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Ayodam

Ayodam

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Ayodam
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  • the reason survivors get it is to encourage people to play survivor. Compensating the overwhelming number of people queueing as killer for queueing as killer would just make more people queue as killer.

  • @Krazzik said:

    Personally I'm doing archive challenges where the other roles are more useful. Anything chase or stun-related, I pick the Sprint Burst and WoO role, anything gen-related, especially doing gens cooperatively, I'll pick the gen role, anything survival related I'll pick Iron Will role.

    Outside of that though I do think the other roles are more useful. Gen speed is always just good because it cuts down the time killers have. Sprint Burst AND Windows in one role is insane, even if you aren't good in chase, heck ESPECIALLY if you aren't good in chase, it's probably the safest one to pick to ensure you last longer. The aura-reading the other one gives is also insanely strong.

    Extra healing speed is decent, and there's a LOT of healing that needs to be done in this mode, but everyone is kinda expected to rescue and heal depending on location, and so often you'll have two people turn up to unhook so healing is fast anyway. I feel like they need to up the healing bonus to 50% and/or add a buff when you unhook someone, maybe a Babysitter-like effect.

    Healer would need to be around 70-100% and maybe with some extended endurance effect after unhooking. Even then I still don’t see people really gravitating to the role. It’s just so easy to find healing

  • Healer is the weakest role and seems kind of irrelevant. I frequently see multiple survivors in non-healer roles grouping up to heal. The little buff the healer role provides is too weak to really be necessary.

  • I think I’d seen on one of BHVR’s surveys that 5v5 could be in a future pipeline or at the very least had interest around it. It would be 1 killer and 4 survivors per team.

  • I just played a game where I was tunneled. Like… literally just finished it. And guess what? The killers didnt suddenly lose the game because I was tunneled. In fact I’m pretty sure they’re gonna win.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768469#Comment_3768469

    Killers don't struggle with bots in the regular mode because regular mode has less target, smaller map, limited resources, more gens and much weaker perks for survivor while having much stronger perks for killers

    2v8 mode is innately lot more survivor favored because developers are overestimating the strength of killer teamwork, bots who just do gens would absolutely wreck majority of killers

    they don’t struggle with bots because this game’s AI is pretty basic.

  • @Hex_Ignored said:

    It's because most chases in the mode turn from 1v1 to 2v1 fairly quickly and you simply can't outplay 2 killers. For example, I was looping shack against wraith but oops random nurse our of nowhere and I'm down.

    I notice this as well. I might be juicing a killer and I guess if it takes too long to down me the other shows up and then it’s over.

  • I’m still seeing survivors tunneled in 2v8. It’s much easier now that there are two killers (who will pinch a survivor) and no real counters to it. And I guess this game mode is ‘chill’ for killers because they don’t have to worry about wasting time with hooks or interruptions (flashlight saves, pallet stubs). It’s much easier to deal with a survivor in this game mode. I don’t really think it’s got long term appeal to survivor players, which is unfortunate because that’s who you need to want to play.

  • the fix is to find some way to force people to play survivor. You’d think with how ‘OP’ that role is, more people would flock to it—especially in a game mode where the chance for victory for the ‘OP’ role is doubled.

  • @Seraphor said:

    Should never have been 2v8 to begin with.

    2v5 could have worked just as well, without all the changes to make killer so much easier, and the queues would have been more balanced.

    @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768688#Comment_3768688

    Im thinking maybe 2vs6 would be best and they need to add something interesting for survivors. Maybe new ways to interact with killer.

    I don’t see survivors playing 2v5 or 2v6 very long. They’re struggling with 2v8.

  • @Devil_hit11 said:

    i don't think that is reason why queue times are bad. see, nothing changed for survivor in 2vs8. if anything, survivor lost perk variety in 8 player mode because… well it is beta version of the mode.

    killer on other hand did lose perk variety but they also gained something completely new. a extra player on their team. so it is obvious that people are trying new stuff… on killer role.

    Why not both?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768388#Comment_3768388

    2v8 with 7 bots would make killers extremely difficult to win for sure, they heal, do gens, and chase all with pretty decent efficiency, not wasting time

    Killers don’t struggle with bots in the regular mode. It’s not like bot AI is based on the Seal Team 6 SWFs you’re constantly facing.

  • @TieBreaker said:

    There's only two interesting things to do when playing survivor, looping and trying out different builds. Looping doesn't work if the killers stick together, so there's zero skill expression for survivors, and there's no perks, so no creativity there either. Doing gens until the killers find and down you in ten to fifteen seconds isn't engaging gameplay.

