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Abbzy

Abbzy

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  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965998#Comment_3965998

    I used to avoid them back when then insta-healed two health states. Same with old BnPs. They just felt unfair so I avoided them in the bloodwebs.

    Back then killer had tools to deal with them like you could switch killers in the lobby ( they remowed it because of bugs like legendary mayers with chainsaw etc.) so inta billy with ebony mori was answer for all problems one mistake for survivor and he was out.

  • @Mr_K said:

    Are they stopping change? No, BHVR does not shy from changes because of addons. We don't see big changes with Myers because he is licensed and how he works must be signed off by the IP owner.

    Besides, the tombstone addons is what makes facing Myers scary. Being insta down is not uncommon. Being straight up dead is.

    Licensed is chucky too and how frequent his nerfs were compare to mayers who got after six years some love in form of buffs.

  • @SpringMyTrap said:

    They need to be basekit for dead on hook people who have been stalked particular amount of time and the addons themselves should reduce the stalk threshold for the kill

    I would give myers some buffs for antiloop as faster breaking speed and icreased his vaulting speed, make the ability on people that are dead on hook to be able to kill them in tier 3 and reduced tombstone effectivnes so you can mori people after first hook (they must have no basekit bt so you cant mori them immidiately after unhook and reduced greatly his antiloop buffs when using tombstone addons ). Allhe needs is some big buffs for tier 3 and maybe small buffs for tier one, tier 2 is perffect the way it is.

  • All comes who you play against if you get p100 lobbyes with lot of p100 players than chances for syranges or styptycs are much higher than normal lobbyes these players get them in one bloobweb when character is p100 so the possibility for getting them is much higher.

  • You better instal toilat into yor gaming chair, no ones allowed to leave the fog.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965316#Comment_3965316

    I must have missed your response here, but I'll expand:

    The kate hasn't touched a gen all game and is trailing the killer with a flash light, could be a 4 man, could be solo queue but it's all too common.

    Well, the game is designed this way. The game largely used to be "casual" or "party game" where, sure, people could mess around and have fun, but in the past 3 years or so has been switching over to a more "serious PvP/competitive" mindset. There's still an ongoing debate in the community as to whether this is a "casual experience ruined by hyper-competitive balance and mentality", or "a competitive PvP experience that is ruined by people who don't take it seriously."

    And when I say the game is designed this way, I'm not just talking about the lack of any competitive features. In basically any other competitive PvP game, you know your teammates kit, can natively (through the game) actively communicate through voice, text, or pings, and in some games you can even see your teammates' cooldowns. Those are all lacking features in DbD, for better or worse.

    But on top of all that, and separately, the game actively encourages, rewards, and incentivizes this kind of gameplay. In most games, the "daily" quests boil down to "play the game" or "win", or "complete X by trying". So you can complete those for rewards simply by doing what you would normally do: play the game. And, for killer, this is largely the case.

    DbD quests for survivors are at least half the time "choose between completing this quest or winning", or "actively throw the game". The literal design of the game encourages some of this behavior.

    There has been no base-kit buffs after 6.1.0 that why I am so obviously focused on perks.

    Uh. This is just flat-out completely wrong. Even if, if, I accept that you're talking exclusively about things that affect all killers, it's still wrong. And maybe I haven't gone into that list in this thread, but here's why focusing on perks is completely missing the point:

    Even if I limit the list to only your extremely limited, blinders-on, "it has to involve all killers or it doesn't count" viewpoint, you still have: hooks respawning, base kit kick buffed to 5%, bloodlust buffs, survivors spawning together by default, base kit lightborn on locker grabs, map offerings effectively deleted, maps made smaller, pallets and tiles weakened, tile and pallet spawn logic reworked to prevent chaining, entire maps and realms reworked.

    And that just is a partial list off the top of my head, limited to things that affect "every" killer, post-6.1, because you put those artificial restrictions in place. That doesn't include the fact that they've been touching 2-4 killers individually basically every major patch to improve their kits, ranging from simple QoL buffs, to partially making add-ons base kit, to making entire Iri add-ons base kit. It also completely ignores anything nerfed on the survivor side either.

    And all of that contributes to increased kill rates that have successfully been driven higher over that same time span.

    Most of the time, when people focus on killer perks, it's because they don't want to look at any of those details, because regression is the only thing they desperately want. It amounts to "well, all of that is nice, and don't ever consider taking any of it away, but give back gen kick meta levels of regression or we won't be happy".

    Freddy being the most deadly killer in the game only backs up what I am saying about kill rates, EVERYONE knows he's not strong. Actually feeding into him being strong means you think a beyond whatever killer is worth anything strength wise. Do you really think freddy is stronger than nurse, blight, artist and P-head? You'd have to be essentially a silver player to actually agree with that statement.

