still playing this game, who act like this game is a console, the only thing they can play.

    No they dont turn people away and blight is one of most loved killers by survivors and many will rock you if you say his nerfs (removed hug tech, his old addon nerf like og alchemy ring or compound 33) were very small, which they were because before them he was s-tier, second best killer in the game and after these nerfs he is …… yes s-tier killer still second best in the game so what realy chaged he became harder but its still supper strong.

  • @Milkymalk said:

    Also, before a week or so ago, it was really rare for me to see no BP bonus for the survivor queue; during the last few days, the bonus disappears regularly, which means more players queue up as survivor than before, compared to killers.

    I see survivor bonus every time (its x1,25 or just 1) but que times say something else, in day time till 19 pm I get as survivor lobby in 1 minute but trying this past 19 pm is more about 5+ minutes.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009566#Comment_4009566

    Oh I know, p100 ghostie main. Over 500 hours on him, alone. Roughly 2500 hours in total. I like the extra challenge of it, but he's certainly weaker than most other killers.

    I have few hours on him but I faced with him survivors with 4k up to 11k hours and won but worst matchrs were against teams that were swf or supper agressive, whyt I mean by that there was always someone who was knocking me of my power and the swf knew I was ghostface before I could surprise someone because just one of them spot me for 1 second and all knew. These teams I was forced to play as m1 killer like 70-90% of the match which is super bad for ghostface his best way how to play him is either hit and run with building some stalk to get down when they heal or just stalk to 99 and then get instadown but these teams would just counter me and there was very few things I could do such as try to force them to make some mistake and tunnel,slugg. Big problem with ghostface is securing last kill in endgame, mayers can just stay near hook and even without tombstone he can get instadowns on everyone for 1 minute minimaly but ghostface will get revealed by hooked survivor or downed survivor or by someone who is hidden behind the wall or box and he cant do anything just to be forced into m1 killer, thats why I play him less and less because teams that are agressive or swf will just be your biggest counter and pain and theres very little you can do about that with ghostface he needs some solid buffs.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009258#Comment_4009258

    i think it was fairly obvious they were talking about the anti-tunnel ideas that were play-tested in the 9.2.0 PTB that didn't make it into live

    What is fairly obvious from a text where he claims "nothing changes and devs removed anti tunneling" this can be meant in so many ways its just unfinished sentence so I just asked if I got it right but no aswer or explanation from the author.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009276#Comment_4009276

    Lower tier killers - especially m1 no mobility killers - depended on regression slowdown to slow the gens down long enough to tear through all the pallets. With all of those practically nuked out of existence, we start to see a lot of Killers simply drop off due to a lack of viability which only leaves killers left like blight and nurse. The problem is, we can't simply buff regression without making blight and nurse more broken than they already are. We are at a stage where balance changes need to stop being global and start directly nerfing the problematic killers while buffing the weaker ones. Every global survivor buff and global killer nerf is just one more nail in the coffin for the m1 no mobility killers.

    Killers as a whole arent the problem, killers like blight and nurse (and now kra) are the problem. Survivors keep demanding nerfs to killers or survivor buffs to compete with their power, and BHVR obliges instead of balancing the actual problematic killers. Now all we have left is a small number of viable killers to play. The more killers get nerfed, the more we will start seeing only a handful of killers picked every match. Mass killer nerfs is bad for everyone.

    Its inevitable and devs with survivor mains (those which doesnt touch killer and demand global killer nerfs) will notice it when its too late sadly.

  • @adam1233467 said:

    I find it incredible how many people consider Unknown to be Tier A, but in reality he's really bad, like really bad. For me, it would be at the beginning of Tier C or the end of Tier B, but BHVR treats it as Tier A so they can keep nerfing its various add-ons.

    He is not bad but he suffers same problem as artis and thats when you hit your uvx you must land other shot or you will loose your first shot time and effort investment (usualy 2 shots after first hit because there are some taller objects and survivors cant look at you most times exept bots they can look at you all the time) which makes him weaker if you doesnt land your shots, few good shots with huntress,springtrap or slinger can get you down but if you miss like 50% of your shots with artist or unknown you will mostly loose or be just m1 killer spaming projectiles those are facts, he is very strong when player hits most of his shots but seper bad if you miss like the half of your shots.

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