    I know people want this mode to stay, but it's really only good for a quick laugh. Maybe it will return with more tweaks to give the survivor experience more longevity. I think the queues are only going to get worse for killer players.

    @scoser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767401#Comment_3767401

    You'll probably need to crank that incentive up to "a million bloodpoints a match" to even out the queue times.

    A lot of survivor players seem to be returning to the normal queue now. =/ That won’t make it any easier for killers to play 2v8.

  • @PassarinoT said:

    This absolutely needs to be addressed ASAP. I've had the longest game in my entire DBD experience since 2017 since I went against a duo that had a wraith go around and kick gens, break pallets, and reveal survivors while the billy just went around and slugged people until everyone bled out. Not a single cage used.
    I think unbreakable by default would be a great idea, especially considering how fast you can cage a survivor.

    it won’t be addressed. There were no QoL changes made during any of the previous limited-time event modes. What BHVR might do however is add some sort of anti-slugging mechanic to the next iteration of 2v8.

  • @drsoontm said:

    I'm a decent Nurse and more than half the players handle the chases correctly.

    The "buffs" are next to useless as far as I'm concerned but I believe it can help beginners who otherwise would not stand a chance playing her. (Keep in mind she is often at the bottom of the killer statistics.)

    In all my matches, there was no significant difference between my downs and the downs of other killers. I had more, yes, but at the same time I've passed 3.5K hours and I've been grouped with low prestige Trappers and good Huntresses.

    I had a match wherein I’d chosen the scout role & was juicing the ######### out of a nurse who was pretty much running the board. She was really good but couldn’t catch me. She wouldn’t drop chase when she saw me though… not until we got down to like 3 gens. lol. Wonder if that was you.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766358#Comment_3766358

    How would you deal with the consoles? Their comms are built in, and entirely separate from what game is even being played?

    you can’t deal with built in chats on consoles. BHVR has stated before they can’t take changes to the game that would disrupt core functions of consoles. They need approval to get patches through now. Neither Sony, Microsoft, nor Nintendo would allow DBD to deactivate voice chat that comes through console.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765662#Comment_3765662

    Eyrie has consistently been one of the lowest kill rate maps. https://nightlight.gg/maps/viewer?sort=kill&shown=kill&start_days=28&compact=true

    But the kill rate is over 50% meaning survivors die there more than they escape. And it still beats out the original map (Badham), which is kind of balanced.

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764953#Comment_3764953

    Merciless Storm Bug was just active when the Killer was using Merciless Storm the Gen Bug is in every Game and Killers cant play the Game whitout the Bug

    So the only way as Killer to avoid this bug is not playing Killer until it is fixed or dont kill Survivors except when 4 Gens are finished since the Bug only works when a Survivor got killed and leave the Lobby after it

    Yeah its cleary the same like Merciless Storm where just a Perk was bugged 🤷🏻‍♀️

    the survivor gen but isn’t in every game. If a survivor remains in the lobby to spectate the match, the glitch doesn’t happen. Also doesn’t happen if a survivor DCs and becomes a bot, even if they leave the lobby (doesn’t happen when the bot dies).

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765639#Comment_3765639

    Eyrie isnt killer sided its survivor sided and been survivor sided

    Following its rework, 2/3rds of the map is made up of weak tiles that don’t chain and dead zones. That doesn’t favor survivor.

  • The coldwind maps, haddonfield, most of the azarov maps (except one now), a couple of the red forest variants, most of the Macmillan maps (one is kinda balanced, the rest lean killer), eyrie, and those are the maps that are largely killer sided in general. Other maps are really good for some specific killers but not all.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764773#Comment_3764773

    I understand all that but just the fact they allowed something like this to happen and be on the live game right now is crazy, you would think man we probably should fix this before it's live but nope not this company, they're probably just boosting survival rates artificially to make Lara look good to the license holders, it's strange how these bugs happen randomly throughout the years when content like this drops and it just so happens to be in favor of the character they're dropping

    Something similar happened with Merciless Storm. That was busted for several weeks—maybe even a month or more. This bug has lasted (assuming it’s patched next week)… a week?

  • These stats are dubious but seem inconsequential. I just dunno why they release things like this while withholding the stats people routinely request. I feel there’s an angle they’re trying to play by avoiding stats that would be controversial (like number of hooks per gen, number of hatch escapes—which do lower the kill rate, etc).

