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Adaez

Adaez

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Adaez
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  • @GentlemanFridge said:

    I’d imagine it would be like DS and OTR, which disable as soon as the fifth gen pops.

    It would be good if that's the case, but they said:

    Does it work in the endgame?

    No. The anti-camp system will be disabled in the endgame.

    So endgame means when you power the exit gates first right?

    But in reality endgame starts as soon as the gens are finished because they are most of the time 99% and survivors just wait for you.

  • @[Deleted User] said:

    So, reading the PTB notes and I see the change to Deja Vu:

    • We have noticed growing concerns surrounding excessively long matches caused by 3-genning (Killer defending a cluster of three generators). We are working on a long term solution for a future update to limit how effective this strategy can be. However, we recognize that Survivors need more options at their disposal right now to combat 3-genning. With this in mind, some adjustments have been made to Déjà Vu: The perk will now reveal the auras of 3 generators which are in close proximity to one another indefinitely (previously for 30/45/60 seconds at the start of the trial and everytime a generator was completed) and grant a 4%/5%/6% repair speed bonus on the revealed generators (previously 3%/4%/5%).

    So 3 genning is now bad? Then why do maps like suffocation pit actually exist? Why did the developers release the knight and then the skull merchant and now another killer with seemingly strong 3 Gen potential. Is this just due to complaining from survivors? Because the developers have made decisions for months (years) which suggest they’re fine with the game being played one way, only for enough moaning to cause them to try and counteract the game design they themselves implemented.

    I honestly don’t understand anymore how the developers want killers to play the game. Is it just to “have fun”? Enjoy chases and don’t care about macro strategy or winning? Don’t use slowdown perks as they’re all mostly pretty trash?

    I do agree that 3 genning can be tedious, but the solution is not removing that ability without changing other things like map design.

    What do you mean?3genning is bad for the game and its a good thing they're trying to fix it, they released those killers but if they fix 3 genning those killers wont be a problem anymore.

  • @thrawn3054 said:

    I love Wraith. He was my original main. Unfortunately he's B tier at best. Against a solid team he will struggle.

    Most teams in dbd are not solid.

    in Wraith Comment by Adaez
  • @Pulsar said:

    He is NOT S-tier.

    He's good, just not that good.

    He is better than he should ever be considering it takes so little skill to use his power efficiently.

    in Wraith Comment by Adaez
  • @SpiritsHusk said:

    He is honestly way better than people give him credit for, catches you off guard and guarantees a hit nearly every single time.

    He is basically a spirit with no cooldown + if survivors are in a situation where there is no pallet to immediately drop you are just going to get hit.

    https://forums.bhvr.com/dead-by-daylight/discussion/376420/wraith

    Yeah, it takes no skill to do good with him and that's why he has such a good pickrate, he destroys soloq with ease or survivors that are not really good and on comp.

    in Wraith Comment by Adaez
  • People defending something that everyone been wanting to be fixed since year 1 lol

  • I love how most takes on this forum are either very survivor sided or killer sided.

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431615#Comment_3431615

    Yea some of the blame does lay with BHVR but at the end of the day they can't rely on fixing with they have

    They should've fixed the game before Mickey came into the game

    Well if they want the game to go for a lot more years they need to fix it sooner rather than later.

    They should take those months of filler content that hurts the game more than it helps to instead use it to for game health and leave the good stuff to anniversary events and chapters.

  • @RaSavage42 said:

    I mean... since you took time off it's more like you need to start thinking and planning accordingly... same with me

    It's not all the game... It's not supposed to be easy coming back after multiple Killers and perks came out

    Players do need to change up how they play the game to stop it from being stale

    SM- 3Genning... needs to change (yes it's half and half between BHVR and players)

    Camping Killers- Survivors need to be aware of why Camping is a thing... and Killers need to be more understanding as to why Survivors don't like Camping and when to do it

    Tunneling Killers- Survivors need to be aware of why Tunneling is a thing... And Killers need to understand when to do it and why Survivors don't like it (those Survivors that like being chased will not like being Tunneled as well

    Camping hook, gens, tunneling, is incredibly boring and unfun, until this is removed from the game, everyone will try abusing it as much as they can to get an advantage or make the experience for their opponents as unfun as possible.

    Also they seriously need to change their tactic to releasing content every 3 months because if the content is bad it will make the game worse not better.

    I think dbd would have a bigger playerbase if the last 2 chapters didn't exist, because it didn't do a favor to the game releasing such unfun killers for both sides.

    Dont release new content until you fix your old one, especially in a live competitive game like dbd .

