Ayodam
Ayodam
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Same as it was. All of the things you’ve mentioned are still prevalent.
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@HugTechLover said:
Survivor spawns make a huge impact in how a game goes.
I’m a firm believer survivors should at basekit, all spawn together and have to split off if they choose.
When you have 4 survivors all spawn on different gens off rip, you can have a tough time keeping up.
Talk about a massive buff for lethal pursuer.
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Other assym games have somehow managed to avoid camping/tunneling/slugging scenarios. They don’t allow one player to hijack the gaming experience of other players. BHVR doesn’t need to reinvent the wheel here.
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@Annso_x said:
When survivors spent time healing and brought second chance perks y'all complained until it got nerfed.
Now that being in chase is simply not worth it and survivors just do their objective y'all still complain.
And even when survivors throw the game to focus only on killer interaction they're a 'bully squad' so you keep complaining.
And btw isn't it weird how when killers get 4ks at 5gens it's just 'gg wp' but when survivors get 4E with 3 hooks it's OP and the balance is broken ?
It just sounds like what you guys is want is for survivors to be just good enough that you feel like you earned your win without them actually having any chance at winning. Just play against bots or something.
QFT.
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I don’t play as often anymore but I’ve seen more of the Singularity than the Skull Merchant. To date I’ve seen three SMs, yet around 4 Singularities.
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@I_am_Negan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459486#Comment_3459486
Ok, confused on the pointless reply.
But whatever
Just another edgey mcedgerson of edgerton lane being an edge lord. Disregard. Lol
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Are players still complaining about Wesker? He’s pretty good but I haven’t really seen any grumbling about him lately. Normally it’s just Nurse/Blight & the odd Spirit whom I see complaints on.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458972#Comment_3458972
Nowhere to Hide has a range and is countered by Distortion, not to mention if you notice the killer coming toward you immediately
Superior Anatomy requires a vault within 8 meters and works best as a mindgame tool and then deactivates for 30 seconds
Hubris is only viable on some killers and a Spirit Fury build, or getting hit by an unsafe pallet with enduring. 20 second cooldown.
MFT is 3% speed for being hurt. Can you see the difference in activation and deactivation?
Yes, MFT requires a health state for activation, putting the survivor in a precarious spot. Boon: Dark Theory provides a 2% haste buff (really a boost to all action speeds minus gens and healing, IIRC) without a need for injury at all.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456563#Comment_3456563
When survivors get good perks they are often really good. Borderline unbalanced good in ways that are easily noticed during PTB by both sides. Killers have went through 3 straight chapters with worthless to lackluster perks that probably aren't slated to receive any changes for quite a while if at all.
The people who are really getting y'all perks preemptively nerfed is dedicated testers and squads who basically only try to push the extreme limits of what can be done with survivor perks lately. Killers are more focused on pushing their powers than perks and considering how bad the perks on that side has been along with underwhelming killer powers there isn't much that needed to be nerfed on that side. No real need to trim out power when you didn't put enough power in to start with.
Nowhere to Hide, Hubris, Superior Anatomy, etc etc. killers often—more than survivors by a wide berth—come out of new chapters with good perks, even after PTB adjustments. It’s disingenuous to say that killers have received poor or lackluster perks in the last several chapters. Survivors have, yes. But not killers. And that’s pretty much always been the case. The last good perk survivors received (prior to MFT) was probably the overtuned CoH. There really hasn’t been anything super good since (again, MFT notwithstanding).
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458115#Comment_3458115
yeah, that's the option, but then there is a second problem - 2 floored maps
Just imagine the situation: It's an endgame, exit gates are already opened (99%), you hooked survivor on the first floor of, for example, Midwich, and camping him, trying to secure a kill. But there are two survivors on the second floor, that just cycle their Reassurances indefenitly, so, camped survivor never dies. It kinda becomes
hatchhook standoff. Whoever moves first, loses in the endAnd even without endgame scenario, on 2 floored maps it was still a problem imo
I dunno about that. Eventually either the survivors attempting to rescue would get hit/downed (depending on the killer), open the gates triggering EGC and if unable to save would need to leave or die to EGC, or simply get the save off and then have to open the gates to trigger EGC creating a scenario where either 1 or 2 happens.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458718#Comment_3458718
Pinky Finger shouldn't even exist to be honest. They nerfed it twice already but problem remains. Unhooking is impossible against this addon.