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699579#Comment_3699579

    It's not "strict and myopic" to suggest that tunneling should be defined by "the killers intention to eliminate a survivor" as opposed to the survivors subjective experience of "getting hooked soon after being unhooked". It's the only way to differentiate between "killer instigated tunneling" and "survivor induced tunneling".

    It's not always the killers intention to tunnel, or even awareness that they could be tunneling, even though the survivor feels they have been.

    1. Killer hooks a survivor and leaves the hook. Looks for other survivors, finds no one. Unhook notification goes off, killer returns to the hook.

    2. Killer hooks a survivor and leaves. Finds and hooks another survivor. First survivor is unhooked so killer returns to the first hook.

    A. The unhooking survivor stealths away leaving the unhooked survivor injured and crying.

    B. The unhooked survivor bodyblocks with a weaponised Endurance, or to 'make use' of DS.

    Four combinations there to choose from, all can be interpreted as tunneling by the survivor, none of them are intentional, or with any purpose to 'eliminate a survivor early' they're simply hitting what is in front of them, and to avoid doing so would be tantamount to throwing the game, similar to if a survivor had the opportunity to complete a gen but instead decided to 'let the killer kick it and go away to leave it to regress' even if they could easily avoid it.

    Others may believe different but I don’t think it matters if a killer ‘intends’ to tunnel when they tunnel. Tunneling is a deliberate action regardless of the circumstance because killers aren’t bots; they know which survivors they’ve recently targeted (barring every survivor wearing identical cosmetics). If you’re a tunneling apologist, which you may well be, that’s fine. But don’t @ me with some nonsense, Seraphor.

  • @Pulsar said:

    Not even close to my experience.

    Wonder what makes it so different.

    Jund has a strict & myopic definition of tunneling. It’s kind of like the proxy camping vs face camping argument.

    Tunneling to most people: hooking a survivor, going off to chase another survivor. The hooked survivor is unhooked. While I’m chasing another survivor I notice that unhooked survivor off doing something, so I break chase to go after them again specifically.

    Tunneling to Jund: Hooking a survivor, proxy camping, then pursuing the unhooked survivor.

    Both legitimate forms of tunneling but Jund appears to only consider the latter “true tunneling” and frames his poll in a way where only that definition could be used.

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699201#Comment_3699201

    I think people overestimate way too much the number of people that would DC just because of her released version. Maybe that could be said in the first month after her rework, but it's been seven months now, it's not like people haven't noticed how much she changed. The Legion used to be a DC magnet too before they got reworked, but people didn't keep DC'ing six months after that. People give up against her because of how she is NOW, because the lack of room for counterplay, because playing against her feels awful and she still wins most of the time even when nobody gives up. Having a very simple power that is just too hard to counter for most people is what makes her stand out in kills.

    Matches with DCs don’t count toward a kill rate. Matches where survivors run up to the killer to die, go idle and die, or give up on hooks do affect kill rates. And people absolutely did those things against SM before her rework. They’re still doing it now, of course, but I want to emphasize that it happened before her rework too.

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698969#Comment_3698969

    She has a 70% kill rate, so there IS something abnormal about her. She managed to show a higher kill rate to the previous version of Sadako, which was broken as hell and would often mori people at five gens after teleporting aimlessly around the map.

    Solo survivors struggle against every killer, but she is more troublesome to face than other killers and it shows. Many survivors already have trouble crouching over hag traps and dealing with proxy camping low-tier killers. SM's drone areas are more visible than traps, but they are dozens of times bigger and make entire areas hostile to the survivors and hard to traverse. She also gets haste to be a better m1 killer and is better at proxy-camping because of both things.

    And unlike other killers who are hard to counter, like the Nurse, Blight, or even high B-tier killers like the Cenobite, she is far more simple and forgiving to play as. Setting up drones doesn't need the carefulness of setting traps as Trapper or even Hag, and it's much faster. Mastering her takes some skill and knowledge, yes, but at a basic level and against average survivors, all you need to do is press a button to place a drone and wait for survivors to hurt themselves on it, AND you get haste as a bonus. No other killer gets value so easily and is so hard to counter at the same time. Not even Cenobite.

    I personally believe her kill rate has been artificially inflated by players refusing to face her & immediately giving up in her trials. And this didn’t just begin with her rework. It started when she released & could stall matches with a 3-gen strategy. I’m sure if the devs didn’t consider these games her kill rate would still be high, but I also suspect it would be less anomalous. She’s oppressive yes but she can be overcome.