  • I mean the fact they release killers that make the game worse, and dont adress them properly or fix issues that's been making the game worse since forever is telling enough why the game has such a toxic community and its losing players.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414710#Comment_3414710

    The Skull Merchant is made almost especially for gen protection. When you compare her power to the powers of The Executioner, The Artist and maybe some others, the game actively stops you from placing defences close to gens, yet the Skull Merchant actively ignores this with an arguably stronger defence capability. I feel she's been developed at a time BHVR are actively looking to do away with such tactics, which makes it all the more odd.

    Yeah, its definetly the worst kind of killer they released at the worst possible time.

    I feel like the game would do so much better if they just removed some killers from the game

  • @Marc_go_solo said:

    Firstly, if by numbers you mean Steam, that's a really small percentage of the playerbase. Another website you could check is the below link:

    https://activeplayer.io/dead-by-daylight/

    This too has some flaws, as although it counts all platforms, it does include mobile which is effectively a second game. However, it's still probably a better idea of DBD popularity, compared to Steam.

    However, across the board "Tools of Torment" really took a hit on the playerbase (approx half a million left).

    However, since the midchapter patch, I'd say games have been much better. I feel the changes were very effective and has improved the health of the game. They do need to rework Skull Merchant desperately (not so worried about the Knight - I've never seen the problem about him), but their midchapter has been much more focused on feedback, making some of the changes far better than before.

    Maybe wait for the anniversary before returning, but in my opinion the game is in a good place in terms of gameplay and balance (or as well as anyone can balance an assymetrical game!).

    Skull Merchant really seems like the worst killer in the game because she is best at defending a 3 gen and making games long an boring, also it seems the forum is not as active as it used to be. Maybe this has something to do with the forum rework as well, I much preffered the older version.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299029#Comment_3299029

    I don't know if my three AM brain failed to make the point clear enough, so let me elaborate.

    Health in this game does not drive sales.

    Veteran players already have the game, ergo no profit. Veteran players have plenty shards so then can get all original chapters without spending real money, ergo no profit. The veteran players game devs do profit from are the ones that buy real money only cosmetics and the franchise DLCs. They are also the ones that would very likely stick around anyway --- at least long enough to generate the profits the company calculates per player during their time as customers.

    New players that get hooked and want to play are the ones that can quickly generate a lot of profit for game companies; they want to get started quickly (aka unlock all perks quickly) so they are more likely to compensate their lack of shards with auric cells. That's quick money for the company (btw, getting one character to P1 without bringing any BP offerings takes about 15 matches as surv, apparently. Not that long).

    The things that get complained about (the impossibility of SoloQ aside) are usually affecting veterans more so than newbies. Or rather: can be identified and attributed to game health issues by veterans. Newbies will first attribute it to their own (lack of) skill, missing perks and missing game knowledge - besides; they're still on the hype train for another while. Though, I do think there will be one change coming sooner or later that mostly aims at helping new survivors have fun in the game; atm the learning curve is just too steep and the experience too frustrating (once the "omg, there's therror radius, I need to crouch away edge map so I can't be found!" and "omfg where is a gen? * runs around like a headless chicken for three minutes * " is no more. Until then it's still part of the hype and the excitement of figuring out a new game.) Newbie killers already got their boost with the big changes in summer.

    People do not want change was maybe a bit of an oversimplification.

    - Though I think I did make somewhat clear what I meant by that: the community can't agree on what it wants. Aka whatever change happens it's not the one a good chunk of the community wants. The one exception being that SoloQ really needs changes - if not a complete revamp. I think everyone can agree on that one. And beyond that the same as above applies: vets play because they play despite the state the game is in. Be it being able to do sth with friends, to vent, to chill, doing sth they have a hang of, because they are addicted - take your pick. They gonna stay. And the new players still have plenty to figure out and have plenty money to spend before they get bored and/or frustrated and leave.

    All that being said - I do think the game needs health changes. - As you probably guessed I think mainly as far as SoloQ is concerned. And probably when it comes to maps (though I'm not in the LoOpS nEed NerFs camp. I think changes to how gen spawns work and how hook spawns work would already go a long way. I also think map size is somewhat of an issue - but you can't address map size without addressing high mobility killers and terror radius related game machanics). Though I think incremental changes is the way to go - not one big fat health update that tries to fix it all at once. (Imo, even the basekit + perk rework in one was a bad idea - it should've been split in two with ~2-3 months in between; then it would have been possible to clearly differentiate the effects the changes had respectively.)

    And this is the reason why I quit,you play a game that only cares you spend as much money fast,then they dont care if you quit or not.

    If you do this,there will come a time,where the playerbase will be too low that the game will just die out,if all players stick a while,buy cosmetics,then leave when they realize and experience how unpolished the game is.