I didn't mean to say that he doesn't have any strong addons. It's just that overall his addons are not the best. Some good addons and some that are just incomprehensibly bad.
That’s actually my favorite add-on for Clown. I know it seems overpowered but I mean is it any worse than Bubba’s chainsaw or Myers’ T3, or Blight/Nurse/Spirit?
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They’ve always been. Camping and tunneling have been de facto play styles since this game’s creation. To your question, they continue to exist because BHVR allows them.
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@Xernoton said:
Why though? Clown was so much worse before his rework and anything you could do back then you can still do now. They didn't remove anything.
His addons aren't great but he does have some fairly useful ones.
The one that makes his bottles slowdown and expose survivors is really good.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457964#Comment_3457964
Yeah it's so bad that perk can't hold survivors hostage/s
That is the lie killer mains put forth to get the perk nerfed. Then, strangely, they started complaining about survivors giving up on hook. Lol.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457921#Comment_3457921
Uh I doubt that.
Credibility is rather questionable but still, I doubt he is "not so weak" when I see him having 52% kill rates in nightlight, which is like lower 30%.
SB is quite different matter but boon dark theory is extremely limited in range, and it also has same problem as MfT as long as it's in range, so MfT wouldn't really "counter" his power more than dark theory, both would effectively disable one part.
Nightlight doesn’t count console players. The official stats from BHVR do, and have him with a higher KR.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457913#Comment_3457913
And this perk basically disable half (or more because we have more pallet than windows I think) the power, that is already huge enough especially for doctor which is already weak.
Doctor is not so weak. He performs exceptionally well against low to mid survivors, which is where most survivor players fall. IIRC he had around a 55% kill rate last fall. There were several killers below him (though none were below 52%, with I think Trapper right there). I don’t think MFT counters his power anymore than SB or Boon: Dark Theory does. But I’d need to put it to practice myself.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457907#Comment_3457907
Doc's power stops you from dropping pallet, but it doesn't matter when they gain more distance than they lose.
These drawback exist within 100% movement speed in mind, without it game just doesn't work.
Dropping pallets *and* vaulting. The shock denies vaults too. And the Doctor finishes the power animation before the survivor does.
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@DEMONANCE said:
Survivors can have good perks that aren't absolutely busted but bhvr are very extreme with their perk design for the Survivor side. see (dh - coh - old mettle - old ds - old balanced - mft..etc)
if you're unbiased you can see how stupid this perk is, for example singularity will almost always not get value from overclock against a mft Survivor cuz the duration is too low and by the time he catches up overclock is over
another example is doc and huntress and other killers that slow themselves down when using their power. doc almost does not gain any distance on you when using shock therapy making his chase power almost useless.
knight guards can be easily outran more than they already are.
or artist which requires precise timing and prediction on crow hits but against mft crows are more easily avoidable than they are now. you can see a negative impact from mft on pretty much every killer power except the ones who are already S tier (nurse - blight - spirit).
and let's not talk about m1 killers those suffer the most.
Can’t Doc’s power stop you from vaulting and throwing pallets though? I’d guess that is why he slows down when doing it. Survivors need some way to possibly avoid immediately being downed by him. Same with Huntress who can quickly launch projectiles (tbh the speed/distance doesn’t really matter much to her). These drawbacks exist within the killers so survivors have a chance at surviving against them.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457449#Comment_3457449
I have not seen that. If you would be so kind, please show me a few of the more recent discussions about SB. I find it hard to believe that I missed this because I'm quite active on the forums. Of course there is always the odd one out who believes anything their opponent has is overpowered but really the last time I've seen a discussion about SB was about how well it measured up against DH. And most people agreed that SB is fine and by far not as ludicrous as DH used to be. Annoying and very strong? Yes. But definitely not overpowered.
Also, please stop making this about killer player entitlement. This is not a one sided issue. There have been just as many complaints about killer perks (for a while it even matched DH complaints). I reckon the only reason we don't see many complaints about killer perks right now is because the last few nerfs to these perks all ended up killing whatever meta BHVR introduced. OverBrine and Eruption are good examples of this. So at least for now there isn't really one perk that sticks out for killers. Although that might change soon, who knows?
There will always be complaints about the strongest things in the game, no matter how strong or weak they might be. But I think that most of us here, would agree that SB is fine.