  • I think he should have both. But fake pallets should not be visible with WoO or AMN.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699036#Comment_3699036

    It doesnt matter if its an asymmetrical design or not. Assuming that equal skill doesnt exist is ignorant on a fundamental level.

    Enlighten me, then: How would you measure how good a survivor is in comparison to a good Nurse, when they don't even need to have the same game sense and knowledge as the decisions they should make and the way they should play are completely different?

    Also it doesnt matter if theyre equal or not by design, cause the game itself sets them on an equal stage: The one is as powerful as the four summed up as a team.

    And again, how do you measure exactly whether their "power levels" are equal? For not saying that you are wrong again, as by design, survivors have the upper hand at the start of the match. The killer is more "powerful" than one survivor, not the four combined.

    That's why if the killer doesn't pressure them enough to hinder their progress survivors would escape, and the main reason for tunneling, AKA getting a survivor out of the game as soon as possible, is the most effective strategy for a killer to follow.

    Survivors are not solo players.

    But they are in terms of winning or losing. The match is only a "1v4" for the killer. For the survivors, each one of them has their own match with the killer, and getting killed would only mean a loss for that survivor, the same as if he escape only he would win (or, as devs said in the day, for them it is a "1v1,1,1,1).

    Technically… each survivor is a mini-match for killer as well (at least in terms of MMR). A killer gains/loses MMR for each survivor they kill or fail to kill. This was clarified by the devs a little while ago.

  • Look, survivors (especially solo survivors) are struggling against every killer on the roster. There’s nothing especially abnormal about Skull Merchant when you consider that. She has some counter play, to be fair, but the goal is again for survivors to die more often than they escape. The devs want this game killer-sided.

  • @Caiman said:

    Otz mentioned in a prior video that he did not advertise he was attempting a winstreak at all, he just played Unknown on stream and tried his best to win matches, but never mentioned he was keeping count of a winstreak because he feared stream snipers would deliberately attempt to sabotage him. He managed his 50 wins this way.

    The Unknown is a pretty good killer. Maybe the best since Wesker.

    Xenomorph and Chucky are better (Chucky barely). But agree that the Unknown is good.

  • @Commander_Nefarious said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698938#Comment_3698938

    its too easy to save, 3 seconds is too long, and if killers look at wall, they still get u with a flashbang, so whats the counterplay there? run lightborn? cmon.

    Right. Like I’m not sure why these survivor mains don’t get it. Only survivors should have to run perks to counter things (including killer perks). Killers need their perk slots to stack slowdown.

  • it’s a nod of approval, I normally disagree with your opinions but you’re cooking in this thread

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698802#Comment_3698802

    By your logic OTR punishes Killers who don't tunnel, and rewards Survivors who go for aggressive bodyblock. Pretty healthy, right?

    if a survivor is running around with OTR trying to take a protection hit… that’s at least at two survivors off gens??? Like help me understand the gripe here. I’m sure you have some form of logic behind this statement. I’d like to see it too.

  • Are survivors doing it en masse now? The answer is no (despite dubious claims otherwise). As @Aven_Fallen commented this DS will be tested for a week before survivors ditch it & just keep running what they’re using now.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698137#Comment_3698137

    And while yes there are many things about solo queue that are beyond an individual survivor’s scope of influence, playing in a self-preserving way can really help you escape.

    I agree with that but I would still not base difficulty on the stats alone but on the actual performance. How much progress do you need to make, how much information do you have to base each decision on, how long do you need to last in chase etc. are in my opinion better markers to determine difficulty. In that sense I think playing survivor (solo or in a SWF, though even more solo) is pretty hard.

    There are a lot of things for both sides that need to be learned like map layouts, safe and unsafe loops, mind gaming, decision making, prioritisation and positioning. That's why I would call DBD a hard game. When you start playing you have absolutely no clue what's going on and are thrown to the sharks. But eventually you wipe the floor with people that would have dominated you before because you become a lot better. There are also so many perks and addons to remember and learn counterplay for even if most of them are rarely ever used.

    I can't speak for the effectiveness of your build because I typically play in a more team oriented way. If you enjoy that build and have good results with it, then that's great. I think I'll stick with Bond + Open Handed, an exhaustion perk (mostly Lithe because it's easy to use) and something for extra utility though. It's too addictive. 😅

    I just want to emphasize you can use the build I’ve suggested and still contribute toward mutual goals. You can even facilitate the escape of other survivors while using it. For me, it’s mostly a contingency should things fall apart. I don’t use it when I SWF, I coordinate perks with my mates. In fact I only use it with solo queue if I don’t trust what I see in the lobby (low prestige, poor man/default cosmetics, newbish names—numbers in them, etc).