    This is partly what I mean by cherry picking. I never said Freddy was "strong" or "the best", because that's all subjective. I use the wording "deadly" because we have that data: In every MMR, every rank, and every level of play, right now, Freddy is topping the kill rate stats at around 70%. And I say "deadly" also because I can recognize that isn't a complete picture, nor does it make him an easy kit to use. But the roughly 70% kill rate is hard data, and not subjective.

    But for a killer who is generally considered "weak" and "M1", it's interesting that people are producing these results. There's obviously something else going on there, but it's not just a "skill issue" or "survivors aren't bothering to learn counterplay", since it's the same thing at "top MMR" also.

    But if you can take a "weak" "M1" killer and kill 70% of the survivors you face, there's not really a ton of room to argue that killers are overall struggling, or in a bad place. The kill rate is an indicator, and specifically one that BHVR uses to balance. You can't just ignore it completely, and it's healthy to acknowledge that there are other factors as well.

    I seriously doubt anyone who says "kill rates don't matter", because those same people would burn the forums down in the rates were reversed right now, and killers were pulling about 40% kill rates instead of 60-70%. In fact, if you continue with this line of thinking, I'll just have to assume you're perfectly ok with reducing kill rates. Y'know, since they don't matter.

    Blight is hard to doge when he knows like his power works and he knows shoulderflick this trick will make blight hit prettymuch anything and leave almost no counter for survivor. Blights kit offers great mobility and antiloop thats why he is still second best killer in the game and his place hasnt change even when hug tech was removed from him, his op addons were nerfed or ghoul arrival he was still at his place. Ghoul is just easier but blight kit had more options in the chase and if you master him there arent many teams exept were good swfs to beat you with meta build.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965819#Comment_3965819

    Yep, that's one of the biggest issues with the game. I'm lucky to be on console, as there is not text chat post-match, so regardless of which role I play, I don't have to deal with the usual toxicity that persists in online games. However, I have seen plenty of screenshots of Survivors and Killers being toxic - though most of them have been from Survivors who were either upset at losing or being sore winners. If I had to give a percentage, I'd guess, of the screenshots I've seen, 80% were from Survivors and the other 20% from Killers.

    This toxicity, and pressure, definitely lends to a sense of anxiety when playing the game. I personally don't understand the apprehension to the idea of pointing out something that happens to every player at least once. And it's not like it doesn't happen to Survivors, either. I mean, most Survivor players can understand the pressure of trying to not screw up and become a burden to a team, the pressure of trying to loop the Killer, the pressure of trying to escape, etc. So I really don't understand why it's controversial to say that Killers go through something similar, even if the pressure is different.

    Tbh most toxic are swfs they have easier time to shame the killer way he played and survivors in general (they feel like victims and think killers cant be victim, more people on one side against one means higher chance to be toxic). When you rush gens against killer with chase build he will be like that was fast but if you slugg against swf that has sabo builds and flashbang they will cry how toxic you are and ruining their fun.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965167#Comment_3965167

    I just 4ked as Ghostface against "a solid SWF" the other day. That first chase literally doesn't matter when you set up and begin to pressure properly, nor does it matter if the SWF plays predictably as this one did, he isn't Trapper…

    EDIT: Y'all can downvote me but it's true. There's a point where you need to stop blaming a Killer for being "too weak" and start blaming yourself for simply not playing them well. Nothing to do with tryharding.

    One night I 4k team that wasnt sef only one duo and one guy from duo had 10 k hours in the game. What killer like ghostface needs is onorganized team if you get team like 3 swf that are constantly revealing you forcing you to be only m1 then your best chance is tunnel one out asap as hard and fast as you can (you will have hight chance if they will try to help each other and dont die if they are swf so tunneling one can help you create preasure). Ghostface is only good if you can 99 survivors and sneak on them to get fast downs or hit and run plus stalk them for later if he is forced to be m1 than he is supper weak and smart teams know that same with dissarming trappers trap (they know he has nothing without traps and he cant fo anything same with ghostface when you reveal him constantly). I had 4k with him against good survivors but xou need stalks on them and good perks to buy you precious time that you loosing when stealthinh around on map corners, he is weakest around last gen or gates when are survivors playing on smaler area.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965402#Comment_3965402

    I like how pain res is being critical of not mattering and having its time super analyzed here.
    But its used in gameplay a lot. Most popular regression perk on killer side picked actually. The number one picked killer perk.

    But then in the same sentence you dont be critical of the time that reassurance or a hook state will last.
    And its a perk that is almost never taken. Probably one of the least picked perks in the game. Not even the top 50 survivor picked perks.