  • @Halloulle said:

    I think there are three issues with "game health chapters"

    a) as mentioned DLCs mean money. A game health chapter doesn't really drive sales.

    b) it doesn't even guarantee improved player retention; game health means changes that are good for the game overall - but people rarely like change. Especially if something they like gets changed. --- Add to that, that the community can't agree on what it likes or wants, or maybe rather that there are mutually exclusive opinions on what consitutes a "healthy game state" I don't see that working very well.

    c) purely technical issues; just looking at some of the bugs that somehow exist makes it seem rather difficult to tweak - let alone fundamentally change - the technical side of things without essentially breaking the game.

    It does guarantee sales,people would want to play a game that's not broken more than a game with a lot of broken content lol.

    And lmao at the people not wanting change,you think the community like to play the same game mode with barely no changes?It takes only that much until you get bored,the vast majority are bored with the game,they just play it because its addicting

    @steezo_de said:

    I'm not getting that vibe at all. I think that when BHVR asked if we wanted a health chapter update vs new shiny #########, the majority said they wanted new shiny #########. This is the casual market we're talking about. Most people put in a few hours a week and probably tap out after about a hundred, maybe two. For those people, this game truly is fine, and the reality is, that for most veterans, it's good enough to play-- even with all the wackness.

    I've been conditioned to get a new DLC, quarterly. I get over the hype after a few weeks. The only reason why I keep playing is because of friends, and even then, interest dries up well before the next DLC even hits. If I had to wait another month for new content, I might not feel like coming back-- and I think BHVR understands that. Haha.

    Then I expect the game to not last many more years since this tactic will just worsen the game more,more added content that is unpolished in a very unbalanced game that lacks basic qol features.

    Other games will be released that have all this and if they get the formula right,they will have what dbd doesn't.

    @pocajohnny said:

    I think the Dead by Daylight devs succeed when it comes to "listening to player feedback". The only problem is they are absolutely horrid at "knowing when to ignore the fan base". Ever since I started playing this game, the motto seems to be 1 step forward, 2 steps back. Sucks to say, but at the end of the day, I really wish this type of game with so many well-known characters was in better hands.. :/

    Same,I like the content,I just dont like the gameplay.

    The only fun aspect of the gameplay is the chase,which is nonexistent in the current meta with killers kicking gens and leaving,and survivors holding W and genrush

    @VideoGameMage said:

    You say that but gamers nowadays have short attention spans. For live service multiplayer games, going months without new content is just asking for bored players. DBD doesn't have enough content (only one game mode for example) to go through months of no new chapters to keep up player retention. Maybe if bhvr released some new events alongside the project health update, it could be bearable.

    Balancing the game and adding qol features is literally new content,new content doesn't always have to mean new killers and survivors,you cant get bored with so many killers and survivors in the game at this point.

    Maybe if you actually made those killers fun to play and go againts,and make playing survivors and killer more fun,you wouldn't have to release content every 3 months for short playerbase boost,just so that most of them leave right after because of the poor state of the game.

    @Sycamore said:

    Put it in a companies perspective. New chapters brings in the most players, that's a lot of money that comes in with players just trying new content, and that's a lot of money from new players coming to play their favorite horror characters all in one place.

    They could stop releasing new chapters every 3 months, but they would lose a lot of money. It would take a lot of time to get back the players they lost, or keep losing at the end of a chapter, and they wouldn't be bringing in a whole lot of new players without a new chapter.

    Without money, they can't pay their staff. Without staff they can't fix the game. It would be quite a predicament.

    I imagine as a company, they are in the position of deciding between following the money, or letting the game die. They are choosing to follow the money - at least until they have enough additional income to take a break and focus solely on game health, which may even be on the table already with them focusing on their other smaller games lately.

    Rainbow six did that instead of releasing new content,and even though they lost players at first,it was what saved the game in the long term.

    Dbd is gonna last only until the game gets too frustrating because of the limitations,that players will flock to a game that does not suffer from these problems.

    @katoptris said:

    Literally just got the twin's bug that make them unplayable. Hopefully they release more fixes.

    I doubt BHVR want to end dbd as a whole,if anything,if dbd dies,they will just make dbd 2.

    But the fact they are focusing on a new game could mean bad news for dbd.

  • @xfireturtlex said:

    I think it would be good if they cut 1 chapter a year in favor of a larger balancing pass/game health update. Once they get some of the core issues under control, they could use it to refresh the meta every year. It'd go a long way in keeping things interesting.

    This is a good ideea,there will come a time where there will be too many killers and survivors at this rate.