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697829#Comment_3697829

    Lucky Break is very undervalued. I do not want to go against another group of Lucky Break + Overcome survivors. You can't keep a single chase and then they heal with a medkit (granted it's not as bad as before the medkit nerf) while you don't make any progress the entire game.

    Lucky Break is actually a perk I really like but I wouldn’t pair it with overcome (one of the worst exhaustion perks). Lithe is better, and SB, if you know how to 99 it. Shadow step as well if you can control the killer.

  • Gonna be honest, Tooth… I don’t love this idea.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698059#Comment_3698059

    DBD is a difficult game. So I would say that both are true. They aren't mutually exclusive.

    However, both sides can stack so many things in their advantage, that the game becomes a lot easier. Meaning, you could play in a full SWF, send yourself to GoJ (or the new map, which is still fine-ish) and bring the strongest possible perks and items and 3 patrified oaks to make sure the killer will spend even more time hooking. Or you play Skull Merchant (I only picked SM because I conceive her as pretty easy) on Midwich with the best possible build and addons and tunnel someone immediately.

    I also find it a bit difficult to call solo queue hard, based on the results alone, because there are a lot of things out of your control. So it's not like you could always just play better yourself and win. Even if you were to play on tournament level, you would still lose against an average killer, if your 3 team mates have an aversion to gens and also go down in seconds.

    I don’t feel DBD itself is a difficult game. And while yes there are many things about solo queue that are beyond an individual survivor’s scope of influence, playing in a self-preserving way can really help you escape.

    Soul survivor, wake up, distortion, left behind (or a key). You contribute toward the match in ways that don’t attract the killer’s attention (don’t take aggro, don’t be bold). You’ll make it to endgame and with this build regardless if the hatch is closed or not, you’re likely to get out. You can additionally contribute normally to a match and just use this build as a plan B in case the survivors fail to complete 3-5 gens before someone dies.

  • @C3Tooth said:

    Just a problem of mismatching. What do you say about Nurse 4K at 5 Gens? Yes, mismatching. Or killers dont realize its difficult to play survivor against strong killers?

    There is nothing wrong when an average killer lose to strong teams.

    @Nazzzak said:

    Sure. And likewise it's difficult playing survivor against strong killers. Matchmaking needs an overhaul IMO, because too often games either steamroll one way or the other with very little middle ground.

    According to the stats it’s difficult to play survivor against any killer. 😆

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697642#Comment_3697642

    This is wrong. You can spam it.

    Her anti loop is on the weaker end, but it does exist and works. Also wrong.

    You can absolutely sneak up on survivors.

    IMG_0940.gif
  • The killer meta has been and will always be gen slowdown. This is an enduring truth for this game. It is inconsequential what specific perks enable this because the killer meta will always be this strategy: Give me enough time to hunt and sacrifice survivors. The survivor meta is centered around extending survivability (lengthening chase time mostly). This will also always be true: Give me or the other survivors enough time to complete all generators.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697677#Comment_3697677

    Oh sorry, I didn’t state my position clearly.

    @Xernoton Mentioned that the point of most perks was to counter things that may or may not happen.

    Then you said that you would rather see perks be used for a competitive edge. That people should pick perks by how reliably they contribute to winning. And that niche perks are bad design. I’m assuming you mean competitive design?

    So you both have good points. But what if perks also exist for people like me who don’t care about winning or losing. People who care more about the role playing aspect of a perk? I have a lot of fun with niche perks more than winning/losing.

    Again you both have valid points but perks are also valuable in ways that have nothing to do with competition. Not saying competition isn’t their primary purpose, but it’s not their only purpose of value imo.

    If you find enjoyment in a playstyle with perks that allow you to play in an off-meta fashion, that is legitimate and fine—and there will always be off-meta perks that enable this. But my stance on the core function of perks remains unchanged: They exist to assist players reach their win conditions. There are, however, many paths toward this (stealth, lone wolf, aggro, team supporting, etc).

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697499#Comment_3697499

    What if they’re just a way to give people different playstyles regardless of maximizing their chances of winning?

    Then you’d see more variety in the top 20 perks for survivor and killer (but especially survivor).