There’s actually one on the front page now. Here:
@whickedchainsaw said:
100%. Give me Made For This all day. Lithe and Sprint Burst is so annoying to play against.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443805#Comment_3443805
I might add more later, if I feel like it. I’m pretty busy right now.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457499#Comment_3457499
You're still missing the point, and this isn't about SB in the first place. The general consensus about SB is it's fair because it's got a cooldown, can easily be misused and people who want to save it have to hold a 1 second exhaust or walk everywhere. MFT only requires being hurt which good players learn to play around already.
I’m not missing the point. You actually inserted yourself into a discussion without reading through it. If you had, you might have known my comment referencing SB was in response to someone else specifically saying they believe the perk is fine, as a killer-main, and me asking why they believe so many killer mains on this forum complain about it. Stay out of the koolaid if you don’t know the flavor. 🤷♀️
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457449#Comment_3457449
I frequent forums quite a bit and barely see anything about SB, more killers think it's fair than not, at least compared to old DH.
MFT itself is a problem, no perk on either side should have easily accessible haste, period. This game's balance is far too fragile for it. Machine Learning has a heavy set of instructions to follow to activate, Play With Your Food loses tokens on hit, and heck I can agree on letting NOED not grant it but it at least has the excuse of being a Hex that can be cleansed/preemptively stopped by doing bones. MFT? Just get hurt and as long as you know how to loop and hold W you win against M1 killers, especially the slower ones.
Oh, how interesting. I’m here quite often too and see a multitude use of complaints about SB. I might go and just collect links to those topics so you can read them since you’ve seemingly missed them.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456982#Comment_3456982
There is one big issue you overlooked. And that is likely why you believe all complaints about survivor perks are about their actual strength.
Picture this: The killer loses the game and is then rewarded with extra speed and permanent exposed status on survivors as long as a hex totem that only activated after the gens were finished remains (noed). Seems like a pretty stupid perk, right? Well, that's because it is! And yes, you see a lot of hate for noed as well. It's not overpowered but it's one of these perks nobody likes to play against.
The problem is not about the perk's actual strength (at least not completely) but how you activate a perk with such a strong effect and its restrictions. Noed is activated once the exit gates are powered. Made For This is activated once a survivor is injured. See the pattern here? The survivors / killer make the right play and get punished for that with no further restrictions or conditions to activate the perk. How is that acceptable? This is the main difference between Made For This and Dark Theory, which has a good effect but is so heavily restricted that it's basically useless (though these restrictions cannot easily be loosened without making the perk unfair).
Gen progression is a concept that should not be altered by perks at all. You either get something like Prove Thyself, Resilience, Deja Vu etc. (basically perks that will acitvate without you really doing anything for them and therefore becoming problematic) or Overzealous and Potential Energy (good perks but so heavily restricted, that they mostly fail to work in solo queue). Besides, we already have a problem with survivor efficiency but to explain that issue I'd need an entire thread. So I'll keep it short. A killer will not be able to reach the efficiency of survivors that just sit on different gens (or rush with Prove) without resorting to camping, tunneling and slugging because finding a survivor, chasing, hitting, downing and hooking them takes way longer than to repair gens (do the maths, you'll see what I mean).
Health states are not overpowered as long as they come with some restrictions. That was not the case with medkits and CoH, that allowed survivors to heal 4 injuries way quicker than a killer could ever hope to inflict even 1. The math doesn't work out here and shows why you cannot have every survivor be 100% efficient on their own. It again means a killer has no way to compete.
Haste is not an overpowered concept on itself as long as it has the right restrictions. Hope was pretty universally approved to be a good perk but not overpowered. Because it actually requires the survivors to do something to activate it just like Dark Theory (although admittedly that perk is too restricted). This is not the case with Made For This.
I have not seen anyone say something like "Aura reading is overpowered, pls nerf." yet. Not once. If you are referring to old Object of Obsession, I would advise you to watch some videos from that time. It really was that ridiculous. Wiretap on the other hand is a great perk, that unfortunately screws some killers way more than others (especially killers that already struggle). But I would argue it's not overpowered either.
I also have not seen anyone stating aura denial is overpowered. It is simply not the nicest thing to run. And what I have seen killer players state is something among the lines of: "Well, if I can't see your aura, I'll go for someone whose aura I can see, which basically makes me focus other survivors more increasing the odds of me tunneling." Again, not overpowered but an effect that encourages unhealthy gameplay.