  • @Firellius said:

    It's because there's no point in trying to play 95%+ of matches. With the plethora of regression perks and extended gen timers, killers can very easily snowball out of control. Getting spotted slightly too early, or getting a single bad chase is enough to instantly condemn the entire game. If someone goes down before a gen is done, the rest of the game is not worth playing. You don't have enough boots on the ground to make meaningful progress on gens AND keep the killer busy AND rescue survivors.

    The skill floor for survivors is matched with the skill ceiling at this point. You play perfect or you lose.

    Unless, of course, you bring out the big toolboxes, BNPs, Prove Thyself and Hyperfocus to overcome the brutally slow gens.

    If there's no point playing 95% of the game,I wonder why a lot of people still play,if they obviously not having fun,and dont like the majority of the experience they're having in this game.

  • Because I also wanted to discuss with others about it and hear their opinion?

    @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288350#Comment_3288350

    Be factual please, where was i wrong. I'm not angry at all, i'm just not afraid of saying it. I'm absolutly relaxed, i haven't been playing DbD in so long yet i see people talk about the same problems over and over again, each after year, chapter after chapter, nothing changes and nothing will. IT's how DbD and BHVR operates.

    The path is set and has been set a really long time ago.

    If you enjoy it then fine, it's in your right and i have absolutly nothing against it but you can't deny the reality that veterans carry the game while casuals give BHVR the quick money flow.

    You can't deny the game is easy access and requires barely any understanding at all.

    You can't deny it's an Horror Action Game and not just hey lets CHILL. It can be a Party game for Survivors but that shouldn't negate what the game is meant to be. But reality is that in terms of Survivors vs Killer, SWF is a really big advantage when used to it's potential. IT's problematic even for the greatest killer players let alone the everyday killer player.

    IF there wasn't the chance to party up then the game would retain a higher level of it's Horror Action aproach. And because of that feeling it would also require more survivors to pay more attention.

    Maybe then survivors wouldn't 3 gen themselves as much, maybe more survivors would know how to loop, would know how to play against campers, etc,etc. Which would increase the base level of the skill for everyday survivors.

    OR they'd still leave the game...

    Matter of fact is even the game being as easy access as it is, PEOPLE LEAVE ALL THE TIME. It's not just DbD, it's in every other game aswell.

    Where do you think the "Gaming Journalist Difficulty" MEME came from? Because most people want casual gaming experiences. They want pretty graphics, they want big shock value but they want it without beeing asked to have to do something for it.

    Demon Souls was a FLOP on release. Dark Souls 1 was a FLOP on release and it took years of Lore diggers and speedrunners to make the game a Cult Following into Mainstream acceptance.

    Since then yeah Dark Souls got big but thankfully the game didn't went and lowered all of it's standards to be accessible. GIT GUD.

    Do you know what's the % of people with Platinum Trophy in Bloodborne for example? It's a very very low % of players. There's more people who quit it without doing the first story boss than there is people who got the Platinum.

    And the same argument applies to so manny other games.

    DbD as a game cannot escape this aswell. And there's so manny casuals that it's just a waste of MONEY to not make games for those people. But the bad side is then you have a game that doesn't satisfy either side and neither role.

    True,I agree with your takes and I think most survivor dont try to get better,they just get angry or toxic,or leave.

    I mean most of my games as killer,I usually win because there's at least 1 survivor that plays really poorly or gives up.

    The skill ceiling for killer keeps increasing,while survivor remains at the same level,and I think this is the problem and the fact strangers almost never work together in order to increase their performance at playing survivor in soloq.

    Heck I saw swf that didn't and dc on their friends so I really dont know except that maybe survivors would benefit a lot from being able to communicate with others better.

    @AverageKateMain said:

    https://forum.deadbydaylight.com/en/discussion/357201/why-do-survivors-dc-and-give-up-so-easily

    Do you secretly like play with me in solo queue? Cause I had a Rebecca get exposed by Ghostface and downed in seconds and she dcd

    Yes,I am secretly in all your soloq lobbies,hope you enjoy me dcing in all your games xD

    @Sycamore said:

    Because it's an easy role.

    Which makes it even worse,if the role was so easy,then why dc in the first place?


  • @lemonsway said:

    That happens because the game doesn't require anything from survivors. Until the game starts demanding something from survivors and only the decent to good and great players remain then will you see a healthy survivor playerbase.

    The game is made for the Casuals who come here and want to use a Horror Action Game as a CHILL MOMENT.

    DBD ISN'T CHILL and it SHOULD NEVER BE CHILL.

    DBD SHOULD NEVER BE FOR CASUALS.

