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Ayodam

Ayodam

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Ayodam
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  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379671#Comment_3379671

    They 100% will need to nerf camping before this patch goes live. At least in my opinion. I am hopeful they will do so.

    Do you think you as a survivor would have enough time to heal up & save a camped survivor?

  • Doesn’t Pinhead have the highest kill percentage tho?

  • Bait them with Sprint Burst.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384343#Comment_3384343

    This is the issue. Low mmr games and high mmr games already have a pretty clear split. Solo q and weak teams get rofl stomped by killers and high mmr swfs dominate because they genrush so effectively.

    Nerfing healing makes low mmr surv so much weaker while not affecting high mmr much. And nerfing regression likewise won't affect low mmr because survs never get gens done anyway, but high mmr killers will suffer so hard because they'll have no viable way to keep up with gen speeds unless they run all the regression under the sun.

    That split is just being made wider. So experience will just be miserable for mid/experienced killers and worse for brand new survs, who arguably are the most important group of players because they're extremely important for the growth/stability of the game.

    I feel like what’ll happen is kill rates reach 68%-70% largely because of solo queue and lower-ranked survivors, and then killers are going to be severely nerfed. Then killer mains will complain about how that role was nerfed.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384474#Comment_3384474

    If you bring the absolute cases that an early death game, which is already lose to survviors, yes. Or some 3 remaining who are extremely good might pull it off, yes.

    But there are alot of gray between those. 2 Healings adding 16sec for each survivors. That is a huge game changing in late game where a chased survivor just down and other 2 either power the Gate or still on the last Gen.

    I just don’t think you’ll see more survivors making it to gates with these healing nerfs. They’re struggling with it now, at least in solo queue.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384470#Comment_3384470

    Umm, you are downplaying the situations teams can make late game with exponential. Calling the perk weak is laughable. Hurry, go snuff the boon at the top of iron works while everyone gets up and walks out the gates.

    What's the counterplay to CoH? It's not even CoH, boons placed in even moderately correct places will always be more efficient for survivor regardless of what the killer does. You will never walk into a zone with no gens to snuff a boon ever. If you lose someone in chase to shadowstep, even if you go snuff the boon you lost out more as killer. If you go snuff expo, everyone who was on the ground is up. Assuming the boon was played around decently. I would never take into account players who don't think too much while playing or simply are not good/don't have game sense when talking about anything in any video game.

    Also, survivor was still weak before CoH? Solo queue? Sure. Including all of survivor is quite something. What does 53% kill rate mean? What justification did it give your argument? If solo queue was weak before and survivors were still giving up on hook and doing challenges/messing around with their friends, are we sure it wouldn't have been 42% with everyone trying to win? Kill rates within a decent margin might give an indication at best of what's going on but they don't mean much besides that. Blight and Nurse not being the best killers by win rate shows how weak these stats are. Nurse takes 2 days to start stomping 90% of players if you have some talent. Blight might have the highest skill ceiling in the game but you can still get around the map better than anyone and at worst run c33 and be a wayyyy better nemesis/billy. Also let's not forget how low mmr gameplay will always heavily favor killers, it's way easier to m1 someone who doesn't know the first thing about looping than it is to run a killer early on as a survivor.

    Honestly the most intense game I have ever seen in dbd was lilith on blight with nothing besides shadowborne spending 20 min playing tug of war with a 4 man swf with expo. Expo in shack on Thompson house covering 25% of the map, the only thing he had was a 1k but the team wanted the 4 man out and eventually they got it. But that's what happens when a perk like expo is played around correctly at the right time, it turns a 3k into a 0k. The obvious advantage of expo over unbreakable is the fact that it's infinite, if the killer has no time to snuff then the perk is simply better.

    While Swfs can obviously play around perks better than anyone, 3-4 good players can easily look like a swf. The fact is good players are few and far between and amazing players are near non-existent.

    I’m not reading your dissertation lmao

  • I mean tbh even now with an early death the game is generally going to be a wash for survivors, so that hasn’t really changed. After the update I personally would not prioritize gens with 3 survivors left unless there were only like 2 gens remaining. 3 remaining is incredibly risky but some might pull it off. And people saying survivors should use those weak alternative healing perks (Botany Knowledge, Autodidact, etc) are obviously misdirecting. Survivors should run perks that decrease Gen completion time because pushing gens is still going to be more efficient than trying to coordinate altruistic healing. Also more survivors are going to play for hatch so they’re not even gonna try to heal one another, as they become adversaries in a way.