End Game perks are not overpowered either. Because all of them have restrictions. No Way Out requires the killer to get hooks on different survivors to get useful, noed can be cleansed is even highlighted, Hope requires survivors to finish all 5 gens and at least 1 survivor to play with only 3 perks up until that point and Blood Warden requires the killer to get a hook while the exit gates are open and at least 2 survivors remain in the trial to do anything. What, if you removed the restrictions from Blood Warden? That would make this perk rather stupid and arguably overpowered because it basically guarantees kills.
A fine perk in my opinion is SB. It's a perk that requires you to be mindful of managing your exhaustion, can backfire when you use it prematurely (you literally waste your exhaustion and risk getting caught without it later on) and it has some counters but is also strong enough to still be viable and good. Also, it is a perk that is pretty strong on it's own but doesn't have great synergy with a lot of perks (besides Vigil), which prevents many unfair scenarios from happening.
Sorry for the lengthy post but this is quite a complex issue.
I just want to say that there are over a dozen complaint threads circulating about Sprint Burst being ‘OP.’ Now prior to DH receiving its most recent nerf I don't recall seeing anyone complain about SB, Lithe, or any other exhaustion perk (except the occasional gripe about Head On being annoying). So if we use these complaints by killer mains, then SB is now suddenly overpowered. Do you think it’s a coincidence killer mains are saying this now?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456590#Comment_3456590
I can exaggerate as well. I do not want to play 5 minute killer games.
He isn’t exaggerating. Mandy said on the forums that games were going 45 minutes to an hour / until the servers kicked the game.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456931#Comment_3456931
Youre getting bodyblocked? I cant even load into a match without some one DCing
You cant load into a match without a DC? I don’t even boot up the game anymore.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456858#Comment_3456858
You can prevent blood lust really easily with the amount of pallets maps have and you can shift tech it. More reliable ways to extend chase time than a killer vs MFT.
You need to stun a killer with a pallet to disrupt bloodlust (not prevent it, it can’t be prevented). And the easiest counter to that is just respecting. Lol. I can’t remember the last time I was stunned with a pallet unless I allowed it (farming).
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456669#Comment_3456669
"Allow me to name some unpopular/off-meta perks"
But okay. Recent chapters. Let's do some comparison for perks that are meta from this year's chapters.
Last Transmission
Survivor - Made for This
Killer - Nothing. (Don't tell me Forced Hes is a meta perk)
Tools of Torment
I don't think anyone got anything out of this...
Forged in Fog
Killers - Nowhere to Hide? It's fallen out a bit since the gen kick meta nerfs. But let's count it.
RE2
Survivors - Reassurance (and Hyperfocus but that's difficult to use)
Killers - Nothing. In fact, one of the perks got nerfed from PTB.
So killers got 1 perk that had its value diminished with a meta shift, and survivors have gotten 2-3. depending on your PoV.
Reassurance isn’t META or even popular. I rarely see it. And Kinship is better. Next?
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456815#Comment_3456815
Blood lust really isnt a comparison mechanic.
Why isn’t it?
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@GrimReaperJr1232 said:
Can't have good perks? Allow me to name some unpopular/off-meta perks
- Inner Strength/Inner Healing
- Botany Knowledge (Or Desperate Measures if you don't like the medkit debuff)
- We'll Make It
- No One Left Behind
- Soul Guard
- Tenacity
- Quick and Quiet
- Hyperfocus
- Fogwise
- Distortion
- Deja Vu
- CoH is still good
- Any Means
- Alert
- Borrowed Time (not needed, but it's still amazing if the killer tries to outwait the base 10 seconds)
- Dark Sense
- Detective's Hunch
- Troubleshooter
- Built to Last
OP’s point is that in the last several survivors haven’t received good perks. A lot of the perks you’ve mentioned (that are good; most are situationally average at best) are older perks that have been grandfathered in. I think you really reached with that list too because not a single one of those perks is META.
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@lav3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456652#Comment_3456652
And gives 9% healing,unhook, vault, opening exit gate, cleanse/bless speed.
Even if it saves 7 seconds of repairing generator, it is huge imo.
Overzealous grants 10% repair bonus, while Resilience giving 9% speed bonus to almost every interaction seems overkill to me.