    The problem with the Modern World is EVERYTHING IS FREE AND EASY FOR EVERYONE. EVERYONE THINKS THEY'RE ENTITLED TO SOMETHING.

    THE YOUNG GENERATION DOESN'T KNOW ######### ABOUT LIFE AND GET EVERYTHING EASY.

    Worse part is BHVR only cares about those people because those people will give them money. But guess what, if DbD is existing today is because of the ones that endured all the BS until now and not because you made CASUALS PLAY THE GAME. There would be no GAME FOR THE CASUALS if the same people day in and day out didn't play the game for years.

    That's what CASUALS don't understand when veterans complain about the game. They've been there and they've played it, they already know what the issue is but MONEY talks and CASUALS SPEND ALOT OF MONEY.

    2021 First Resident Evil Chapter, the gamegot it's highest peak of players on STEAM, 100k players on STEAM. But what happened after!?

    The exact same thing that happens all the time, the game lost 60 to 70k players since then, meaning the CASUALS CAME, BHVR GOT THE MONEY and then CASUALS LEFT and here we are again in the same loop...

    This happens every year...The same people that carried the game until 2021 are carrying the game through now after the CASUALS LEFT.

    CASUALS = MONEY

    VETERANS = GAME EXISTS

    I couldn't have said it better.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288218#Comment_3288218

    I can, though I don't think it's worth it. To me, The fault is entirely on the dev's for putting out buggy/poorly thought out interactions. And then you have the possible spiral where everyone is buggin' out, so some feel the need to take advantage to keep an edge.

    I mean what's the difference going againts this and a camping Bubba,its silly and it shouldn't have been in the game.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288195#Comment_3288195

    You said it yourself; go play something that's more enjoyable for you until you're less tilted and can play normally. I'd like BHVR to nerf tunneling and camping to the ground and give Killers chase buffs and incentives to hook multiple times but until that happens you don't have the right to wreck the match for other people because you're upset because you got tunneled.

    If you're that tilted finish the match, log off, tell BHVR your feelings, play something else or do whatever you need to in order to cool off but don't wreck the match for other people that haven't done anything wrong and are counting on you.

    Edit: Unless you are in a 4 person SWF. In that case, that's between you and your friends.

    I agree with your mentality,if all survivors we're with a positive mentality,there would be no intentional dcs at all.

  • @SkeletalElite said:

    They give up because they feel like their time is better spent in a different match. It only takes 2-3 minutes to get into a match for survivor, after all.

    You do realise there's a dc penalty right?

    @Kweh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287327#Comment_3287327

    True! Immediately if I see a killer/perk I don't like i'm slapping that Leave Game.

    https://forum.deadbydaylight.com/en/discussion/comment/3287540#Comment_3287540

    No, seriously. Once 1 survivor dies most of the time there's no point trying to struggle it out. The killer has to severely ######### up to lose a 1v3 at any point. Especially if there's 3+ gens remaining.

    So?Just because you dont always win doesn't mean you have to give up.

  • @ByeByeQ said:

    The only part of me that is scared of DbD is my wallet.

    Dbd is a scary game for all the wrong reasons.

  • Ez way to fix it is replace the dcing survivors with bots and increase the penalty.

  • Honestly they had no reason to do this,no one complained about killers being able to vault faster by using a perk or power combination.

    But I guess random killer nerfs are a thing in this game.

  • @Ginnypig said:

    You heard that right, not that i want too but what are the chances BHVR is nerfing pallet Freddy in the next few days?

    Those who know, know.

    Fredy is weak,I think it would be good if they kept it,it wont make him that strong,it would just enable a certain build on him.

  • @Isllandsteve said:

    Man all the survivors are really bad. I kill one and they all give up or just die.

    Im getting 4k on Traper and hes the worst killer. I dont even have to basement camp.

    This skill level in this game went to total noob. Where do all the good players go.

    this game real boring fast now

    I agree most survivors I go againts dont care to get better,and the fact most of them give up or dc when there's a slight incovenience makes it easy to get a 4k,rarely I go againts squads that actually play good which is sad.

  • @FilthyLegionMain said:

    For the time I have been with this game, I have seen many things during my time. Really good times with friends and finding people that I have grown close to. There were times where this game has sunk me to my lowest point. Talking trash to people and so on. Thankfully, I've never went too far with my trash talking at least and that's something I will always take pride in. Though now, with the 2.7k hours I have accrued over my time of playing this game, my mental state has slowly crumbled with the astounding levels of awful people and weird mechanics in this game. I do wish you all the best and hope that this game gets better in terms of the overall community and gameplay it has right now. @Mandy , I'd like for you to delete my profile if there isn't an option for me to do it myself. I want no reason to come back to this game.