    You arent getting "100 seconds" on a hook much less the extra 30 that is even provided from reassurance users in 99.9999% of cases. Youll be lucky to even have people reach half their hook timer in normal play WITHOUT reassurance.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965192#Comment_3965192

    Thats not basekit reassurance. And there is no such thing on survivor currently in the game.

    Why is pain res most used regression perk for killer? Because its great perk pop is better on more progressed gens but not all killers have mobility to use it correctly and effectivly as apin res (pain res has rng factor of spawning scoorge hooks and sometimes the scoorge hooks spawn location sucks but its still very good perk even it has 4 time uses). Pop reuquires mobility to get fast to the most progressed gen and ability to get consistent downs, if you lack both which some killers does but bigger problem is the mobility factor then painres is better option annyway, but someone who played more killers should know that.

    Reassurance for solo q isnt what bothers me, solo q would still struggle to use it but swf can utilize it for maximal potential just like shoulder the burden (bad solo q perk but in hand of coordinated swf its game changing and can change the outcome of the game).

  • If you mesn reassurance then only swf are using it and rarely duos like 1/100 games.

  • @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965125#Comment_3965125

    Maybe not enough. Had a full meta blight who wanted to quit and only play Nurse.

    Playing blight is different game even Im not that good sith him he isstill oppresive and strong as hell. He can do do many things and feels so fast and fluid playing with him.

  • @jedimaster505 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964333#Comment_3964333

    lol ... resurgence is nowhere near busted. it's just at most 2 fast heals off hook assuming killer has no anti heal perks. what it does is make tunneling more difficult and since too many killers rely on that low skill cheese tactics to inflate their real MMR, they hate it

    pain res is also overrated. let go of gen right before hook and lose a wee bit of progress. only works against low MMR survivors. but since most players copy content creators we end up with this braindead pain res/healing "meta" that isn't even real, just a snoozefest to go against

    Pain res can be fixed in 14 seconds on the gen. Reassurance isnt that good but give it to solid sef and now each hook state can be 100 seconds which is huge.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965249#Comment_3965249

    Thats essentially how it originally was. Everything they dropped it, they lost a %.

    Hoe they will bring old franklins back just dropping item and loosing some charges.

  • @Madmillennial said:

    Franklin's was gross. Good riddance

    Still less budted then strong medkits with fast healing, toolboxes that were genrushing and instant fladhlights, franklins only benefit killers who use m1 as their primary attack an most of these killers are the weakest ones that get effected by items more then they should and lobbyes like full of medkits are very strong against them (wraith,ghostface,pig they will loose hit and run ss option because their injures on survivors does buy them few seconds totaly revoking the slowdown and effort, time killer put into this better for him woul be to just hard tunnel one instead spreading preassure by hitting more survivors against full medkit teams).

  • Look some killers cant be played without some perks because even worse survivors then you can still gen rush you even you have good and quite fast chases try trapper or some other weaker killer without some good perks and you will find out your chases are same just gens are minimaly two times faster and you have almost nothing for stping them just slug and tunnel. You can get better with that killer power but I doubt you will play against same survivors maybe later when you get better but this works on better mediocer killers and above.

  • I see only survivor cheaters, it has been like two years or more when I met killer cheater last time but if someone is cheating with mayers then it shows state of the game that cheaters doest care if they loose dlc with ban and I have noticed more suble cheaters doesnt care lately like they knew anticheat is joke.
    Please dont call them hackers, hackers are the ones who creates the cheats and them sells them to bad players who cant play without them and need them to be avarage in the video game.

    in Hackers Comment by Abbzy
  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965116#Comment_3965116

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965134#Comment_3965134

    Yes. Basekit Reassurance stacks with actual Reassurance, the same way Basekit-BT stacks with actual BT.

    Survivors have this effect since 8.2.0, when the hook timer was increased by 10 seconds each. It's indeed not entirely analogue, as the Basekit version doesn't need to be activated by someone else - we just have it by default. Usually that's what we call "basekit".

    Still I dont see reason to give survivors basekit reassurance it wont make solo q much better and only effect will be massive buff for swf (same as giving shoulder the burdn basekit). If you want to give durvivors basekit perks that are more gamechanging than you must buff weaker killers because this will have only one effect solo q will get little bit better, swf will get massive buff that doesnt need it and killers will pick their main from higher tiers so they dont need to change them every year and to compansate for that, just more blights and ghouls and less ghostfaces, bubbas and demos thats all what effects of changes like this only one who will benefit most will be swf.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965145#Comment_3965145

    Respectfully I main M1s. I don't really see this effect, mostly because I just don't care how many die as long as someone dies.

