Aven_Fallen
Aven_Fallen
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I mean, you had a few weeks to inform yourself that the Killer is really difficult to play on Console. (And that they are difficult in general)
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This was also on the PTB, this was reported on the PTB and it was not fixed for the Live Release.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111096#Comment_4111096
If killer keeps slugging you can abandon. You don't remember times where killers slugged and then waited for people to bleed out. Survivors become way less frustrating than they ever been due to abandons, HUD and basekit protections. Try to imagine what it used to be to play against 5 blinks exposed slugging Nurses. Also coulrophobia which is common perk in slugging builds is getting nerfed, knock out got reworked so… It's only getting better for survivors after all.
If killer keeps slugging you can abandon.
"Hey, if the Killer is making it unable for you to play the game, how about you just leave the game?"
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111079#Comment_4111079
What I dont understand many killer players say they need to be given a reason to not tunnel, like what buffs can we give killers compared to instantly winning a game when only 3 survivor alive with multiple gens remaining?
Simply game design issue, its mindblowing how easy to win against majority of survivor teams, all it takes one weak link or missing communication (no discord) and most of teams has 0 odds against a high tier killer.
I can tunnel and also mix with it slugging and then survivors has no answer to this, so the game just miserable as survivor.
If i have to say one thing, its the pure torture, when you realize game lost because the weak link was tunneled out, and you need to repair 2-3 gens or more with 2 people, never gonna happen , you lost but no surrender option, no comeback either because all killer slug for 4k, so hatch wont ever happen
This sums it up perfectly. There will never be an incentive which makes Killers not tunnel. Sure, Killer Mains say that there should be more reasons to not tunnel, but in reality, we heard it time and time again that if X gets changed, there will be less tunneling. X got changed and Killers still tunneled, just better. You can remove all Pallets from the map and Killers would still tunnel. Exaggerated, yes, but true. If there would be an incentive to REALLY work against tunneling, it would have to be something insanely strong, because removing a player early is just insanely strong. Only incentives just does not work.
I also fully agree with the last part. If it is an early 3v1, there is no way for the Survivors to win, unless there is a serious skill difference between the Survivors and the Killer. And at this point, the Killer cannot lose so they just play to maximize their Bloodpoints, which resulsts in a drawn out match which the Survivors have to play out, without any way to win and without any form to shorten it.
@cogsturning said:
My experience has been similar. I want to like both roles; I want to play the whole game, not just half. But survivor is really awful. Last seesion I had by myself I played nine killer matches. Seven were 4ks. I switch to survivor and how does it go? Full cheese killers, throwing teammates, and matches decided a minute in. The contrast was really amazing. Then I come here and see killers whine about how hard it is and how they can't spread hooks and they have to slug and survivor is so soooooo strong and yet I kinda doubt they're losing most of their matches.
With killer, you lose one, you get mad, the emotional spikes are more intense, but then you win the next three and all is right with the world. Survivor has a cumulative misery effect that gets worse with each bad match, and bad match after bad match is so common in survivor (for me anyway).
I run Nurse's Calling on my main, which is getting buffed, and my biggest enemy is SB/Vigil, which is getting nerfed. Why on earth would I not play killer? There's literally not one thing on the horizon encouraging me to play survivor. Everything interesting or helpful for the role gets nerfed or canceled because of outcry.
For me it just results in liking both roles less. I dont play much Killer anymore, simply because I dont want to bother with the queuetimes. Usually I play Killer when I am alone and play Survivor with a friend of mine. But due to Survivor being miserable and the latest releases and events, Killer queues are just too long for me to bother, because while I can do something while waiting, I just want to play DBD. And my Survivor playtime also is lower, simply because I end the evenings earlier than before, because the game became just so much less enjoyable as Survivor.
And the worst part is simply that if I see lots of slugging or tunneling, it is almost exclusively done by Killers who dont need to do that. This for example was a recent game:
People who defend slugging would say this was probably a Ghostface who needs to slug to win. In reality, it was a Blight and I did not bother at thisp oint. We were all slugged multiple times by then (seeing the Renato who already DCed) and the Blight would have slugged us again. So I just finished the Gen to let the Blight slug me, but he even waited with that.
And then people wonder why less Survivors play when things like that are far more common than they used to be. Simply because since BHVR botched their Anti-Tunnel and Anti-Slugging, even the last person on earth knows how strong those tactics are.
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@oxygen said:
It's just kinda bizarre to me to act like game developers have to "prove" they play the game, or that they even have to play it to begin with.
And even if they did, a lot of people would absolutely not engage with the streams in good faith at all. If the devs do bad, then that is the source of all evils in the game. If they do good though? Really think they'd just go "Oh my bad, proceed king/queen"? Of course not, it'd be the same old dance of "noob region, noob mmr, noob time of day, come play from my apartment at exactly 3:30am on a thursday or you're not playing real DBD sweetie" that people pull out in other situations already.
And even if they did, a lot of people would absolutely not engage with the streams in good faith at all.
Of course. This also happened in the past when some (former) Devs streamed. If the Devs would stream their gameplay, you would probably see a lot of Clips on Youtube of mistakes or errors or quotes which are taken out of context.
The Devs would only lose if they would start streaming their gameplay. Let alone that they are in no obligation to play well to develope a game. And even if they do, as you said, we would just hear the usual stuff.
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@Nazzzak said:
It's really boring and ugly too. The TWD tile was interesting the first time but after awhile you just start to question why a small unique tile even needed its own map
For me, the TWD Tile is a big disgrace to the Franchise. Because it is just two iconic TWD locations slapped together in one, which in reality is only a different textured Jungle Gym.
And it is very likely that Fallen Refugee just was not planned at all. The Chapter was not announced with a new Map and the Devs only talked about a Tile being added to Maps (or even only Withered Isle) if a TWD Character is played. Then a "full" "map" was released. And for me it is very clear that the license holders wanted a map and then someone at BHVR created this in an hour or so.
My biggest hope is that with the release of Negan there will be a complete rework of the map. TWD has quite a bunch of iconic locations and a Prison map after the Governor attacked would be a way better choice than what we have now.
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Might be a coincidence, but I encountered a Spirit-Cheater a few weeks ago (someone well-known, because they are streaming usually). Might have also been a Bot, but it was very obvious since the Spirit always beelined to the Survivors without fail.