    This is a good decision,I will also take a break until they fix the state the game is in,and make it less frustrating and deal with the mechanics that create so much toxicity.

    I'm not even surprised the community is so toxic when this game affects your mental health in a negative way so much,especially if you play the game a lot like you did.

    Wish you the best and i'm sure you'll find better and more chill games to play that wont hurt your mental health.

    I think a break from video games overall helps a lot especially after you feel burned out.

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286155#Comment_3286155

    Or it will give solo queue less ways to communicate, as crouching/pointing/waving/vague nods or head shakes are literally the only options right now.

    What if BHVR added in a way for the killer to be able to hit the survivor in the exit gate and if they don't leave, they can get hit again and possibly picked up and hooked? That way the killer just needs to walk towards the exit and the survivors will be essentially forced to leave!

    Way better than a bandaid perk.

    lol there are better ways to communicate other than crouching,you can just spam an emote

  • Because it will most likely force survivors leave since they cant teabag anymore,and it will lessen the toxicity.

  • @AbsoluteFury said:

    I like to play games and experiment with a lot of different builds but most of the time I'm just wasting my time since the meta appears to be wait by the hook and hit the rescuer or the hooked for cheap hits. I don't want to use DS, etc all the time but I suppose I'll have to. Unfortunate.

    Hard to have fun anymore as killer without anti gen regression perks.

    @vBlossom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285541#Comment_3285541

    No, actually not at all.

    Killers can just hit survivors off the hook and Endurance from Borrowed will overlap Off the Record so survivors can have no value from that perk on camping and tunneling killers.

    I missed the part where the game is killer sided when survivors have the tools to deal with every killer in the game except Nurse.

  • Then maybe survivors shouldn't get so butthurt when killers tunnel and camp since its the best strategy to deal with genrush.

    Also I look at it from both sides since I play both roles just as much,teabagging creates toxicity and there's no other way around it,people will use it to be toxic if they can.

    But yeah sure,spread your toxicity around.

  • BHVR could easily fix teabaggin by just putting a cooldown of 5 seconds on crouching but nah.

  • @StickyB said:

    I feel like there's a huge delay between the knight entering his power and then using said power. The amount of times I just lose chases because I'm sat there spamming RMB and I'm still in his power even though the promt to use his power has been on my screen for over half a second.

    I think this is what hurts him the worst,its such a hassle to use his power,by far the most annoying power in the game to use.

    Nevermind his weakness,just the activation of his power feels so slow that it loses you a chase most of the times.

  • @[Deleted User] said:

    If you were being directly attacked, your ISP can track where that is coming from. Let them know to look into the incident and notify the police as well. Everyone on here talking about being DDoS’d never does the one thing that will make sure that person never does it again in a life time.

    If this actually happened,then a lot of these people wouldn't even try it in the first place,but I dont think anyone does anything about it.

  • @MrKrabsArgArgArg said:

    I think similar to Hex: Plaything, this shouldn't actually be a single totem that spawns at the start, rather it only spawns when a Boon is then Hexed. Cleansing the Hex doesn't actually remove the perk from the game, rather it removes the Hex until another Boon is reintroduced, and then it can be re-hexed, and so on.

    As for distance, some maps may be too big for this to work, so I propose making it so that for each Hex you obtain with this perk, you gain tokens that increase the range of each Hex, and around 4-5 Hexes makes all the Hexes map wide

    I had a similar idea for Shattered hope to be like Old Undying, where snuffing totems turns Boons back into Hexes, but removes the tokens, but I think this is probably a better choice

    Yes,this is what I was thinking with this,it would actually make the games a lot more interesting and force survivors off gens if they want their boons.

  • @Chocolate_Cosmos said:

    It's direct nerf to a store and direct nerf for all customers, even if it doesn't effect you.

    You take all the old skins and make them suddenly exclusive... why?! Because give me your money under time pressure (so give me your money more!)

    If it was new skins, I am not a fan but it's way less evil than taking away something that allready existed and making it suddenly exclusive.

    The game is in a really bad state and looks like BHVR only cares about how they can make more money without actually imporving the game.

    I think i'll take another break for the game until I see them start caring which wont happen,maybe if the playerbase gets hit hard,which wont happen either.

  • @daniel_owenz said:

    I wonder how many God awful Knights got a win just because survivors don't know they can block the gate at the end lol, how many participation trophies did the developer for this game give out to these garbage players who got out played like crazy and only won because they had an add on that NO ONE knows about unless they have that character or went through the BS of it all, LOL, ######### ridiculous.

    Survivors actually get mad because they get caught at the exit gate and punished for teabagging and not leaving.