It requires you to be injured while performing any of those actions. That’s a very vulnerable state to be in, given how loud injured survivors are. It’s not like they’re easy to ignore. Well, not unless you’re a bad killer.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456613#Comment_3456613
Just like I said these perk being unused is not because they are bad,is becasue survivor has too many perk can used.
In the other hand, Perk like Deadlock that nobody used it before can be in meta now just showed how pathtic killer's meta right now.
Deadlock has always been a popular perk.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456580#Comment_3456580
Non of these perks are close to being meta. And most of them are garbage. That's why you are not seeing them in trials so much. Because they have a lot pointless weaknesses.
Reassurance, Fogwise and Hyperfocus are the only good perks (B-tier max) but even they are not great.
Reassurance isn’t good. With camping situations you basically sacrifice a health state to buy a teammate 16 additional seconds on the hook. It’s not worth it. Kinship is better and no one thinks that is a good perk. Hyperfocus only brings value if you have a full build devoted to it. I like Fogwise but it is outclassed by other aura-reading perks. It’s only reliable if you run it in a build that’s dedicated to getting great skillchecks on gens. The rest of the perks he named are pretty bad. More weaknesses than benefits. These killer mains have a low bar for what makes a survivor perk ‘good’ because they don’t want survivors to have good perks. That’s why every one of the perks they listed have extremely low usage rates.
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Well, you aren’t wrong. Survivors always tend to come up short with perks in new chapters.
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@Pulsar said:
Alright.
if you feel that way, go for it, I suppose.
Not sure why this needed an announcement tbh
Because they wanted to whine about Gen speeds in what they believed was a cheeky, subversive way. Like you know how when edgelords believe they’re being clever or edgy or whatever? It’s giving that. And it’s also why they snapped at you.
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@tkwmm said:
After boon COH rework and medkit nerf (Hag Buffed)
All people can interact with trap + New perk Made For This hugely affect its lunge and chase (Hag Nerfed)
Conclusion, if you still able to keep everyone injured, you should have the game. Otherwise, just accept the 3/4 escape from survivor.
Made for This doesn’t affect Hag traps. You still take the hit.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455319#Comment_3455319
It does matter, because seeing survivor and seeing crows are actually different things.
It just doesn't matter for movement speed, this game has a lot of asymmetrical aspect but movement speed modifier is not the one.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455599#Comment_3455599
It still gives survivors 20% more distance to reach tiles, it's fairly strong when you consider you can use it all the time unlike sprint burst that only activates on start.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455633#Comment_3455633
...that doesn't seems to be that bad neither? like killers can stop using regression perks and just go for full slug/chase build.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455617#Comment_3455617
Except bloodlust is literally a compensation for near infinites that is basically impossible to catch up with 4.6 and probably for the hitbox difference too, then it will go away on every pallet break or losing los or using killer powers or hitting survivors, in normal circumstances it just can't be stacked up.
Yeah in some tiles killers can abuse this, but then taking 35 seconds for a hit in a tile is basically a way to lose the game.
Infinites don’t exist anymore and Bloodlust was in fact supposed to be removed along with them; it was a temporary measure. So it’s not a compensation anymore, really. Rovend’s point stands.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454603#Comment_3454603
Wut?how could you get your conclusion?
I don't really want to bring this to killer vs survivor.
But as a both sides player.
This perk just too ridiculous.
And if you really care about not faver one side.
Then survivor should not get 2 op perk in one patch when killer get trash perks.
You can’t be a ‘both sides’ player. How many chapters have dropped with killers receiving 1-3 solid perks and survivors receiving… well, trash or subpar perks? Like, four in the last year, right?
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453899#Comment_3453899
Thats barely even a requirement.
But it means it can’t readily stack with any other survivor speed perks (maybe Dark Theory? Not sure).
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@xerox8521 said:
I honestly do not understand the reason why this was changed. I never saw anyone complaining about pinhead bringing Franklin's for the box. This seems like a change for the sake of change. Franklin's got nerfed without any reason.
People definitely complained about Pinhead doing that. Lol. It was a major part of his playstyle & it made him very oppressive.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452378#Comment_3452378
Yeah and reassurance is still very powerful despite it only being ables to activate once per survivor.
You need to stop.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452538#Comment_3452538
tbf getting a "meta defining" perk sounds scary to me because the last one was coh as many mentioned above, and the dreaded eruption buff on the killer side. don't get me wrong, as an exhaustion perks disliker this perk is going to be basekit for me and as killer we got pgtw back so i'm happy. but those perks i named aren't irrelevant at all.