Then encountered three Cheaters in total yesterday. 2 Survivors and 1 Killer. The Survivors were obviously cheating (one of them was outside the map at some point and the other one was a P67 Feng with Level 2 Lithe as the only Perk…). And the Killer was a Freddy who had increased Movement Speed and Attack recovery, but they tried to mask it with their Perks (STBFL, Batteries Included, Rapid Brutality…). But was way too obvious, at least for an experienced DBD-player.
But this could just be a coincidence, today I did not encounter any Cheater.
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Should it be "The Entity gives you a cookie"?
I mean, it used to be "Entity Displeased"; but Killers complained about that, now it is "The Entity Hungers" which is more neutral. I think this is fine. -
@MiseryandCompany said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111001#Comment_4111001
Most people did not fall for the joke as you describe it, most people got upset about the underlying
"not paying attention to the game is okay and we design/nerf characters around that" stance.
That is what did grind some gears.To be fair, some people seem to be perma offended by everything.
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@Bloodraven said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110833#Comment_4110833
Can't wait for more hand holding guess?
Also I said I wouldn't do it, but you just know this is the reaction that will and should honestly come of this because its the only way killers gonna get heard.Nah, I just think it is childish to let it out on others.
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@Bloodraven said:
This nerf is gonna start a movement mark my words, Justice for Judgement!
Wanna know what will give Streamers (TTV's) plenty of chance to read their chat?
Being slugged for 4 Minutes, can look away all you like then 🤣
Not saying I will, but I can see a slew of killer matches getting thrown for the pleasure.Would just show the average maturity of Killer Mains.
And well, if you start mass-slugging streamers, you will receive Anti-Slugging changes pretty quickly. BHVR takes the advertisement via Streamers seriously, if all you can see on Twitch is that you just lie on the ground in DBD, you will not attract new players and BHVR will solve it.
So on that note… slug all you want, lol.
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Because both are bad against what they are actually used for.
Unbreakable: Works once in a blue moon in regular matches without slugging. If there is an opportunistic slugging (Killer slugs because they see another Survivor for example), it might work. But this rarely happens. And in games where the Killer decides to go for a 4 man slug, a one time pickup is not really impactful. The Killer who go for 4 man slugs are strong and usually fast, they are back on you really quickly. So you would probably need to bring Tenacity as well…
DS: I run DS and SOMETIMES the Killer leaves me alone after they tried to tunnel me and got hit by DS. But thats about it and I can understand people who dont want to hope for a mistake like that from the Killer. But DS in general is really bad against Tunneling. Because as it is with slugging, the really strong Killers are those who tunnel the most and those are on you again extremely quick after the stun. After all, DS only provides around 11 meters of distance. And then there is the fact that you can get tunneled, but dont get DS.
Yesterday I played against a tunneling Billy, one time I got slugged the other time he simply chased me for over a minute. In both situations I got tunneled, but could not use my DS. If DS is supposed to be the holy grace of Anti-Tunnel (because some players act as if it completely eliminates tunneling), it should not suddenly stop working at some point. And this is even without Mini-Moris or Memento Moris, which would make DS not be able to be used after the second Unhook.
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IMO Thrill of the Hunt should not affect Totems which got rekindled with Pentimento. Perks with Pentimento are usually 3 Hexes (including TOTH) and Pentimento and if Survivors dont cleanse the TOTH (which is random), the Pentimento Totems also need ages to be cleansed. I think it should not be the case that they also take longer to cleanse, Pentimento-Totems always should take 14 seconds to cleanse.
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109942#Comment_4109942
People won't change their mains and solving pick rates by constantly nerfing survivors kit won't solve it, because most outdated killers have boring powers too when Lich has 4 of them and Dracula
Of course. Yet people always bring up M1-Killers when they want to justify Survivor Nerfs, even if you dont encounter them and people will not suddenly start playing more M1-Killers.
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@Mortimer said:
You’ve forgotten to mention:
- MFT
- Adrenaline
- Distortion
- Spine Chill
- DS
- Deliverance
- Hope
- Self-CareThat some are on this list is really laughable. E.g. Hope and Adrenaline, Perks which only activate in Endgame, which the Survivor might not even reach, should be strong. The partial revert of Adrenaline will not make the Perk more viable.
But for me, the biggest Joke here is Distortion. Because it was truely gutted and this mainly due to Killer complaints. First because suddenly Killers were worried about rat behavior (lol) and then because they claimed they could not find people due to Distortion. Rat behavior still exists and will always exist, all the Distortion nerf did was make those people even less efficient. And not being able to find Survivors… I am really wondering how Killers do it who dont even run Aura Read Perks.
Fast Track is missing on your list. Perk got gutted to the point that it is even worse than before it was buffed.
And then Killer players complain about Survivors running the same Perks all the time…
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@Domicci said:
Its still a good perk for anti statis effects. If you dont being effected by statis effect you run it sense most killers have a way to apply statis effects.
Seems like you did not get the memo that it will only affect Exhaustion.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109760#Comment_4109760
I don't even use Vigil and can see that this is a really bad move. The whole point of a perk is to get a benefit from it, to feel like it gives you an edge in some situations. Yes, a "haha I have Vigil" moment (as was mentioned on the stream). I totally understand about the base killer powers, like Freddy's hinder. Fair enough, it should not be affected.
Perks like Vigil make for some unpredictability and variety. Maybe the killer has Dragon's Grip and the person with Vigil recovered quicker, so it was countered or meant there was a chase instead of an insta-down.
I agree that Vigil is (was) strong and needed adjustment, but basically making this licensed perk worthless is short-sighted and smacks of further pandering to the vocal minority. Quentin is not a super popular survivor but a lot of people will have him for Vigil. Not so much in the future I guess.
Yeah, this is something I thought as well. Such a "I have Vigil"-moment was a fun thing. I never used Vigil except for a very short time where I used it together with Ghost Notes and Lightweight, but I had it in Chaos Shuffle from time to time. And one time it prevented me going down due to an Exposed effect (I dont know what it was exactly), because the Exposed just ran out right before the Killer could hit me. Was an amazing feeling, even if it was pure luck. Might have been frustrating for the Killer in that instant, but since stuff like that happens once in a blue moon, they probably did not think about it after the next game or so.
And this was just something cool which will not happen anymore. Now it only applies to Exhaustion and this is honestly pretty irrelevant, since this only applies if the Killer actually leaves the chase. And from my experience, this rarely happens, but I also dont run Exhaustion Perks so I dont really pay attention to Exhaustion.
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109787#Comment_4109787
I would have been fine with earnable tokens or even like WHILE healing a survivor they recover from status effects faster or something.
Not whatever this is.