    Guess i'm not surprised survivors have grown to be really entitled since BHVR was always holding their hand and made sure its the easier and more fun and chill role.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284277#Comment_3284277

    I do have a post with tactic and almost everything about this killer, since I was having a blast with him recent days.

    Tho I have to admit, you don't seem to me like you're interested of getting better with this killer... I don't even think you're gonna read it, but I'll drop it anyway.

    https://forum.deadbydaylight.com/en/discussion/356325/6-days-of-playing-the-knight-this-is-my-final-verdict

    Good tips,it takes a lot of practice to know when and when not to use his power,but even then,it takes a long time to get a single down againts a decent survivor,and overall you cant pressure survivors enough even if you consistently hit haunts.

  • @HugTheHag said:

    The map looks sick in a good way, in my opinion. Burning village is not something I would have imagined but I love it.

    I haven't had the (dis?)pleasure of playing on its live version yet though, so I'll trust you all that it's imbalanced.

    I would have taken a castle any day but BHVR didn't want to put in the effort or release a Castle map yet.

    The map is ugly in all aspects,balance,looks,it looks like an ugly Village,how is that nice?

  • @Grigerbest said:

    Or instead of wining about it, you should try to find a counter to their tactics.

    Learn to play this killer normally (not just tapping his power at loops).

    If you find him boring to play as, it's because you play him the boring way.

    Ok,tell me how you use his guards properly.

    If The Knight is chasing someone,a survivor can simply take the guard chase and render the Knight as an m1 killer with no power.

    If you put a stationary guard in an area,it can be easily dodged because they can see the patrol aura so please tell me the hidden tactic of how Knight is so amazing and fun with an amazing power.

    @Phasmamain said:

    Problem is his power also completely denies loops causing super stale gameplay. Literally just go from loop to loop without playing any pallet because he doesn’t let you without getting a free hit

    The downside is you get no pallets,and it takes an awful lot of time just to get a single hit.

  • @Coordi said:

    Absolutely, we receive a lot of valuable and important feedback here. Some scenarios make it easier to implement and communicate, like after a PTB. Other changes and feedback go through a long process of vetting, designing, and testing, and this process can take a long time! We certainly don't want to announce things too early and it not work out; that will just feel like a bait and switch. I am looking forward to, and hope you are too, all of the things currently in the pipeline and in development.

    Can you at least tell if any changes will be made to the core problems of the game the op stated?

  • @Toaster427 said:

    oh yea, I'm sure that will happen just like they said they were going to improve the solo queue experience....LMAO I wont hold my breath that's for sure...

    They also said stuff that they're going to make the maps less flat with more hills and other stuff like this when the first resident chapter dropped.

    Over 1 year later nothing changed,we got one of the most flat and horrible map in the game,the Borgo.

  • @zumer said:

    BHVR doesn't make the game appealing to survivors. State of game is such that most of the survivors cannot win. you made a side killer game. WHY?

    Lmao if people complain that survivor is not appealing,I dont think they have played killer yet to see how much worse it is.

    At least as survivor you can have fun with your friends in swf.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283736#Comment_3283736

    Then you're not playing him correctly. Those are the only addons that make him worth playing. With the vault changes he is not playable anymore because you lose half of the draw of Bamboozle.

    I'm just saying he can be playable without using his most broken addons.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283693#Comment_3283693

    Otz loves to say MM is the worst killer but he makes that claim based on "no addons". Normally I would be ready to show you in a game vs your SWF why he isn't but they just stealth nerfed him by not letting him benefit from bamboozle or fire up vault speed with the last patch.

    I have a build that's pretty consistent on him but he requires a certain build with certain addons.

    And no i'm not talking about tombstone or the iridescent infinite t3 addon.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283660#Comment_3283660

    -"Not really,you can do good with other killers because you can rely on their power"

    You probably can rely on their power because you're playing at low MMR. Nobody picks Michael Myers when they get to 2000 MMR because it's not going to be a fun game even if you can win.

    As survivor skill/efficiency increases the need to play Blight/Nurse to keep the game balanced also increases. There is no means by which you can play a weak killer such as Legion and hope to achieve with perfect play what a Blight or Nurse could accomplish with a merely average performance. The entity's left hand is a very accomplished Trapper main but there is no way he could hope to compete with Hens playing nurse (who is probably not the best nurse but who is a very accomplished player overall that has demonstrated a near perfect game against comp players in a random game).

    Likewise if we choose a strong killer main streamer at random and have them pick a killer, map and addon loadout there is no method by which you could have two similar tournament level teams compete where one team must use no perks and the other team gets a full perk/item loadout.