    I get you but when you get ghostface against solid swf and get that powerless feeling knowing you cant play stalk and they know they have to force you chase as m1 then ist kinda bad, I was trapper main but playing as someone who just start loosing and even when you set good trap and it works survivors still can their mistake turn at you is just not enjoyable to me I want to have some chance to win and not to tryhard every match.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965125#Comment_3965125

    You can also respond by just… not caring about trying to 4k and just playing to see what happens. If people want to boost themselves by winning until they only have Nurse, Kaneki, Blight, and the other high tiers to play against, let them. What's wrong with staying in a mid level? I never wanna face people who want to play for the Subway Card, I'd rather play against people who don't try to minmax every scrap of fun out of the game… even if I lose doing it.

    I know that's not ideal and I wish it wasn't one of the two options here but it's still a choice. Maybe we all need to stop caring about wanting a 4k so bad.

    You think playing top killers will boost your mmr all you need is just play weaker killer and get more than 2 kills and you will start facing much stronger and experiance opponents than before, or there isnt enought players for theese kind of survivors in their mmr so gave will give them someone who isnt on their level, this happened to me many times getting loby thats almost 20k hours isnt good looking and not depresing when I found out Im playing ghostface.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965125#Comment_3965125

    You can also respond by just… not caring about trying to 4k and just playing to see what happens. If people want to boost themselves by winning until they only have Nurse, Kaneki, Blight, and the other high tiers to play against, let them. What's wrong with staying in a mid level? I never wanna face people who want to play for the Subway Card, I'd rather play against people who don't try to minmax every scrap of fun out of the game… even if I lose doing it.

    I know that's not ideal and I wish it wasn't one of the two options here but it's still a choice. Maybe we all need to stop caring about wanting a 4k so bad.

    Where I wrote I want 4k every match I just dont want to get punnished by playing killer more than I should. Devs are making huge changes but forgeting mediocre and weaker killers need some love too or they will feel super bad to play as, I dont want to get stressed more than I should there are people who like it but playing horror game as killer and you are more stressed than survivor and swf teams with toxic gameplay and post chat are just cherry on top of all.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965123#Comment_3965123

    isn't that because they got rid of the animation lock? or did that not happen yet? because i remember reading notes saying they got rid of it to stop kidnap tech

    You know whats funny after their firs fix I havent met kidnap tech but now after fnaf chapter gave ghoul so many bugs kidnap tech exist and works which is one of his buggs that are making him stronger than he should be just like loosing 1 token when breaking palett enraged (you should loo two).

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965007#Comment_3965007

    Did I miss a change when they reworked Reassurance to do something else than extending the time it takes to advance a hook state?
    Or do you also have another name for Basekit-BT? After all it's only 10 seconds - the actual perk gave 12 back in the day.

    One state on the hook has 70 seconds, 70x2 thats 140 seconds for someone to die on the hook and reassurance can give in each state 30 sseconds which is 200 seconds (in reality it will be littlebit less but thats still so much time).

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965103#Comment_3965103

    So reassurance is a perk that you use on someone else, at any time you decide, by getting within 6m of the hook, to give them 30 extra seconds on their hook stage.

    Survivors dont have this as base-kit.

    Give it basekit and now swf would equip different strong perk, have played against strong swf with sabo-antislug loadout or shoulder the burden, if you did then you should know giving survivor role strong perks in general or perks that are strong in swf much more than for solo q isnt good idea you will make solo q little bit stronger but you will buff massively swf and thats not good idea they are strong as hell if they have skilled players and they counter some killers like setup ones or stealth ones with easy compare to solo q.

  • @PetTheDoggo said:

    and wait for when franklins get gutted and upcoming anti tunneling/slugging features…

    Dark times are coming I should start to main blight to be ready.

  • @ChuckingWong said:

    If people want to draw parallels between killers especially what Kaneki does


    This is what it is like.

    https://us.v-cdn.net/6030815/uploads/YR5PSJD0GN17/kanekinurse-ezgif-com-video-to-gif-converter.gif



    This is 1:1 how a nurse plays and moves. There is absolutely 0% in here how a legion plays at all.


    Missed my first blink? Ah who cares I have a correction blink, and I move at full killer base speed and get 3 charges after I hit you. So I get bookmark for no effort is this fun?

    Buddy this is past now ghoul cant get flick hits because he is just bugged, nurse would compleatly ignore that bush and blight woul need more time but his antiloop is wa better than ghouls same as his skill cap.

    https://www.youtube.com/watch?v=45x73XzGGnQ https://www.youtube.com/watch?v=f9ekTqQE2nI
  • @PatchNoir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965039#Comment_3965039

    i try to be fair in most threads, on release everyone was selling and some still sell the idea that animatronic is OP, and i think its just a cope because we wanted him a lot

    Ghoul enfuriates most players because of the cheap free hit, most bad players hate to stay injured so they heal he comes back and injures again, generating frustration. We buffed healing perks because of that but anyone with experience knows how insane 3+ heals on a kit x 4 Survivors is crazy pressure wise, and it hurts mostly weak hit and run killers like sadako,ghostface,wraith but doesnt affect nurse,blight,ghoul as much.