  • @Sava18 said:

    Man. Solo survivor must have been an auto loss before CoH. At least that's how some of the comments about it make me feel.

    It's almost like boons have no real counterplay for killers. CoH, had no counter play and a smart team in the right scenario can make exponential carry them all out the exit gates late game. Just because shadowstep is situational and dark theory doesn't exist doesn't mean boons are fair in any regard.

    I mean the only boon worth its salt was CoH, and that did have counterplay. The remaining boons are too situational, weak, and just outclassed by more versatile alternatives (Lucky Break vs Shadow Step, Unbreakable vs Exponential, Resilience vs Dark Theory). To your sarcasm, yes survivor was still weak before boons—especially solo queue. Kill rate was like 53% which meant more killers ‘won’ than lost.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383830#Comment_3383830

    The medkits that are sure-fired to grant only one heal per game?

    Bold of you to assume killers won’t foil that guaranteed one-heal-per-match by running Franklin’s. Bold.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379244#Comment_3379244

    Not quite. Gens are 90 seconds, tier 3 self care vs Sloppy takes 80 something

    That isn’t good, Karu. I’m sure if you saw a survivor using an 80-second Selfcare you’d wonder why they weren’t just on a generator. Especially if you tried healing them and they continue to use their Self-care.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381695#Comment_3381695

    Yea except that is factually wrong. Botany completely counters the healing changes alone. 40 seconds to gen efficiency vs having another health state in chase is 100% worse. That is also assuming the killer is running mangled which I would expect them to. BT is literally one of the best survivor perk next patch. 20 seconds of efficiency staved of for every heal. Prove was only 14 and was only 1-2 times per match.

    No, Botany Knowledge will not negate the healing time increases. If you wanted to make that point you’d have had better luck presenting Inner Healing as an alternative. And you’d still be wrong. Lol.

  • @BlackRabies said:

    Also with the changes to medkits now having 24 charges across all of them, if the killer brings Franklin Demise just need to tap them to make the med kit useless.

    I can't remember was it 16 or 24 charges to fully heal yourself with a medkit?

    16 for a full heal.

  • @DBDVulture said:

    Self care already got nerfed with a slower healing speed. This patch seems to be addressing what survivors have asked for since DBD launched : a second objective to make the game interesting.

    When you are full health against most killers you do not feel threatened because maps are pretty safe and you have to be attacked twice. Since heals are the new second objective designed to "waste time" for survivors there should be no difference in the heal changes. We already have perks like Autodidact and We'll make it that massively speed up healing other people.

    If you want to heal other people faster then bring those perks.

    Killers wanted survivors to have a second objective. And oddly, this update is going to minimize the one survivors had (totems). Healing isn’t an objective; survival is. And what you’ll see are more survivors pushing gens.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381565#Comment_3381565

    How so? I can run bond, We'll make it, Botany Knowledge, and OTR and have a easier time next patch compared to this one. Gen regression perks are trash and WMI+BT make the healing changes a joke. Throw in the best soloq info perk bond which is buffed again next patch and soloq survivor looks to be big chillin.

    If you came to me for healing I would not heal you. I’d point to a gen to tell you to go do that. Because even with your full build dedicated to healing, it’s still more efficient for survivors to work on gens than worry about healing.

  • @Nazzzak said:

    Nah see now if you're in solo queue you can just go stand in the boon area and wait for who knows how long in the hopes that someone will run across the map to give you a heal (jk it's dead)

    True but it’s still good for SWF. I don’t really understand why any survivor still plays solo queue. Lol. You aren’t going to win.

  • @Sava18 said:

    Exponential continues to be an under rated perk.

    I don’t see slugging that often but when I do I find Unbreakable is way more versatile. And hardly anyone runs that. I can’t see people getting much value out of Exponential. I rarely do, personally.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351484#Comment_3351484

    I would argue that the BT basekit changes have definitely helped. They sure as hell haven't nerfed tunneling enough, but it definitely helped. Off the Record as well is a nice help against tunneling. But it' so frustrating that DS still hasn't been buffed back to 5 seconds stun duration.

