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Adrien

Adrien

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Adrien
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  • You never know, maybe he is right, I trick you all, maybe I am a double agent that is working for a toxic killer main conspiracy :D

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647182#Comment_3647182

    instasaw nerf was justified, and it was made when maps were much stronger for survivors than today. and on top of that, his cooldown feels like launch date Xeno where juking his power means nothing and you die 3 seconds later unless you're inches from a pallet. this is not balanced

    Instasaw nerf was justified, but they went way too hard on the nerf back in the day and the killer became very unpopular.

    The cooldown nowadays needs a nerf indeed, even if you exaggerate when you say dodging his power means nothing and survivors "die 3 secs later".

    Damn that's so dramatic, Billy sounds like a monster compare to Nurse.

  • @supersonic853 said:

    I just wish theyd rework the cooldown and dissipation addons. The dissipation addons arent even ran by new billys since they know to tap the saw for a second. And cooldown is why he was nerfed the first time.

    I red that Billy main problem back in the day was the "instasaw". Understand the chainsaw charge time before starting to sprint.

    It let very few time for survivors to react. And then they overnerfed him with overheat and add-ons nerf etc.

    The cooldown is different, it means now he can recover faster after missing a chainsaw sprint.

  • Or maybe he is spot on, maybe you got tricked and I'm a double agent who actively partcipate to a toxic killer main conspiracy ? :D

  • I play mainly Kate and Felix. I play solo Q about 80% of the time, but I enjoy playing killer about 20% of the time, Plague and Bubba are my two favourites.

    I don't have any "one-side" biaised opinion, and I despise the tribal "Us vs them" postures.

    Even if you don't trust me, I'm calling for a basekit killer nerf, that is stronger than what the devs applied (add-ons nerf).

    Isn't my suggestion ""survivor sided" in your standards, or do you feel the need to contradict yourself ?

  • @rha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644827#Comment_3644827

    20% sounds quite realistic for an average day in my experience. On a rare excellent day I manage to be around 28-29%. A bad day is around 10% and I have had a day where I did not escape a single time.

    And just for the record, I also kept track of how many of my teammates escaped, not just me and the overall escape rate in my matches is typically even 1-5% lower than my own one.

    Unlike what is constantly being claimed, the game is not balanced at all around super-casual low-MMR solo queue.

    I rarely can check the player profiles, but when I can then I get teammates with 7-50 hours, when I get TTVs I check out their channels because I am curious and they are almost without exception variety players with 3-4 viewers who have no special interest in the game, play it once a week or twice a month, and don’t keep up with changes the devs make and don’t read patch notes. Sometimes I don’t even need to check profiles or streams because when I see P0 Dwights/Clauds/Megs in default clothes my lobby I already know enough.

    It‘s probably not even a matchmaking issue because it is so easy to lose that it is probably „the system working as intended“ that many solo players are gravitating towards the bottom of the MMR pit.

    MMR makes it impossible to play out of that region all by yourself once you end up there undeservedly. That‘s the biggest issue with solo queue for me that kills my fun and why I am not playing currently.

    It sounds like your figures are approximations you throw to give your overall feeling. Again on average, with a good sample, the average kill rate is around 57%. Source : https://nightlight.gg/killers/viewer?sort=pick&shown=pick%7Ckill%7Cdist&start_days=28

    43% escape rate. I guess top MMR is higher and average/low MMR is lower for survivors. So probably around 30% is not a bad take.

    Now the question is : how high/top MMR manage to have a higher survive rate while the killers they face are probably sweatier and play strong characters ?

    Most of this is due to the looping skill + being more aggressive on gens. Yes the game became harder for survivor, but before let's be honest it was hard for killers.

    Now BHVR decided to delete this privilege. I just wish now they will spend more time buffing weak perks rather than nerfing strong ones (after the Adrenaline nerf).

    That's why I make suggestions to buff "boon : illumination" with more informations, to remove the random miss skillcheck, etc.

    Survivors need QoL improvement but some perks needed to get nerfed.

  • I tend to agree there is a matchmaking problem, eventually also the hard tunnel (only the hard one) is problematic. I also want BHVR to bring back boons in the META.

    20% is very low, well below average according to Nightlight.gg. Even Skull Merchant (the deadliest killer) kills 67% of the survivor roaster on average.

    It's either you are exagerrating (which might be the case like a lot of survivor mains in this discussion) either you are underperforming compare to other survivors.

  • Well, survivors have been overtuned for years so yeah the nerfs hit hard.

    But now the game is more balanced. In return when we play survivor we have more information about our teammates for a better coordination.

    • Yes now with killers equipped with strong anti-loop you have to think instead of pre-dropping a pallet.
    • Yes now you can't heal yourself in 8 seconds with a green medkit and the appropriate add-ons.
    • Yes now you can't have 3 health states from the beginning of the game and each chases.

    Sad times, very sad times.... No I'm kidding, it just that survivors want it balanced to their side, a survival-horror game btw haha.

    Damn what a cringe community full of spoiled kids that cry when their shiny toy is broken. Don't worry, soon mangled gonna get nerfed and DS gonna get buffed.

    I'm mean in my words but this is so annoying to see people complain when the game is leaning toward something more balanced.

  • Xenomorph is an oppressive chaser. Yes you have one of the best anti-loop in the game so missing should cost you something.

    That's the price to pay to get results. Strong killers, high commitment. It reminds me Pyramid Head, you use your anti-loop unwisely, you got punished.