Like now we have no answers to soften the blows of status effects on survivor, yippee.I honestly think a Token system would be fun. Like starting with a few Token and then Survivors can spend those to reduce status effects, but dont have a way to get them back. So they might want to spend all of them on their Deliverance to be healed faster, but dont have them for any other aspects. Or just using them a bit to make Mangled disappear a bit quicker or stuff like that.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109781#Comment_4109781
It had to pick a lane because affecting all status is a very big deal. We just got a hex with jason that works on a 3 second hinder. Way less by vigil. Freddy and nemi being actual powers being impacted by it. Any status perk,or addon had to be made with its time in mind. On both sides because pretty sure it affected your own perks as well (deliv,stb) so I see why condensing it was the way to go it was even bigger than old tinkerer nowadays because charge addons have kinda fell out lol. But status is everywhere.
There is a big difference between "It affects Hindered!" and "Lets remove everything from the Perk except Exhaustion and nerf the percentage even more". I am fine with nerfing a Perk. But I dont like destroying it, especially if the same people who are happy about that are those who complain about Survivors only using a few Perks.
This is not surprising if Survivors get new Perks which are trash and old Perks get nerfed into the ground. And Vigil was nerfed into the ground. (Fast Track before it)
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There is nerfing a Perk and there is trashing a Perk. And once again, they trashed another Survivor-Perk. It is now worse than 5 years ago (and possibly even worse than release Vigil since this affected more than just Exhaustion, but at 20%).
But hey, Survivors all run the same Perks.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109715#Comment_4109715
I don't think that play while you wait does anything, most killer mains don't use it, I use it rarely but if I do I am actually much better than majority of my teammates, I do loop well and I do the gens but my teammates are actually so bad most of the time.
If you dont play Survivor but play a lot of Killer, you are most likely at a very low Survivor-MMR and playing with and against new players.
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This will never happen. You cannot mix licenses like that. The license holders of Dracula and Springtrap would not allow that their characters get skins from other licenses.
Let alone that it would not really work. I dont know anything about The Walten Files or Pumpkin Rabbit, but Alucard from Hellsing has completely different abilities compared to Dracula. It would not really work, because Alucard would have Draculas abilities. But the license holders from Hellsing would also most likely not like that.
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@SpyUA said:
There's actually one elevation on that map but not everyone knows you can go that way. But all shake and thunders does need some buff (the cooldown is not needed imo) and balanced landing is fine as it does give haste like lithe does but also there's an additional buff that actually helps wast more time than using lithe.
The Thread is not about Balanced Landing and/or All Shaking Thunder, it is about the lack of value on those Maps. There are no spots to use them (aside from Basement Stairs) and no Map should exist where Perks like those cannot be used, especially because they are both not really good (obviously BL compared to other Exhaustion Perks).
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Not to be that guy, but the last original Killer released (IMO way too many licsenses, since this is also over a year ago) was exactly that. Krasue is really easy to pick up and learn, she is just too dull.
But I get what you mean, since I would not compare Krasue to Wraith or Legion, who are both actually fun to play as. And they are even more simple. So maybe we need an even more simple Killer, but BHVR also knows that this would not be that popular. Since people either want something they can learn and master (and Bing Bong Hit is not really something you take a lot of time to learn or master…) or a really strong Killer. And a Killer who is as simple as Wraith will never be anything more than a midrange Killer. Which would be fine by me personally, but I dont think they will be very popular.
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@SpyUA said:
They are going to do that later but personally I don't understand why not do it now if they are already planning on doing that
Because they only have a few days to change anything from PTB for Live Servers, even if there are 3 weeks between PTB and Live Release. They basically have to ship the Update to all Platforms a bit over 2 weeks in advance. This makes it hard to adjust things, so if the decision to change Nowhere to Hide to be based on the Gen Location came a few days after PTB-Launch, it was most likely already too late for them to adjust it for Live Release.
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@ForTheEntity said:
Sometimes I dont understand why I take the time to write posts. I even wrote in my very first post that I am not talking about the tunneling which is happening because the Killer would lose the game otherwise. I mean, aside from the fact that we should ignore Comp when it comes to public maches, what do you want me to say? I try, but if you ignore certain points, I dont know anymore. But, again: I am NOT talking about Killers tunneling because they are close to losing and have no other way to win. Survivors usually DONT complain about those. I know that some people twist it like that to have somewhat of an argument, but it is not the truth. I am talking about Killers who go into the game to tunnel and slug from the start.
The biggest problem with DbD is that it has never had the ability to tell the difference between unnecessary tunneling from the get go and necessary tunneling. We can see cases where it actually is necessary to tunnel from the get go, in comp. So where do they draw the line? How can they program the game to know the difference? These are questions with no easy answers. We can't just ignore comp because we can't say that comp style matches don't happen in public DbD matches. The game that ended Momo_Seventh's Blight streak is an example of a comp style public match.
As for your changes to Trapper, Ghostface and Pig… I apologize for asking. I think your killer changes are fine, but this isn't the thread for that discussion.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109326#Comment_4109326
It's just an interesting idea. They could level the playing field by leveling the playing field. Addons like Iridescent Button throw a brutal wrinkle in the idea.
But I do think that having all maps enabled all the time generating the same way for all killers is kind of outdated now that we have so many maps and so many killers, none of which are actually well-balanced, especially now that map offerings have been dumpstered. Scratched Mirror Myers used to be one of my go to builds to play but I haven't even played him a single time since his rework because I know most of the time I'd load into a map where I'm not going to have fun.
You're right it would take a lot of work, work that BHVR most likely won't do.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109329#Comment_4109329
I'm using the current state of the game versus some hazy imaginary new game state you haven't bothered to identify or quantify. All you said was "Focus on DS as a solution, rather than Endurance."
We can't just ignore comp because we can't say that comp style matches don't happen in public DbD matches. The game that ended Momo_Seventh's Blight streak is an example of a comp style public match.
This was not really a public match, even if it happened on the public Servers. This was a Comp Team sniping a Comp Killer. Not at all compareable to regular public matches.
Do you know what was compareable to regular public matches? Almost 2000 games of a person making the game miserable for Survivors to boost their ego. But at least the tantrum afterwards was entertaining.
So where do they draw the line? How can they program the game to know the difference?