    I would also argue that the solo queue buffs certainly have helped survivor, and have made killer, on average, slightly more challenging again. Certainly not the big difference that some people claim it has made, but it has made an impact for sure. This is also noticeable through queue times, which have become longer for survivor again.

    I do agree that tunneling and camping need to be nerfed, there is no way around that. If you buff killers in other ways, making their fair playstyle more viable, tunneling and camping need to be nerfed as well, otherwise there will always be people that will resort to those tactics because they give them easy wins.

    In the end we need both. We need nerfs to tunneling and camping, and buffs to killers fair playstyle. The most optimal way to do this is to balance maps properly, right now the game still has a lot of survivor sided maps. Though some early game slowdown would also work, however it would still require map balance, but now BHVR would have to look into both maps that would still be survivor sided, and maps that would become killer sided. Personally, I just hope BHVR starts looking at all their unbalanced maps and makes them fairer. And then, while doing so, they also need to implement more nerfs to tunneling and camping.

    Only nerfs to camping and tunneling without compensation for killer wouldn't work though, I am positive, considering queue times. Survvor queue times would become insufferable I fear.

    Tbh I think maps are largely why the survivor’s escape rate is at 38%. “Rebalancing maps” which is a buzz phrase for making them more convenient for killers always harms survivors.

  • @Seraphor said:

    I admit I tend to bias slightly towards killer, but generally I have a fairly balanced view, and have been accused of being a Survivor Main™ on many occasions.

    That said, I notice a significant difference in the attitudes of those who do seem to identify as a Survivor/Killer Main™...

    Killers mains after killer nerfs: "Oh well, guess we put up with the same ######### for another 3-4 months. Game is survivor sided as always."

    Survivor mains after survivor nerfs: REEEEEEEEEEEEEEEEEEE *throws tantrum* "I'M QUITTING FOR REAL THIS TIME"

    Your perspective isn’t balanced. Lol. The second half of your statement demonstrates that effortlessly. You’re a biased killer main like every other BKM in this forum & everywhere else BHVR has a forum presence. Same talking points, same deceptive “but I’m objective” caveats, all of it. At least be honest, Seraphor. Especially when people can see the truth.

  • No one is really talking about how the change to healing buffs camping, which is something BHVR has said they’re trying to avoid. Lol. Kudos to you for pointing that out, OP.

  • @TigerSnake said:

    Overall, I’m excited and happy for the new changes, but I am worried that gen rushing may become even worse with all the good regression perks nerfed.

    It will and it should. What else are survivors going to do—spend minutes trying to heal themselves?

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379173#Comment_3379173

    Normal people do not call this game survivor or killer sided. Because it is neither.

    To be fair, I thought only medkits got nerfed, and not healing in general. But we'll see how that plays out. After the hud icon buffs that survivors got, killers needed a bit of something. Not sure if this is the right way to do things though.

    Still, survivors have more than enough to work with. They still have a lot of good perks, clearly, so again, I do not understand how one would assume that killer queue times would go up to 20 minutes. Probably won't lol.

    Also, Wraith has more counter besides lightburn? Like what the hell? And Nurse is op, with or without Lightburn. That shouldn't be the only counterplay a killer has. Nurse needs to be further looked into.

    1.) Killers received a lot with patch 6.1 & its subsequent patches up to the patch with the HUD update; the largest of these gifts being how survivors were nerfed in every conceivable way (they screamed longer/were louder although I know this was supposed to be reversed, they gained less distance from being hit, lost more natural progress from untapped gens, had most of their meta perks nerfed, etc). That was killers receiving something in exchange for the HUD icon update. And the HUD change was just to help solo queue feel like less of a crapshoot, something the devs talked about for years—unlike the stuff in patch 6.1 which was unexpected.

    2.) Survivors actually don’t have “many good perks,” they have a current meta of around 9 perks that are consistently valuable. This is why you see survivors running the same perks in any serious or competent games they play. Meme builds don’t count. Killers have much more perk variety than survivors & can combo weak perks with stronger perks far more efficiently.