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697499#Comment_3697499

    That's how perks become as overused as DH in its prime. If a perk is 100% reliable, then there is no reason to use anything else unless it's even stronger. So you create a meta that is very narrow in that only very few perks are ever used. This is what we see on the killer meta right now. Pain Res + Pop are very consistent perks and there is absolutely no reason to use anything different. Even though there are a lot of good options.

    Yes but a META in and of itself isn’t bad. Every game (even PvE) has some sort of META. Weakening perks to disrupt the (survivor) meta just creates a game all survivors reliably have are map resources, which are also shrinking. I think people forget killers have supernatural abilities and perks. Survivors just have perks.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697287#Comment_3697287

    You can’t really know that a killer is going to slug before they do.

    Fair but that's kind of the point of most perks, isn't it? To counter things that may or may not happen. Distortion is another example of this. So is the Blast Mine or Mind Breaker (the main strength is to counter exhaustion perks, which may or may not be in the game), technically Undying (you can ignore most hex perks and get through), Shattered Hope and Enduring.

    I think that some of them could probably use some additional effects, so that they don't become completely useless when the situation they are supposed to counter doesn't occur but we already see what happens when some perks always work. They are overused. For example Pop and Pain Res. Even BBQ to a degree and that hurts me to say because it's my favorite perk. The same goes for Lithe and SB as well as WoO etc.

    I’d argue the point of perks is to give a competitive edge. Niche perks are bad designs because their effects are inconsistent and unpredictable. Most players should select their perks by how reliably those perks contribute to winning a match.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696680#Comment_3696680

    But that's exactly what you'd expect.

    If a killer is harder to play, more people will be bad at playing them, so they'd have a lower kill rate. This is why Nurse has a low kill rate.

    and tbh her kill rate really isn’t so far off from the others. She’s still comfortably over 50%.

  • You all made mistakes which have been pointed out but I disagree with the suggestion that you should have used specific perks to counter the slugging. You can’t really know that a killer is going to slug before they do. I would say it isn’t even a common playstyle. Bringing perks to potentially counter that could be a waste of a perk slot.

  • @TheArbiter said:

    As mentioned above if they are truly doing nothing but staying near the hook then complete all the gens, the time it takes for someone to go from stage 1 to dying is enough time to finish the gens and leave

    Depends on their regression perks. At that point no, 1-dying isn’t enough time to finish 5 gens.

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696331#Comment_3696331

    Oh, it's so much more worse than that.

    The playerbase has been constantly decreasing since SBMM was introduced and it seems that we have hit a critical point. Around 15th of March, the previous matchmaking range was loosened, now allowing all those max MMR monster Blights and Nurses to have EVEN easier games than before (already sealclubbing much less experienced players than themselves) which will no doubt result in even less people wanting to play survivor.

    We had a 20% escape rate for SoloQ according to the official statistics (corrected by actually counting DCs as opposed to doctoring the math to line up with what BHVR wants to be the result) which is now being pushed down even harder. What is it now? 15-10-5% escape rate? It might not seem like a lot, but escaping once every 5-6 games versus escaping once every 20 games is hugely demoralizing and off-putting. People will be less inclined to play, that will result in even looser matchmaking until there is no matchmaking at all (which, some might argue is already the case).

    I personally have 3k hours in the game and while obviously play time=/=skill, I really shouldn't be getting lobbies with survivors that have 30-60 hours in the game. I'm 4king with no perks because they run edgemap, don't do generators and have no clue how the killer's power works (you adorable babymeg camping pallet against Nurse).

    It makes me sod mad that BHVR seemingly cannot settle on the balance of the game. DBD went from survivors bullying killers to killers bullying anything that's not a comp 4 men bringing the best perks, items and map offerings (and looking at some no restriction exhibition matches, even there one bad play/unlucky rng spawn can result in a 4k).

    Bots won't solve the playerbase issue. Making the game fun will. And currently, there's nothing fun about playing survivor if you aren't doing it with friends.

    Actually, I'm wondering if DBD will move to become PVE focused if it can't stop this trend? The bots currently are pretty bad and while I personally wouldn't mind playing with/against bots if they were decent enough, the people that are in charge of writing their behavior are the same folks that thought escape/kill=big number, which gets ignored anyways, because que times must be sub 5 seconds.

    If there's one thing I have to admire BHVR for, it's their determination to torpedo their own flagship no matter how hard the players want to enjoy it.

    They did the same with Deathgarden. They literally did the same thing there: they overbuffed the Hunter role based on ‘player feedback’ so much that people stopped playing survivor, and then they didn’t have enough people queueing in as survivor to support reasonable queue times. They eventually just shut down the game servers.

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