    So killers to avoid getting slammed gravitate to nurse,blight,ghoul generating these community problems, while most of the killer roaster is rotting.

    Another example is people loving to go against bubba, then you go play bubba and after some games is just people running Windows of Opportunity pre dropping all pallets to not get chainsawed, and only after you break 14+ pallets you can play the game (if there are gens left) and if you run bamboozle. Another thing that blight,ghoul,nurse can ignore/deal with pallets…

    Mostly its just combination of easy first hit with blight like mobility just way easier and some good catch up against holding W and antiloop in form of enraged vault. fact is most survivors cant play injured they lack the skill of looping without getting stuck or making stupid suicidal mistakes that will get their teammates right after and blame killer.

  • @PatchNoir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965039#Comment_3965039

    i try to be fair in most threads, on release everyone was selling and some still sell the idea that animatronic is OP, and i think its just a cope because we wanted him a lot

    Ghoul enfuriates most players because of the cheap free hit, most bad players hate to stay injured so they heal he comes back and injures again, generating frustration. We buffed healing perks because of that but anyone with experience knows how insane 3+ heals on a kit x 4 Survivors is crazy pressure wise, and it hurts mostly weak hit and run killers like sadako,ghostface,wraith but doesnt affect nurse,blight,ghoul as much.

    So killers to avoid getting slammed gravitate to nurse,blight,ghoul generating these community problems, while most of the killer roaster is rotting.

    Another example is people loving to go against bubba, then you go play bubba and after some games is just people running Windows of Opportunity pre dropping all pallets to not get chainsawed, and only after you break 14+ pallets you can play the game (if there are gens left) and if you run bamboozle. Another thing that blight,ghoul,nurse can ignore/deal with pallets…

    Bubba is bad as hell if you dont run beast mark (green addon +2% speed and +12% charge speed, every bubba main runs it for reason as before his small buff they run it with chilly which most of it is now basekit) he is kinda meh its just palett breaking simulator and cheap 2k killer (just take slowdown tunnel one out no one can body block and in endgame its free kill if you get someone). People love him I think its just the thrill having chainsaw swinging maniac behind you with instadown but in reality he is weak as hell and withou addons like beast mark you cant get better survivors around loops even with sick mind games (only tryhard who enjoy them and it gives them good feeling play him like seth,for me its too much stress for very little reward).

  • @PatchNoir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965015#Comment_3965015

    I dont wanna say youre bad at the game but its looking like that in this comment, same thinking as wraith op because he bodyblocked the pallet or the window.

    Ghoul is actually easy to loop for a long time, he jumps windows slow enough for you to go around it and fast vault.

    His power fully recharges every pallet broken so W key away.

    If he dashes you just look to WHERE he is going, its for you or the pallet/window? IF its YOU its safe to jump window/pallet or drop pallet, if its WINDOW/PALLET just run away from it (like we do when nurse charges tp for too long running into her), because he will be stuck going the other way and cancelling power.

    Other than that just watch competitive players looping him, hens posted a video today holding a ghoul EASILY for 2 gens and escaping, you need to learn how to loop every killer as survivor, loop a nurse like its a trapper and it will be a bad time….

    I have bad feeling you will get stoned here by people effected and suffering hard from ghoulphobia.

  • @Rick1998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964554#Comment_3964554

    i always tough this . One stun on old chucky and he had a massive 17 second cooldown on hidey ho at which point he was just an M1 110% killer.

    People forgeting that killers that are slower like 110% killers and nurse need strong powers to help then catching up survivors because they lack base speed making them slower when looping. Im for the same idea to trap killers they are the ones starting the match loosing because they need to set up traps so I would assume their traps are realy strong to fill they time loss but no, same with hexes these perks should be glass cannons with very strong effects and having counter by destroying the totem so killer would loose that perk only valid hexes are like devour,noed,blood favor,undying these hexes are one of few that have strong effects.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964768#Comment_3964768

    of course it does, it's simply always more efficient to try and get injury/down after you downed a survivor with Victor.

    Asking Twins to always swap back, walk to survivor and pick them up instead of trying to snowball is same as asking Oni to always pick survivor after downing them with Demon dash. It's just not efficient…

    Thats hard to explain to survivors who didnt play any of these killers against competend survivors teams you can try it but you will loose on time there wont be enough preasure to stop gens and game will be on powered exits very fast.