    3.) Pre-dropping and mind-gaming loops aren’t specific counters to Wraith. Those are pretty much the counter to most killers on the roster. The Wraith’s “counter” was technically meant to be lightburn.

    3.5) Nurse is fine, she’ll be even better after this patch.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379121#Comment_3379121

    Killer queues didn't hit 20 minutes after the 6.1.0 which was also a patch people cried made survivor unplayable. Plus it's not like Killers didn't get any nerfs here either as several popular regression perks got hit.

    Actually killer queues for me were pretty long, sometimes 12 minutes. And I wasn’t the only person experiencing that. Maybe it depended on where you were but they were long & sometimes it took a while to fill lobbies as survivor too.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379823#Comment_3379823

    The healing speed nerf won't encourage people to group up. It's a sledgehammer nerf that makes healing a gigantic waste of time. The only thing it will do is signal to every survivor that gen progress is the only thing worth doing.

    2 injured survivors, with no perks involved, will heal each other in 48 seconds. Those same 2 survivors could inefficiently finish a single gen together in 53 seconds. It's even more efficient for them to split up, since they each finish half a gen in 45 seconds separated.

    Which do you think is going to actually happen?

    Survivors will still try to heal. Now, they’ll be easier prey for killers. Maybe the kill rate will finally reach 75%.

  • This is basically Old Freddy healing but like applied to everyone. And that was devastatingly nerfed. I don’t see these changes sticking through PTB.

  • Isn’t CoH just Botany in Boon form now?

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378584#Comment_3378584

    The counterplay to DS really was just leaving the survivor slugged

    What do people think would happen if basekit DS was added? I thought people complained enough about slugging, let's add a reason to do it to everyone. Let me guess, then add basekit Unbreakable so that the slugging doesn't work anymore? Then what?

    I don’t see slugging often personally but I couldn’t care less if DS was made basekit. Basekit BT did jack-all to stop tunneling and killer mains insisted it would.

  • Why can’t things just remain the way they are? Giving survivors more to do or slowing them down isn’t going to stop tunneling—that’s madness. So rather than trying to change things & inevitably making them worse, it’s best if tunneling is left in this semi-tolerable state.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378528#Comment_3378528

    If you fall for that trick more than once, you are the one making a mistake and you deserve to get punished for it. If someone tries to DS bait you, just leave them slugged and they lose more than they gain. DS was not abusable opposite a competent killer. I've only been hit by DS -once-, and it was 100% my own fault.

    The fact that DS made killers afraid of downing a survivor and attempting to hook them, the most basic gameplay loop of killer, says a lot about how stupid a perk DS was and what kind of garbage gameplay it resulted in. If that's what's being defended, then I'm glad DS is dead. Good riddance.

    Tbf DS didn’t ‘frighten killers’ or whatever you’re on about. The kill rate before its last nerf was like 53% which means the majority of killer players were averaging a 2-3K. The counterplay to DS really was just leaving the survivor slugged and even that had good pressure because unless survivors were pairing DS with unbreakable, they would need help to recover, which meant at least two survivors weren’t on gens. I don’t think DS has been monumental as a perk since its first nerf.

  • @Marik1987 said:

    Suicide on hook is your friend.

    Why would you encourage this?

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377483#Comment_3377483

    Nope. When you look at the combined aggregate of 2 man swf, 3 man swf and 4 man swf it was more than 50% of the player base.

    The way they presented the data was misleading. This is no surprise because their data collection/analysis has always been "Sus".

    https://us.v-cdn.net/6030815/uploads/ZG27JF68N4OP/image.png

    This is not my post but this is straight off their numbers.

    Is that from 2018? Because Peanits released updated stats in 2022 that were more like what I shared.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377452#Comment_3377452

    -"The vast majority of survivors are solo."

    The devs gave us stats saying that is not true. More than 50% of all games are played in a swf of some kind. And that was before tunneling/camping/slugging got real bad; most of my friends only play in a SWF.

    -"Sometimes you just lose because you're not as good as your opponents, and that's okay"

    DBD has god pallets that turn the killer's skill off. Can you imagine if killer had the same thing? Imagine for example if killers stopped having a terror radius for anyone in a SWF.