The Devs had measurements in their initial proposal, e.g. if a Survivor dies before 6 total Hook States, the remaining Survivors get a repair speed Buff. They could have easily made this more dynamic for example. 6 total Hook States are a reasonable number if we want to rule out tunneling from the start, but they could have adjusted it to be lower when more Gens are completed. E.g. with 4 Gens done, it is only 3 total Hook Stages so that Survivors would not get a Repair Speed Bonus when they are already leading. Or they could have increased the benefits the Killer gets the less Gens are remaining so that Killers who decide not to tunnel will get even stronger when Survivors complete their objective.
They could have adjusted a lot of numbers instead of just scrapping everything and removing any hope that tunneling will at some point be addressed.
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@bobateo said:
Judgement is the new Nurse. Hard to master, unstoppable if you do. For those who want skill to trump all, she's the next big challenge. If people want easy wins, she's likely not the pick.
I would not compare Judgment to Nurse. Nurses difficulty is really exaggerated, she is not that hard to play and it does not take that long to learn her. And if you did, you will most likely win almost all of your games, even if you did not fully master her.
Judgment on the other side looks far more difficult to learn. And the payoff will probably be a bit less than Nurse, IMO Top 5 Killer is very likely, but I dont think Judgment is compareable to Nurse.
But I agree with the last part, if someone wants easy wins, they will be frustrated about Judgment. And it will also not really be possible to make her easier to play without severe Nerfs.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109050#Comment_4109050
This is a great post. As a serial SoloQ I know my internal chronometer starts ticking really loud once a match has gone on too long and I reach a point where I'd rather be dead and the rest of my team be damned than keep competing in a gone-stale match. Often these are games where killers prioritize gen defense rather than engaging in chases.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109065#Comment_4109065
How would you change tunneling without wrecking the game?
We know by looking at comp matches that at that level tunneling is a very necessary mechanic in the game. Even in normal public matches if a group of 4 good survivors get a good map like Springwood against many killers it might be necessary for a killer to tunnel if they want to win. Anyone who's played killer any significant amount has been in a match where if they didn't tunnel at a certain point they were throwing the game.
Yes, hard tunneling at 5 gens is bad but how do you solve that problem without wrecking what is a necessary comeback mechanic for killers when 4 good survivors are still alive and only 1-2 gens are left?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109070#Comment_4109070
We have a massive roster of extremely varied killers of quite unbalanced strengths. Why is it so out of line in your opinion that maps should still generate the same way for all killers all the time?
I think it would be much easier to make it so a few less pallets spawn and a bit more distance generates between loops for killers like Trapper, Ghostface and Pig because they are always a slow 4.6 m/s or slower and have to actually kick every pallet with the 2.7 second animation. More pallets should spawn for killers like Billy and Blight who have great mobility AND the ability to break pallets as fast as a wood chipper. And I don't think it has to be drastically more or less pallets it could be as little as -3 for the D tier killers and +3 for S tier.
Rebalancing map generations based on the killer played is much more feasible than reworking killers. How do you buff Trapper, Ghostface and Pig without completely changing their identities?
How would you change tunneling without wrecking the game?
First of all, I want to preface that I dont think that tunneling will ever be fixed. Maybe if enough Survivor players leave the game, they will try to fix it, but then it is probably too late. The Devs tried, Killers had mass hysteria and the Devs gave up. And since mass hysteria by Killers worked 4 times already, it will work again and again. Sadly the Devs only say that they dont like certain playstyles, as seen in one of the latest Dev streams - they nerf Coulrophobia because they dont like slugging, yet they refuse to do something basekit against slugging.
But to answer the question: I think the ideas they had for Anti-Tunneling (and Anti-Slugging) were good and should have come to the Live Servers. Because you cannot just bring something to a PTB and then scrap it immediatly when it was not properly tested. Players in this game have proven again and again that they are a) not good and b) doomposting a lot. Obviously you wont get valuable feedback from a few hours on the PTB. And from what the Devs had, they should have worked from there. The game wont suddenly die if it is a bit harder for Killers for a few weeks. The game wont die if it is a bit harder for Survivors for a few weeks. But constant changes should be the thing happening to Tunneling and Slugging to find a good balance between punishments and rewards. And you dont get this with a one and done solution as the Devs attempted to do it.
Because in the end, it boils down to punish tunneling and slugging and meaningful reward not tunneling and not slugging. And this was attempted with BHVRs approach. And I was actually excited for it, because currenty Anti-Tunnel measurements boil down to a few Perks which dont do much against the Killers who tunnel the most. And I am also not tunneling myself, so obviously I wanted to get rewarded for playing like this as it was intended for the Devs.
We know by looking at comp matches that at that level tunneling is a very necessary mechanic in the game. Even in normal public matches if a group of 4 good survivors get a good map like Springwood against many killers it might be necessary for a killer to tunnel if they want to win. Anyone who's played killer any significant amount has been in a match where if they didn't tunnel at a certain point they were throwing the game.
Sometimes I dont understand why I take the time to write posts. I even wrote in my very first post that I am not talking about the tunneling which is happening because the Killer would lose the game otherwise. I mean, aside from the fact that we should ignore Comp when it comes to public maches, what do you want me to say? I try, but if you ignore certain points, I dont know anymore. But, again: I am NOT talking about Killers tunneling because they are close to losing and have no other way to win. Survivors usually DONT complain about those. I know that some people twist it like that to have somewhat of an argument, but it is not the truth. I am talking about Killers who go into the game to tunnel and slug from the start.
I had two games back to back like this yesterday. First a Blight who played with Infectious Fright and Coulrophobia with the goal to slug the whole team (I was the last person standing and he BMed me a bit before downing me so that we can all abandon…"nice" person). Followed by a Wesker who tunneled me out from the start. Both Killers which dont need to do it. And I am very certain if that would have been a Ghostface and a Trapper, this would not have happened. Because a) they have a way harder time to do it and b) those KIllers are played by less sweaty players.
@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109050#Comment_4109050
This is a great post. As a serial SoloQ I know my internal chronometer starts ticking really loud once a match has gone on too long and I reach a point where I'd rather be dead and the rest of my team be damned than keep competing in a gone-stale match. Often these are games where killers prioritize gen defense rather than engaging in chases.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109065#Comment_4109065
How would you change tunneling without wrecking the game?
We know by looking at comp matches that at that level tunneling is a very necessary mechanic in the game. Even in normal public matches if a group of 4 good survivors get a good map like Springwood against many killers it might be necessary for a killer to tunnel if they want to win. Anyone who's played killer any significant amount has been in a match where if they didn't tunnel at a certain point they were throwing the game.