  • I fear another twins rework will break dbd coding.

  • @thrawn3054 said:

    Their power doesn't revolve around slugging. That's just how alot of Twins players like to play.

    It does just like onis (he has limited power for that he must work hard to get it and he must do big damage as possible because if he doesnt then he will miss blood orbs and will be forced to be m1). Twins can play without slugging but they are terrible best way is to cause as much damage as possible, they lack the ability to transport sharllote to downed survivors and they would loose more time they could so best way is be healty not injured and play in pairs when victor downs one other can kick him and heal other with some healing perk or if sharllote is far.

  • @ArkInk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964609#Comment_3964609

    I remember complaining about this change specifically a ton a few months ago. The original point of him having a new Scamper animation for vaulting windows was because it didn't make noise, them limiting it to when he's screaming his lungs out during Slice and Dice made it go from cool tech that added a new factor of vsing him in power vs out of it, to basically just a superfluous 'neat that it looks different' vault.

    Genuinely still get salty of how Chucky got done whenever I think of it. He was 110% and had a solid dash every 18 seconds, he wasn't anywhere near Nurse or Blight like was often suggested at the time.

    He was top 5 thats valid but he wasnt that op all he needed was small changes like loosing some procentage of hidey-hode mode duration when sliding under palett (like he looses when he hits m1 when in hidey-hode mode but not same procentage 50% is a lot) and make his dash not so easy to control like today but not so much thats all but twiter screamed and bhvr just swallowed and nerfed him same story with merchant.

  • @Mr_K said:

    Most tweaks given to Chucky was because survivors complained about it.

    Scamper never felt like a free hit to me but people cried it was. Most of the time survivors made it around before I could get under the pallet.

    True and funniest and biggest paradox is that they kept nerfing chucky to the ground while blight sit untouched and I believe he had his reworked addons that were still strong (first chucky version needed some changes, some nerfs then they nerf it to 110 killer with fast dash cooldown from 18 seconds to 10 and they kept him nerfing and were surprised many players stoped playing him and there were some tweaks from survivors when they played against chucky or xeno). Only thing is blight was always golden child of dbd and he kept most op addons for years without rework when some killer addons were nerfed straight up few months after, when bubba got charge rework bhvr would most likely delety billy from dbd history but players liked him so then came famos overheat buff. Not all killers are treated with same equality some are hated by devs through years like pig and billy others come op as hell and get small changes after many years (blight,nurse).

  • @Mr_K said:

    Most tweaks given to Chucky was because survivors complained about it.

    Scamper never felt like a free hit to me but people cried it was. Most of the time survivors made it around before I could get under the pallet.

    With scamper they took his no sound when vaulting in hidey-hode mode, just forgoten nerf.

  • They will rework her by the end of the year I think, but now what was the problem with her first version was strong so the seconds was kinda ok killer not strong not weak just b-tier nice mediocre killer, main preoblem was 3genning with her but that got fixed with limited times gen can be damged, then survivors went wild caling her unfun,killing themselfs on hook getting her killrates over 70% and then the final execution was done sad story actualy. Just maker her baloons bigger and give her dash attack.

  • @SpringMyTrap said:

    because anti go next got rid of easy won games making killers have to play them out till the end and healing buffs made survivors remember about already good healing perks.

    This plus new healing meta ( medkits are back and super fast heals after unhook like 4 seconds needed for reset) and ptb changes to franklins make items like medkits with no counter from weaker m1 ( the dropping wasnt the counter just annoying feature true counter was for loosing charges so one medkit wasnt one full heal but that looks it ended). The phase two is coming and there are changes like antislug, antitunnel and anticamp now we dont what it will be but it sill deffinitly effect some weaker killers and make complications for kthers as well, this all is making killer harder and harder. Imagine like basekit deadlock as antigenrush so survivors coufnt pop two gens at once, it would make survivor harder too.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964105#Comment_3964105

    I dont know why you keep typing up a bunch of irrelevant stuff that has nothing to do with this discussion.


    Nothing here has anything to do with tbagging at the exit gates (the contents of this thread).

    The killer is 100% in control of making it continue or stop thats not an opinion either. (power role)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964108#Comment_3964108

    Thats not why the system was created at all. The developer patch notes, with specific notations in italics, when it was released, tell you why it was implemented.

    And it was not "the option to leave because you dont like it and you dont want to play it"

    This is a completely false statement saying this, and I think its best if we end the discussion here.

    Devs claim one thing like the pyramidhead ptb thry dont want him to zone but decrease his movement speed,increase his range and gave him double the duration he can be in the power or the xeno on ptb they didnt wanted turrets to be that impactfull for the killer and what happened compleated opposite, when they write they want something in notes it doesnt mean they are heading to their goals with their changes.