    The devs have stated on multiple occasions they prefer DBD to be an unbalanced game and have no desire to change it. Many people have questioned if they have a deep enough understanding of their own game to balance things if they wanted to.

    Most people will say : well the game is fine if you're not playing at high MMR. That's fine if you reset my MMR every month (like we had for 5+ years).

    I mean yeah,but even Myers can be more oppresive than Knight,he has nothing going for him,except if he camps and survivors make a lot of mistakes.

    He has the worst and clunkiest power in the game,even Twins power is more reliable,if you wanna break a pallet with The Knight,you need to waste time getting in the position that works,make the path,that takes a few seconds you wasted just as much time as kicking the pallet yourself.

    I hate how clunky his power is,and he's also weak asf,I wont play him until they make his power work anywhere on the map like it should.

  • @Devilishly_Rowdy said:

    Imagine thinking the devs would nerf the majority of the player base's most used perk. It's still strong and uncounterable when used near pallets. Still the top second chance perk in the game that can allow you to confidently greed pallets and counter killer powers (knight's guards for example). Ruin, Noed, Pop nerfed to the point where we never see it anymore, Dead Hard still the most used perk, says a lot. Call this another "dead hard complaining post" but you can't change facts.

    Yeah,its the only perk you cant counter,without baiting it.

    Sprint Burst?telegraphed and counterable,same with every other perk,an exhaustion perk that can be used on demant without any condition when the killer is about you will always be broken.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/356877/knight-is-unfun-in-the-current-meta

    -"Genrush meta absolutely destroys every killer that isn't Nurse/Blight"

    Fixed your title premise.

    Not really,you can do good with other killers because you can rely on their power,The Knight power is way too slow and situational to work and rely on to even get fast downs,he cant even get that despite having no mobility at all on the map to protect gens

  • @Shroompy said:

    hes not meant to commit to chases, hes meant to micro manage.

    Patrolling gens and being territorial (somewhat similarly to Trapper) by locking down an area and not really venturing too far from it is probably the best way to play him. His guards also cycle pretty well will each other

    If you have Carnifex, commit to a chase until you get rid of a wall or pallet (which was made EXTREMELY fast this last patch) and get a hit. You can also plop him down next to a gen if you know for certain a Survivor is going to try to get his aggro. His hunt timer is twice as long as the other guards which is a great time waster

    Assassin is up next and hes actually pretty interesting. You use him depending on what the situation is after getting a hit with Carnifex. If the Survivor cant make it to a strong set up, use him to zone them out to get a down. Otherwise, you want to place him down and then try to zone a Survivor towards him. Another way to use him is when 2 Survivors are grouped up. Plop him down to chase one and then you chase the other. Using the increased Hunt duration add on actually nets you hits quite a bit with Assassin, which wastes even more time thanks to him applying Deep Wounds. You can also use him to simply prevent a gen from being popped by ordering him to break it. Survivors cant repair it for the duration of the kick and it usually nets you enough time to get over there and chase the survivor off.

    Then theres Jailer, you usually wanna use him right after the Assassin to lock down an area. If you see a Survivor, go after them. The Jailer will keep that gen regressing for a good bit while you chase. If that Survivor is staying in the area try to get them to drop a pallet or vault. Any guard will spot a Survivor if they make a loud noise notif within their detection range even with a LoS breaker or height difference. This works best with Jailer because of his increased range and reduced time to start a Hunt. Alternatively like the Assassin, you can order him to break a gen from a distance to prevent it from being repaired

    The Knight aint easy, and from my experience against solid Survivors he makes games take pretty damn long. Hes definitely at least a solid B tier, al though Id still say its a bit too early considering yesterday and today were really the only days we could play him in such a stable state

    His power actually sucks at this,because survivors can easily dodge it since they also see the patrolling aura,killer is way too weak in its current state,I was thinking to main him but his power is too clunky and unreliable to do good with him.

    He's slow,you can easily lose sight of a survivor when you take the time to use your guard,that survivor will most likely dodge,and you waste your power and lose a chase,at most all you get is still be on the survivor that probably makes it at a strong loop.

  • @FatherFoxtrot said:

    I might be crazy but I feel as though they delayed the knight's ability to summon guards immediately by like 0.5 seconds or so.

    Before the patch, you could activate your ability and immediately summon your guard to block off a pallet, and if you were quick enough, with the right add ons and mind gaming, you could a hunt off mid chase if the survivor got too greedy.

    But now, it feels like the time frame between activating your ability and dropping a guard has been increased by a slight margin, to about a second. Now, the whisp will just sit there for half a second instead of drop on time.

    The Knight is legit a much worse Artist,at least her power is not that clunky and not allow survivors to leave loop.

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