Yes, hard tunneling at 5 gens is bad but how do you solve that problem without wrecking what is a necessary comeback mechanic for killers when 4 good survivors are still alive and only 1-2 gens are left?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109070#Comment_4109070
We have a massive roster of extremely varied killers of quite unbalanced strengths. Why is it so out of line in your opinion that maps should still generate the same way for all killers all the time?
I think it would be much easier to make it so a few less pallets spawn and a bit more distance generates between loops for killers like Trapper, Ghostface and Pig because they are always a slow 4.6 m/s or slower and have to actually kick every pallet with the 2.7 second animation. More pallets should spawn for killers like Billy and Blight who have great mobility AND the ability to break pallets as fast as a wood chipper. And I don't think it has to be drastically more or less pallets it could be as little as -3 for the D tier killers and +3 for S tier.
Rebalancing map generations based on the killer played is much more feasible than reworking killers. How do you buff Trapper, Ghostface and Pig without completely changing their identities?
I will start with this:
How do you buff Trapper, Ghostface and Pig without completely changing their identities?
IMO changing their identities is not a concern for BHVR; Myers has shown it. But obviously we want to keep their identities. I honestly dont know what exactly to do to those Killers. You can certainly do number changes for Trapper, e.g. I would let him pick up two traps at once and lower the number of locations. E.g. if 8 Traps lie around, there should just be 4 locations with 2 traps each. Would reduce his travel time drastically. Further changes for Trapper:
- Increase setting speed, Haste and rescue time, making Fastening Tools and Coffee Grounds partially Basekit (and nerf the Add Ons)
- Change the way Survivors can escape. I think the current version is fine with it starting at 16,67% and then increasing, but I think it should be even less likely to escape on the first attempts. Maybe by starting with a 1% chance and then trippling it every attempt. This would mean that it goes from old: 16,67% —> 33,34% —> 50,01% —> 66,68% —> 83,35% —> 100% to new values: 1% —> 3% —> 9% —> 27% —> 81% —> 100%. This would make it roughly the same chance after the fifth attempt, but close to impossible on the first attempts to escape. But it would still be there for some lucky escapes on the first try, you just have to be VERY lucky. But most of the time the Trapper player has a good chance to get the Survivor.
- Traps should always have the primary color of the map they are on. Back in the day Tar Bottles were one of his best Add Ons, because it made Traps more hidden, but more and more maps released which are not the dark brown color from back in the day. Traps should change their color depending on the map. E.g. on Indoor Maps like The Game or Hawkins they should be grey. On Desert Maps like Dead Sands they should be Yellowish. On Coldwind very light brown. You get the idea. This would allow Traps to be more hidden on the maps, since they really stick out and the lack of grass did not help Trapper. Rework Tar Bottles into a different Add On.
Some players like to suggest that Trapper should not get caught in his own Traps and the Add On which does this should become Basekit. I think this is a terrible idea, since it would not really make him much stronger, but would only strengthen his most unfun playstyle (Basement Trapper).
And in the end, we have to be realistic: If we want to keep his identity and not make him teleport around or doing a Trapper Slash or something like that, he will still be the Killer who has to setup and pick up his Power from the ground. Trapper will never be a Top Tier Killer. But he also does not need to be. Just not being in contention for the worst Killer in the game is fine.
When it comes to Ghostface, I have way less experience with him. I would probably lower the Power Cooldown more. It is currently 15 seconds, the same as Spirit and higher than Jasons. And both have a much better power than Ghostface. Plus Spirit can get her power even lower than Ghostface with her Recharge Add Ons. Granted, those are higher rarity, but I dont think that matters too much in this case. I think having his Power on 12 seconds and keeping the Add On which lowers it by 2 seconds unchanged would be fine. OR put it on 10 seconds and rework the Add On completely. I dont think that this would be unreasonable.
I would also like to see the Add On which gives him Haste after marking as Basekit. If they want to put it fully into his Kit or partially and nerf the Add On, I dont know to be honest, this needs to be tested. But Ghostface will most likely lose distance when marking a Survivor, so having more Haste or more Haste as Basekit is needed. On that note, I also think that the Add On which lets the Gen explode when he marks a Survivor should be reworked, but I dont think he needs Nerfs right now.
When it comes to Pig, I think she is in a good spot right now. I am doing well with her, even without running Slowdowns. But this is because of her built-in Slowdown. I think if she should be changed, more love to her Dash and Stealth are appreciated. Most people like to go for the Traps, but they should not be too good. They should not be lethal for the most part, they should be a Slowdown tool and I feel with the guaranteed boxes Survivors have to search, this is achieved.
Now, when it comes to Pallets being changed depending on the Killer: This will most likely not work. First of all, even currently you can win with every Killer against the majority (>90%) of teams you encounter. This is possible and if someone says otherwise, they are probably not as good as they think they are. So it really might be an overkill if Maps spawn with less Pallets, just because someone is playing Trapper for example. Because I have to say, most complaints about Pallets are done by bad players. If I see that someone posts a clip complaining about Pallet Density, they are usually also breaking every single Pallet they encounter without playing any of them. And most Pallets in the game are indeed playable. But if you break every ######### pallet to give the Survivor free distance all the time, then this is on you.
Increasing the amount of Pallets for strong Killers would also not work. Some maps already have almost the maximum amount of Pallets and adding a few more will not suddenly stop a Blight from dominating a game. Which is why Buffs and Nerfs to Killers are needed, not to maps or Survivors. E.g. when it comes to Blight, the Nerf that he needs to refill Tokens after breaking a Pallet basically turned out to be pointless, since unlike Ghoul, his recharge rate is so fast that it does not really matter. (Unless it is a Blight who breaks every Pallet they find…)
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@Rulebreaker said:
...ya know I still don't really GET why shoulder has suddenly become a problem now. It's been what? A year or 2? And it still does the same thing, still only really affects tunneling... like what really changed?...did tunneling somehow become MORE popular than it was already?...
It is the usual: Other things get nerfed and the goalpost gets moved further and further. Now Shoulder the Burden is currently then Perk which makes Killers lose games. The same Killers lost games because of other Perks before and if Shoulder the Burden gets nerfed, they will still be losing games, obviously because something else is at fault (or it is just good old SWF which is the scapegoat).
In their "argument" they often add "high MMR", even if we all know that "high MMR" is just random matchmaking. The people who complain about Shoulder the Burden will not encounter teams where it can it be problematic 99,99% of the time. But they demand Nerfs regardless.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109065#Comment_4109065
The 2 seconds cool down reduction is not going to help ghostface, I want strong hook incentives personally for not tunneling/slugging like wesker having a third dash for 30 seconds and this make it more fun for both sides (but the strongest killers having a small buff and being punished for doing this or just nerfing them with good hook incentives).