    The only Xeno buff I would consider is a slightly slower burn rate from turrets, especially for beginners/casual players.

    The tail is not buggy, it has like Deathslinger harpoon a timer where it has colision, then it loses colision and can't hit the survivor hitbox. See wikipedia "DBD xenomorph" or DBD Deathslinger for more info.

  • @Beano744 said:

    Honestly I've been playing Xeno for a while now and his tail just feels horrible to use after they nerfed it, you slow down so much that I barely want to use it. Not to mention the length of it isn't that long, it just feels really bad to use.

    I'd love to see a buff for it, as right now I barely want to use it because I get punished so hard for missing.

    What do you all think?

    Xeno is a very strong chaser. Yes if you miss you lose a lot of distance. You need to master this anti-loop power to have good results.

    That's the price to pay to get rewarded with a strong killer. Remind me of Pyramid Head, if you use your anti-loop unwisely you got punished.

    The only buff I could give to Xeno is a slower burn rate from turrets to avoid spending the game as a M1 killer for new/casual Xeno players.

  • I agree on four points :

    1) Perk should heal one health in 16 secs like a syringe.

    2) Speed boost should be 3 secs.

    3) Shouldn't work for survivor on the hook.

    4) Shouldn't wake up survivor out of Freddy Dreamworld.

    You can't compare survivor and killer endgame perks because killers can hit 4 strong perks in teeth, it is very hard to manage.

    NOED and No Way Out are easier to manage when you outnumber the killer. All you have to do is to be sneaky on totem/hide for the timer to go away.

  • @ays12151 said:

    Cannibal needs addons changes. Many of his addonsa are useless or are nerfing him so bad.

    DEPTH GAUGE RAKE

    https://us.v-cdn.net/6030815/uploads/HUQYBZJIG0KC/image.png

    This addon apply 2 very massive constant nerfs for a 1 additional Chainsaw Charge that isn't very important.

    I would suggest to remove movement speed penalty and set charge time penalty to 12% (same as Beast's Marks).

    CARBURETOR TUNNING GUIDE

    https://us.v-cdn.net/6030815/uploads/I3BRPBVN0KI5/image.png

    This addon is only useful with Iridescent Flesh and that's all. Idea is good, because it brings back "old Bubba".

    I would suggest to remove movement speed penalty and add faster recharge (20%), because Breaking a Pallet with this addon is very painful - it takes all Chainsaw Tokens to break only 1 Pallet.

    THE GREASE & LONG GUIDE BAR

    https://us.v-cdn.net/6030815/uploads/EV4OGUTETSO9/image.png

    https://us.v-cdn.net/6030815/uploads/LVAILGYD66Z6/image.png

    I don't need to explain why these addons are useless, right? These addons need a new effects. My suggestions:

    THE GREASE

    Decreases the Chainsaw cooldown after missed Chainsaw Attack by 20%.

    Decreases the Chainsaw cooldown after successful Chainsaw Attack by 15%.

    THE LONG GUIDE BAR

    Decreases time required to charge a Chainsaw by 12%.

    SHOP LUBRICANT

    https://us.v-cdn.net/6030815/uploads/MOPG7IB92XMZ/image.png

    Useless addon - you can use it 1/50 games...

    My suggestion: Decreases Chainsaw cooldown after Breaking a Pallet by 15%

    Good ideas.

    On top of that, I will add a tighter chainsaw hitbox like Billy to hug tiles more efficiently. Without reducing the length ofc.

  • @Seraphor said:

    Suggestion : when you stop repairing a generator, the skill check event is cancelled if it's not due to a killer related perk (opression, overcharge, etc.).

    So survivors could just let go every time they get a skillcheck and not need to worry about hitting them?

    The better option would be to treat all skillchecks like Overcharge skillchecks and have it continue after you've let go.

    Ok, thank you I edited my OP according to your suggestion. Sounds better, less risk of exploits/foolish behavior.

  • While I'm happy gen tapping got nerfed because it was time consuming for killer and easy for survivors to counter the kick, there is still a major problem :

    When a survivor leaves a generator, if a skill check event starts, it makes you automatically fail and you got a 10 % penalty.

    Edit : Suggestion : when you stop repairing a generator, the skill check event appears on your screen (like overcharge).

    This would be a great QoL for all survivors. They shouldn't get a huge penalty like this just because of RNG.

  • Good overall, healthy.

    The problem is that the perk "Surge"sometimes make some gens hit the regression cap without actually "3-genning".

    This cap should only applies after 1 gen left to repair OR should have a bigger number of events to trigger.


    Healthiest suggestion : 12 events before generator is blocked would be better.

  • Great buff, very refreshing and I'm a survivor main that never plays Billy !

    One thing to nerf MODERATELY : the cooldown of a "miss" chainsaw sprint, or the movement speed (2.38 m/s might be a bit too high).

    My suggestions, you could go for basekit nerf :

    • From 2.7 to 2.85 secs.
    • From 2.38 m/s to 2m/s.
  • "Champion of light" : good balance. No need for changes.

    "Boon : illumination" needs to offer more. Chests are rarely touched and you have plunderer's instinct, gens already have Déjà vu.

    I think being able to see the aura of the other survivors map wide would be great on top of the existing effects with a lingering effect of 4 secs after living the area. And why not a 20% cleansing/blessing speed instead of 10 to make it relevant ?

    "Deadline" : Being injured and having hard skillchecks is a lot of downsides for the moderate bonus. Remove the injured condition IMO. Keep figures the same to avoid "out of control" synergies.

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