  • @Destaice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964041#Comment_3964041

    I'm really confused as to how you read my comment stating that the abandon feature was added to stop hostage situations and somehow thought responding "you can't hold them hostage there's an abandon feature" was necessary.

    Hostage maybe four man slug cane be considered as hostage but all other sitiations are just because the one dide doesnt like to play against it and its pointless to be in the match and even 4 man slug ( four man I mean whole team not swf so do t get confussed) is just that king of situation you played and lost but you still are in the game and cant do much ( last one still can get hatch, small chance but its still there). The crows change for loosing colusion thats vounter for hostage situation. If you think koller is held hostage with full team of bots or survivors when he gets ability to mori the ladt one with basekit mori then I dont see this as jostage you can still play or the game ends in few seconds anyway, abandon is only there so you dont need to bear these situations and waste your time when you know how this will end. Thats why killer absndon on open gates inst bad he can stay and try or skip it ( the 2 minutes).

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964086#Comment_3964086

    Sure, but realistically the game is over at that point so I just don't see the harm. It's not even something I want I just can't see how it will really matter at that point.

    He wont admit it but if killer has no preasure on survivors when exit gates are powered/opened then its over, by preasure on survivors I mean some endgame perk, slug, someone on the hook, chasing survivor who isnt near 99 gate or open one.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964092#Comment_3964092

    Its not though, the game isnt over until survivors are out. Just because the exit gates are powered doesnt mean the game is over.

    I like this idea personally

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964007#Comment_3964007

    Think this would be fine. Probably the 2 minute idea though 1 min leaves a lot on the table for people traveling to the gate or resetting.

    I think you missed few patchs ago, that option to leave because you dont like it and you dobt want to play it exist its called abandon option and believe it or not its both for killer ( he dont need to play against full team of bots and when last two durvivors are hinding for 10 minutes) and survivor (when all team is slugged and when killer won and has basekit mori option) if some of this scenarions happens then they can leave without dc penalty.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964075#Comment_3964075

    Again you arent talking about the the OP was saying. They are talking about bagging at the exit gates. Gens are done, there is no survivors split 2-3 gens whatever you typed here.

    Power role to stop bagging at the exit gates is 100% the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964076#Comment_3964076

    No there is no depending on the situation. There is no equivalent on the killer side of having basic function of your character taken from you and you sitting there with no options, to end it.

    Thats what being slugged is.

    That is not what survivors t bagging at the exit gate is.

    These are fundamentally different things.

    What you miss killer isnt always power role and it depends on situation look one match it will be nurse against 4 randoms killer will be in power role till gates are powered, second example 2 duos agsinst trapper doyou think trapper will be power role? No he will start the game loosing if you think power role is the one who starts the game loosing them you must be 100% true durvivor main who worships the rule book. For me power role is the one that has like 90% of things that happen in control, do you have feeling that killer van control 4 survivors constantly I dont think so depends on map, tiles that spawned on the map, killer and his power, both survivors and killers skill. Killer cant control chases all the time only thing thats certain is killer will down that survivor but it can be 20 seconds or over 1 minute which is enough time for others durvivors chilling on gens to do atleast one gen each killer will fown one durvivor and hook him now he has 1/12 of his objective, lets say survivors did 3 gens it was long chase now they have 3/5 of their objective done so who is power role in this situation, who has more control over the game? Is it realy killer or are durvivors power role now? They have time on their side and they are 4 on 2 gens killer csn hook one and chase another but 1 is still free to do gens so he needs fast chases, slugs, someone tunnel to make more preasure on them to gain the control back and be the power role.

    You claim killer is power role because he can force survivors in endgame out of the gates, yes he can but who won survivor forced out or killer? For me survivor he gets escape so win for him and he wastes killers limited time to gain more time for his teammates that can be still in the match. Killer is power role but that thing changes trough the match in the end he can force them out but shat is it worth they must leave before timer runs out or they die and they win if he kicks them out they would left nonetheless so he can only make it faster and nothing dtill happens to them if he forces them out theres no risk for such huge power role you claim.
    But maybe survivor rulebook says the opposite, Idk I ding read it.

  • @chatgiraffe said:

    My list of Dredge Buff Ideas as a P70+ player at the time of writing

    1. Reduce/Remove power cooldown at the start of match.
    2. Injuring and Hooking survivors during nightfall extends the duration
    3. Remove the loud locker teleport noise, at least during Nightfall
    4. Remove the glowing effect on the Dredge during Nightfall

    AND MOST OF ALL:
    PAUSE NIGHTFALL WHEN CARRYING A SURVIVOR! Why does the S Tier killer Kaneki Ken get a pause put on his 40 or 50 second Enrage when hooking, but Dredge has to waste precious seconds carrying people around

    The point 4 should be to put like for 20 meters if you are further than 20 meters from durvivor then he doesnt see your glowing charcter, with all other changes I agree dreadge should be monster during nightfall but all he gets is faster acces to power, worse orientation for survivor but ifk if new gamma settings counter this and some info.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964053#Comment_3964053

    its not the same thing though.