Killer Mains made sure about that with mass hysteria
Should I talk about survivor mains hysteria? Both sides have their complaints and the anti-tunneling and anti-slugging updates were too punishing and it was abused a lot by survivors, the second one in the Krasue patch was better but killers got nothing as the blood lust is literally useless so that's why killers hated it.
Reducing amount of pallets will definitely help, maybe making different killers have less or more pallets on the map depending on how strong they are.
The 2 seconds cool down reduction is not going to help ghostface, I want strong hook incentives personally for not tunneling/slugging like wesker having a third dash for 30 seconds and this make it more fun for both sides (but the strongest killers having a small buff and being punished for doing this or just nerfing them with good hook incentives).
Now I am pretty sure you dont read my posts, because I even said that weaker Killers need Buffs. Not that they already got Buffs and those are enough, lol. But you can also twist my words to get something as an argument for you I guess.
@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109065#Comment_4109065
The 2 seconds cool down reduction is not going to help ghostface, I want strong hook incentives personally for not tunneling/slugging like wesker having a third dash for 30 seconds and this make it more fun for both sides (but the strongest killers having a small buff and being punished for doing this or just nerfing them with good hook incentives).
Killer Mains made sure about that with mass hysteria
Should I talk about survivor mains hysteria? Both sides have their complaints and the anti-tunneling and anti-slugging updates were too punishing and it was abused a lot by survivors, the second one in the Krasue patch was better but killers got nothing as the blood lust is literally useless so that's why killers hated it.
Reducing amount of pallets will definitely help, maybe making different killers have less or more pallets on the map depending on how strong they are.
Should I talk about survivor mains hysteria? Both sides have their complaints and the anti-tunneling and anti-slugging updates were too punishing and it was abused a lot by survivors, the second one in the Krasue patch was better but killers got nothing as the blood lust is literally useless so that's why killers hated it.
I have not seen the Devs scrap multiple things due to Survivor complaints. Unless you count something like the Twins Rework, but I think everybody can agree that this was absolutely horrible what they did. But Killers now have made it happen at least 4 times that Things on Survivor got nerfed either shortly after they went live or before they went live. This did not happen with things on the Killer side.
Reducing amount of pallets will definitely help, maybe making different killers have less or more pallets on the map depending on how strong they are.See, this is why I think you dont really read. As I said, this will NOT help at all. If we reduce the number of Pallets, what do you think will happen? Do you think people will suddenly play their Ghostface or Demo? Or the Blight and Ghoul they play anyway which are even stronger then?
Adjusting the Pallets depending on how strong a Killer is is also nonsense. First of all, who determines that? If you remember the Devs made ratings for Killers at some point in the past, with Billy being easy and Wraith being intermediate in difficulty… But even then, the really strong Killers play around Pallets and a bunch more garbage Pallets will not change that.
But as I said, general Buffs or Nerfs are not helpful. It needs to be specific Buffs and Nerfs to Killers. Otherwise it is not possible.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109061#Comment_4109061
I did but there's nothing good to talk about, it is easier to do tunneling on strong killers but it's required on weak killers and nerfing tunneling will not do anything to the strong killers but make it only worse for weak killers.
But keeping tunneling as it is is not the solution. This does not make the weak Killers any stronger and it does not make the strong Killers any less oppressive to go against.
Which is why there need to be changes to tunneling and slugging (which will not happen, Killer Mains made sure about that with mass hysteria) and Buffs to the weaker Killers. But general Buffs or Nerfs to mechanics will not help weak Killers in the slightest.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109053#Comment_4109053
should not expect to win all the time with their Trapper or Ghostface
They don't expect to win because it's really hard for them and they are ones that rely on tunneling to even have a chance.
I love it how I made a big post, you quote 13 words from it, just to show that you did not read my post.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109033#Comment_4109033
I disagree, Survivor items are basically our powers. If they buff chests and the like, there is no reason we can't have more cool items.
They've already mentioned they are looking at add-ons, I'm not letting one bad apple spoi the bunch. fog vials with 4 charges now help, I love using them to help other survivors in chase atm if I find one, or in 2v8 they are really good coz of the amount of reveals.
I'd love a throwable, something we could hit the killer with or use as a distraction, doesn't even need addons, or a melee weapon (plank of wood) that lets you use Head on/Last Stand and make you exhausted. Or maybe even a syringe rework that lets you use Sprint Burst without the perk so long as you're not exhausted.
There is so much they could do.I would only agree if they would make Items the Power of Survivors like they did in Chaos Shuffle. Because then they could reduce Bloodweb-Clutter.
But if Survivors have 3 times the stuff that Killers have in Bloodwebs, we dont need more unplayable Junk which does make the useful things only more rare. And something like Fog Vials is unplayable Junk which does exactly that.
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I dont think that the games are that fast. Most of my games are around 10 minutes, some less than 10 minutes, some more. But the average is a bit over 10 minutes.
I also disagree with that:
especially older ones that are slow
To preface what I am about to say: I am talking about tunneling and slugging from the start. I am NOT talking about the Killer who sees an opportunity to slug or tunnel or feels the need to do that because of the state of the match. So I am not talking about the Killer who slugs because a Survivor is nearby for a Flashlight or Pallet Save. I am also not talking about opportunistic slugging when another Survivor is spotted and it would be good pressure. Also not talking about the Killer who slugs or tunnels because there is 1 Gen left and they need someone dead.
I am talking about Killers who go into the game with the intent to slug and/or tunnel from the start.
And this is done by the strong Killers, not the "older" or "slow" ones. One big reason is that they are better at doing it. A Blight will always have an easier time to tunnel someone out compared to a Ghostface. Or slug from the start, especially with his big Terror Radius, Infectious Fright and Coulrophobia.
Plus I have the feeling that Killer players who play weaker Killers are more chill in general. They dont go into the match to 4K at any cost, they obviously play to win, but they also know that they will have a harder time and should not expect to win all the time with their Trapper or Ghostface. People who play mainly Ghoul, Nurse or Blight on the other hand want to 4K more often and are therefore more likely to slug and tunnel. And this has nothing to do with matches being fast, if anything, they make the matches fast.
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No, we dont need more Bloodweb-Clutter. Survivors already have more than 3 times the Bloodweb Items than Killers (might be even more with the addition of Fog Vials and their Add Ons), so more Items would just bloat this up even more and you get useful Add Ons or Offerings way less than currently.