Some of them are. I don’t think I’ve seen Wiretap more than twice in the last 20 games I’ve played and one of those times I ran it. It’s not META, it has the easiest counter of all. It’s literally what killers do. And I haven’t really seen Fogwise although I personally like it. But it isn’t META either. Just because a perk seems ‘good’ doesn’t make it META. There are perks that do what both Fogwise & Wiretap do but better. Background Player is the worst exhaustion perk—even moreso than Head On and Smash Hit.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451995#Comment_3451995
NightLight, my bad
True, it is only a minority of people, nevertheless it is a significant sample and, currently, the only source of data that is available
If the perk usage part can be accurate, the kill rate part can also be accurate and, as long the official statistics remains a secrets, this site is the only way to get a fairly accurate idea of the situation
It’s not a significant sample. Most DBD players are console IIRC and Nightlight doesn’t include console player data at all.
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It’s camping for sure. And you don’t need to apologize for it. You did what you did. In a few weeks you won’t really be able to do that again. 🤷♀️
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Good Bubba, but… my question is why are you the only person on death hook?
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Ironically I find that ‘weaker’ killers camp less than the stronger ones. And the ‘weaker’ killers do fine in my matches.
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@CorvusCorax86 said:
"As a killer, MMR works great; if I get stomped a bunch, and my MMR drops, then the game gets easier because I get lower MMR survivors, and I can bring my MMR back up again. But as a survivor, my MMR depends on how good my team is, and the more it drops, the worse my team is."
Don't you get hatch escapes? Is it considered a win or a draw if you escape via the hatch?
Try different parts of the day. Even with low MMR late in the evening I find myself in a lobby with pres 100 players and they do play better than the average. And better I do not mean faster genspeeds but smart way of approaching a hook to save or long loops / chases with the killer.
Hatch escapes don’t raise MMR.
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@solarjin1 said:
Solid balance perk. They should really consider putting a cap on haste and healing speed on the survivor side tho.
Healing speeds were just nerfed. You think they need to be nerfed again?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450562#Comment_3450562
Totems are the secondary objective, and always have been. (So are healing and unhooking, technically... And healing just got less efficient no matter how survivors do it)
Hexes aren't popular, even though a devour totem can do exactly what most killers want: the game completely stops to go hunt for that totem at 3+ stacks.
Boons were also a secondary objective.
What most people seem to mean when they say 'secondary objective' is just slowdown: 'a mandatory action other than gens that provides literally no benefit and requires no additional killer resources'.
It’s exactly what people mean. They want survivors off gens so it’s easier to win the match. “Secondary objectives” are just passive slowdown for killers so they can 4K.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450568#Comment_3450568
Imagine thinking ranks mean anything at all.
But, if you insist. I've been Rank 1 every month since late 2018. I've competed in scrim nights and a couple of smaller tournaments as Killer. I've beaten the top Xbox Survivors and I think I'm around #10 in most Kills on Xbox.
The Killer experience is fine. Most issues people have come down to bad matchmaking and ultimately, skill issues. That's not their fault, as the MM shouldn't be putting them against those people.
Also, calling people X mains because you disagree with them is an extremely childish response.
I’d add that sometimes killers artificially inflate their MMR by camping & tunneling survivors who are at their skill level. MMR is gonna perceive that these players are strong enough to face more efficient teams and assign matches accordingly. They might also damage matchmaking through lobby dodging. Not saying OP has done any of these things (I don’t know), but it’s not always that matchmaking by itself just fails.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450547#Comment_3450547
I try to but playing killer isn't good and survivor is more roll of some bad weighted dice mostly getting a SWF that end up screwing me over because they get killed or DC at the very start.
The only advice I can give you to somewhat enjoy your survivor games is to find a SWF. You’ll at least have consistently there.
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Very strange. MMR takes about 5-10 games (losses) as killer to drop. But it’s always going to prioritize availability. If there aren’t weaker survivors playing, you’ll be paired with stronger players. It’s why killers clamoring for survivors to be needed often comes back to bite them: the nerfs don’t really harm SWF, just solo queue. And solo queue players are at least uncoordinated & at best mediocre. My advice is that you just enjoy the game as best you can.