    Games over for the survivor.

    Games not over for the killer.

    Yet again it depends on the situation if he has no one on the hook or in chase and survivors are near 99 gates than its pretty much over for him.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964031#Comment_3964031


    Uh. The power role in the context of what the OP was saying, is 100% the killer regardless of their loadout, the other teams loadout, the specific killer, the map, etc.

    The person who has the control over how long a bag fest happens at the exit gates is entirely on the killer allowing it to happen.

    Killer has all the control in the world to end it, as well as make a bunch of plays (my whole point) even if the exit gates are powered.

    Power role in the general sense outside of this thread, sure the things you listed apply to an extent.

    I disagree killer isnt always in charge game progress for each side shifts meaning survivors split do 2-3 gens and killers has just one hook they are now ahead killer with their objective then killer starts getting more hooks gen regression and slowdown kicks in and he tunnels one out on 2 gen left now he is in power role but one bad chase can cost him gens and survivors are now more winning it isnt killers always the ones who is in charge. Yes killer is stronger than dingle survivor for reason so its asymmetrical game and survivors are four on one. Killer fights always against time, time isnt survivors ally just survivof isnt preasured that much by the time in the trial as killer. When exits are opened killer can have things like noed,blood warden but survivors are now in power role 20 second they need to open gates and they are out in 95% of the time they open them. Killer is pictured as power role but he isnt always the one who is in charge of the trial and he doesnt always feel as power role due to many factors and some he cant infuence like loop tiles spawn on map.

  • @Destaice said:

    Technically speaking survivors needed a feature to get out when being held hostage as you cannot do anything to end the match until the bleed timer ends. Where as a killer you can force survivors to leave. They cannot hold you hostage.

    But I don't see any harm in letting killers abandon once the exit gates open if they feel the match is lost.

    Hostage survivor? Be more specific if you are bodyblocked in the corner then having 3 crows first like 10 second will make you loose colision, if you are al slugged you can abandon, if you are last two one on hook second phase and second survivor downedyou can abandon so what hostage you mean?

  • @MechWarrior3 said:

    We have Killer bots I dont see why not.

    But survivors want loop players bots arent funny to outplay and bully, just try some games just stand in corner as killer I bet there will be survivors who will be more toxic in chat abount not giving them chase then if you tunneled one of them on 4 gens.

  • @ChuckingWong said:

    No thanks, just push them out.

    You have the power role here. Go break doors and pallets if you dont want to deal with it as well.

    Power role only on paper in the game its rng of the map and players match togeather, the killer and his loadout. Some matches are already decided in the lobby but no obe can see it like 2k gostface with aura build against 4 man with meta perks and medkits or solo q team against p100 blight,nurse with hundreads hours on them running strong builds.

  • Another thing is free killers perks in shrine thats the thing that annoys me for some years you get them just leveling the killers that you have from the start. They just take away option for more dlc killers perk to be available for newer players. General perks should be unlocked from the start thats. But most of their tier one sucks so you still need to lvl up the character but now with new bloodweb mechsnic its much faster.

  • Hope is strong perk by itself and it gave me so many escapes in endgame that I woudnt make it without it. Dead hard is sometimes op as hell when xou dont know about it and you dont have much time and sirvivor creates 50/50 situation like running to vault or palett then is hard if you dont swing he can drop it or vsult it with lythe but if he has dead hard then he gets free sprint burst in place line this most times and with hope and made for this there isnt much you can do as killer it depends who you play and on what map. Demo is weaker killer and he cant get distance by shread the cooldow after miss is huge plus crouch tech makes it even harder to land hit with shread on longer distance. Rpd is good map for holding W and as many indoors much harder for killer to get bloodlust, if you played 110 killer then you would ve cooked even more. From what you wrote I woudnt think about that much it was his first hook and he had deliverance so guarantee unhook then hope and made for this and dead hard you had no idea because he hasnt used it earlier in the match ( he even couldnt). If he cheated it would be hard to tell you are faster just by 5% and he had sprint burst after dead hard with 10% speed maybe even 20 if you hit him with in his basekit borrowed time (10 seconds after unhook), just he had everything and moment of surprise. Problem I have with this game from Fnaf chapter are so many cheaters it makes me so paranoid.

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