Plus, as you said, the last item added were the Fog Vials and they were destroyed after one week on Live. So either new Items would be weak to be point that they would not be used anyway or would be complained about and then changed so that they are weak to the point that they would not be used anyway. So why even bother with implementing anything new?
If the Devs would not have catered towards Killers so hard when Fog Vials were released and they would have just waited a bit until new toy syndrome is gone, I might think different about it. But as it stands, I am highly against adding any more Items for Survivor considering what happened with the last new Item.
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@MechWarrior3 said:
I really like this idea. It is quite bright. A slider option to tone it down would be helpful on my retinas.
There is no need for a slider option. IMO when it comes to accessibility, the easier, the better because it is more likely to be implemented.
Just a full black screen while blinded. Easiest solution, easy to implement, should have been in the game for years.
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I'm so ######### tired of the constant downvotes whenever on the forum something is said that would nerf survivors in any way.
Or… Your takes are just bad. And they are bad. Seriously, nothing on Survivor for 2v8 should be nerfed, Killers have insanely long queuetimes in this mode and Survivor Nerfs dont make that better. You can think about nerfing things on Survivor in 2v8 when the queuetimes are better for Killer, but not if they face that long queue times already.
@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108878#Comment_4108878
I find it weird, because although the queue timer says 30+ minutes for me, I end up entering in less than that when I don't enter the pwyw feature and keep track of time. It was accurate before but I don't know what happened after that. This 2v8 has been the fastest killer queue for me since the first version for some reason, I don't know why though.
Probably some backfills. You would need to wait that long, but then a spot in another Lobby freed up and you replace the person who left it.
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Ruin is a Hex, therefore there is already a built-in limitation of how much it can regress. This was not the case with Regression events, which is why a limit was introduced.
Furthermore, you cannot just say that 8 Regression events are 40%. Regression events are rarely 5%, most of the time they are accompanied by Perks (Surge, Pain Res, Turn Back the Clock, PGTW) which make it way more than 5%. If a Gen really reaches 8 Regression events (which is rare), this Gen probably lost more than the 90 charges it would need to repair it as progress. A limitation of Ruin only being able to regress up to 40% would make the Perk way weaker.
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@ForTheEntity said:
I do wish that spreading hooks was incentivized like old BBQ did, but I don't see BHVR ever going back to perks giving bonus BP. I still miss old Distressing which helped me max out Deviousness faster.
I think killers should get basekit bonuses for 5th, 6th, 7th and 8th hooks that is in a separate category so they could go above the 40k cap, up to 50k. It would be a way to incentivize the killer to make the match "sporting" for the Entity and would lead to survivors getting more points in those matches too which would make it a win-win.
I think killers should get basekit bonuses for 5th, 6th, 7th and 8th hooks that is in a separate category so they could go above the 40k cap, up to 50k. It would be a way to incentivize the killer to make the match "sporting" for the Entity and would lead to survivors getting more points in those matches too which would make it a win-win.
I mean, you hopefully mean as long as all 4 Survivors are alive, do you?
Because otherwise it would just be a free Bonus for Killer, since they would just tunnel someone out and then basically maximize their own BPs because they cannot lose at this point.
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@Marc_123 said:
I really hope they plan some changes.
As said BP gains need to be boosted in general. The amount of killers and survs you have to unlock goes up more and more to ridiculous numbers of BP needed.
I am glad i have everything on 6+ on PC and everything except 13 killers on 6+ on PS5. I really don´t know if i would start playing DbD if i had to start from 0 again.
We are at the point where we have Bulk Spending because people accumulated so many BPs that it took so long to do the Bloodwebs. Back when BBQ and WGLF had their BP effects you could not even get a single Bloodweb done after a game, so I dont think that BP gains need to be boosted that much. Category caps should be removed, but thats about it.
@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108658#Comment_4108658
I loved the bbq meta, the killer always found someone after hooking so there was much less of an incentive to end chase and tunnel.
Not really. As long as the Killer still got their rewards (BP stacks) after tunneling, there was not really an incentive to go after others. If BBQ would have stopped giving stacks after one Survivor is dead, it would have been way more healthy and then I would agree. But if the Killer can just tunnel someone out and still get full stacks, there is not much of an incentive.
@Topic:
It would not really make the game more healthy. As I said above, as long as the Killer can get full stacks despite tunneling, there would be nothing which would make the game more healthy. WGLF providing stacks would also not lead to healthy gameplay, if anything it would lead to hook rushing and taking stupid protection hits.
It is good how it is. WGLF and BBQ are taken for their effects and are not used on everyone for a few bonus BPs. Plus people would feel forced again to bring those Perks just to not miss out. And as I said earlier, the BP economy is way better nowadays than it was when BBQ and WGLF still provided stacks.
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@Rokku_Rorru said:
Yes I think they should, one of my main examples is Nurse, I feel like we should still be able to stun her if she is in fatigue to put her power on a longer CD/reset the CD. Plus it just feels better to interact with casually and opens up the window for a blind against a more skilled one if they are stunned looking at you potentially.
Pallets should be effective in some manner versus every killer, even if its different for each one.To this day I think they should have kept the Bug that made her go into Fatique after a Pallet Stun and made it a feature.
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@MoZo said:
they should’ve just reverted the one nerf and bring the haste duration back to 5 seconds. it’s like the DS nerf from all those years ago where they removed it working in endgame but also nerfed the stun duration for no reason. idk why bhvr loves double nerfing perks. adrenaline working off hook was incredibly powerful and was rightfully removed but then they went ahead and nerfed the haste duration that literally NO ONE asked for.
5 seconds haste duration is more than enough of a reason for adrenaline to have its own exhaustion, just bring back 5 second haste adrenaline😭
Adrenaline even got a Tripple Nerf:
- Reduction of Haste from 5 seconds to 3 seconds
- Not healed anymore after unhooked
- Does not wake up against Freddy
And IMO at least one of those Nerfs was not needed, possibly even two. The Haste reduction was way too much, Adrenaline is a Perk which only activates when all Gens are done, it should be a strong Perk. Considering that the goal for escape rates is around 40%, this means that more than half of the games are played with 3 Perks with no payoff if the Survivor takes Adrenaline.
I would also argue that getting off the Hook healthy was still fine. As I said, Adrenaline is an Endgame Perk, it can be strong. And for every time I got off the Hook fully healed I either died before or Adrenaline was used when I was healthy and not in chase, which basically only made me exhausted.
And the nerf to not work against Freddy obviously makes sense.
I can understand why they want to keep the Nerf to not be healed after being unhooked in Endgame, but I think the Haste should be a full revert. It would not really bring back the popularity of Adrenaline, simply because it is an Endgame Perk and there is no guarantee to actually get use out of it.
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@EGYMohamad said:
That's going to help Survivors use their time much more efficiently by wasting less time—for example, leaving a Generator to go for an unhook on the other side of the map because you thought no one else was going for the save, among many other scenarios. You can also tell your team to focus more on Generators. Really good, healthy feature overall :)
However, it should be noted that wasting less time through communication will affect Killers negatively, as Survivors will use the saved time to progress objectives more, such as repairing Generators and healing, resulting in faster Gen progress and shorter games. QoL features are welcome, but Killers should get something too, especially if it affects them negatively.How about waiting if this actually affects Killers? I mean, I know that some people want to jump on global Killer Buffs right away, I have seen some people already say that all SoloQ Teams will now play like highly coordinated SWFs (lol). In the end, the impact will probably be minimal.
It is good and since it is not mandatory to use and it cannot be used to spam, it is only positive. But it will not change that the Meghead is inefficient as hell. Or that one dude is only running after the Killer with a Flashlight (while failing every Save). Or similar things.
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@DavidByDaylight said:
- We used to have killer's ping revealed in lobby → BHVR hide it
- We used to have server validation → BHVR removed it
- BHVR only has 2 servers(west & east) in United States → BHVR refuses to add one in the middle.
So BHVR is allowing this behavior, they value $ more than customer experience.
They will NOT make any changes on this issue and will continue ignore the posts/report related to this topic. Just let you know.
On top of that, I feel that the Ping display is very inconsistent.
I can get Killers who have 140+ Ping (e.g. a Myers who threw his knife after me after I vaulted the Window…) and there was no indicator that he had high Ping. Then other Killers get the high Ping indicator while having way less Ping, like in the 60s and never going above 100.
Or I see Killers who have consistently the same Ping, not changing at all (which would be very unusual), but it is way higher than displayed. E.g. I see a Killer with 24 Ping, it never goes up or down, yet the Hits are ridiculous. This cannot be right.
And well, Window Hits are really bad nowadays. This is an example:
This was me fast-vaulting out of the Jungle Gym and I got hit from inside the Jungle Gym. And if you look where I am on the ground, I was miles away from the window.
But sadly BHVR really does not want to fix anything about it and those bad window hits are happening way more frequently nowadays. And it always looks weird on the survivor end, because either you are getting hit while miles away from the window or you go down without an animation, which is also a good indicator that you got validated.
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https://www.twitch.tv/videos/2827127096?t=00h33m29s@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108152#Comment_4108152
I know they said they'd nerf the numbers. Can you link or SS where they said they were reworking it? Imma be real with ya, im pretty sure most of my use for it is from chaos shuffle or something, so if they make it do something interesting, im down.
https://us.v-cdn.net/6030815/uploads/0H74U5C2N0RC/1000002509.jpg
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108127#Comment_4108127
Im not sure you really CAN change TOTH without completely changing its purpose as a hex defense perk. It was the same issue before when it acts as an alarm to show a hex was being cleansed. Setups could be made to make hexes basically unbreakable like the old Sniper doctor.
They already said they rework TOTH.
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Pretty much what @Lavoonus and @Artimenius1307 already said. Krasue is a strong Killer, you can probably put her into the Top 10 strongest Killers without any doubt. That she got Nerfs does not change that, she was really busted on Release. Her Infection in particular stands out, I have no idea how the Devs can on one side lower the infection of Wesker (from 50% after the Unhook to 1%) to reduce his tunneling potential and then release Krasue, which is even worse.
In general, she deserved every Nerf she got, since her Release state was just too good.
And the main issue is simply, as already said by the people I quoted, that she is really, really boring to play. You play one Krasue game and after that you will not do anything else except the same gameplay loop. And this is just boring and the reason why nobody plays her. Because her strength is there, but people dont play Killers just because of their strength. Otherwise everyone would play Nurse, since if you want to play a Killer because of their strength, there is no reason to play anything else. People play Killers to have fun while playing them and Krasue is not really fun for anyone. She is just so dull.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108126#Comment_4108126
I challenge you to find a post where I complained about the state of killer. I put the picture up everytime someone tries to claim queue times as an indicator of balance. I ALSO chime in when people make ridiculous notions the other way around, like the recent thread where someone was claiming everyone is in an 8 man PC usingSWF and how thats somehow borderline cheating.
This was not directed towards you. You posting the picture all the time was directed towards you, not that you personally claim that the state of Killer is bad. But it just happens all the time whenever Survivor queues are long that people start with that, but they never say the same when Killer queues are long.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108117#Comment_4108117
Its getting nerfed next patch.
Doesnt change that it will still be very popular and full Hex Builds are really obnoxious, especially on Jason. TOTH changes will only be relevant when they actually change the Perk and not only do a small number change.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108106#Comment_4108106
Its because of this back and forth that queues are a terrible indicator to balance. The game did NOT have a huge balance change in the past 2 weeks to explain the current queue difference. It has an ongoing event that is causing more people to play, not some kind of survivor player exodus. You can expect normal queue times again in roughly 4 days.
Beyond that, a 4 minute queue is not a bad state by a long shot. Thats pretty healthy numbers. Jumping on the forums going "my side has the BP bonus right now so surely the other side needs nerfs" isn't the way to make an argument.
You posting the same image for days now in several Threads does not change the fact that queuetimes on average have become longer for Killer. Even if 4 minute is not that bad, it is still longer than what it used to be. So yes, while Killer queues are faster in the evening and have ALWAYS been faster in the evening, they are still longer than what they used to be. Even without 2v8 in mind.
(What I find funny is that whenever Survivor queues are long, people immediatly jump towards Killer not being fun and Survivors need nerfs… But whenever Killer queues are long, mental gymnastics are happening.)
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107985#Comment_4107985
People purchase skins on the understanding it will be visible on their avatar, for a variety of motivations. Knowing that half of the other players won't see them diminishes that motivation
Plus it removes the advertisement aspect. Everyone who purchases a skin and uses it in game is advertising this skin. So others might see the Skin and decide it looks cool. Or that a certain combination of outfit pieces looks cool. Or, especially for the skins which add stuff to the sounds or animations, that people see those ingame and think it is cool.