    DBD has maps that are massively survivor sided; where is the 76% kill rate map? That was something we had in 2016 and now Shelter woods is massively survivor sided. Look at all the most recent maps : Shelter woods rework, Red Forest Rework, Knight map, Garden of Joy - all of those maps are so broken.

    There's about 1 fair map for killer : Wreckers yard.

    No that’s wrong. Your numbers for SWF are off. The stats BHVR released last year had like 60% of survivors as solo and of the remaining 40% over 50% of that was duo, then around 20-30% were 3-man, with less than 15% were full 4-man SWF. 4-man were the rarest SWF and duos were most common, but at the end of the day the stats showed that most survivors were solo queue.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377059#Comment_3377059

    He wasn't playing to win after he tunneled someone out at 5 gens.

    He just wanted to make people miserable afterwards.

    I mean tbf tunneling one person out at 5-gens is an efficient strategy. You can thank BHVR & killer mains for that.

  • @Seraphor said:

    I wouldn't necessarily mind a 2 killer chapter if instead of survivors (we have too many as it is) we got additional Generic survivor perks.

    However killer powers are some of the more complex things to develop, and a mediocre second killer power would be worse than no second killer power.

    Survivors are technically where they make most of their money. From a business standpoint it makes the most sense to release them.

  • Survivors DCing early and survivors being tunneled out at 5 gens (what I see more than DCs). It ends the same.

  • @Ghoste said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374533#Comment_3374533

    At worst, you never get slugged during a match and Exponential does literally nothing. So, F-tier at worst.

    Not only that but you need to go down in the boon’s radius and hope the killer doesn’t hear it & snuff it. CoH is the only boon that’s really good. Shadowstep is OK depending on map RNG. The rest stink.

  • I’ve never seen someone banned for this. And I think BHVR tries to avoid really dealing with it because punishing survivors for hiding from/evading the killer is counterintuitive to their goal of survival. People will say you’re holding the game hostage but tbh there are ways for killers to track survivors (the one I’m specifically thinking of is crows) even when survivors are stealthing.

  • @Entitled_survivor said:

    I wish they did something for that horribly long bubble animation for hooks

    I’d heard that was a glitch. Guess it’s a feature now (killer buff).

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373510#Comment_3373510

    While yes, this also puts things like previous released killers that still haven´t gotten any rework, because the devs wanted to wait and see, into perspective.

    SM should have never been released with the concept of locking down 3 gens. Since its a terribly boring way to play the game.

    3-genning is viable strategy that has a place in this game, just like chase-oriented (anti-loop) and stealth-based killers. Not every killer needs to basically shut survivors down at loops.

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372287#Comment_3372287

    Yes they are there Dev said the looping and 360 were unintended and were going to be removed untell they realized that the player base preferred them.

    360s yes but when did a dev say that looping is a bug? They deftly switched from stealth to chase-based mechanics because that is what more players preferred.

  • The Red Forest maps are good for Ghostface, Wraith, Dredge, Sadako, Pinhead, Trapper, Hag, Nurse, and like a handful of other killers. And it doesn’t render any killer’s power useless, although some killers will have an easier time scoring downs here than others. But tbh that’s true of every map and every killer.

    I don’t personally think it’s great for Blight but Blight is such a great killer he doesn’t really care about one map that really isn’t going to affect his kill rate. Which is over 60%. If you’re that upset with it take survivors to Midwich or Dead Dawg. :) Blight and every other killer does wonderfully there.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372320#Comment_3372320

    It would be considerably too much of a buff to give it completely free usage. Remember that currently, IH requires you to spend 14 seconds on a totem, which basically eats into your self-heal speed. Add the 8 seconds from sitting in the locker and a bit of time for finding both totem and locker and you've got a variable self-heal speed of roughly 25-30 seconds, conditionally a bit better than old self-care.

    But if you removed the totem requirement, that time would dip to probably around 10-15 seconds, which would be very, very fast self-heals. I don't think that would be good for the game.

    Rather, one more solo player buff is that you can see perk load-outs from allied survivors. This'd boost a ton of weaker perks too, like For the People, the new Teamwork perks, Desperate Measures, Deliverance and more. This'd also boost Inner Healing because you'd know when it conflicts with others, others would know when it conflicts with them, and they'd know that if you bolt from the hook and beeline for a locker that you're doing so in order to heal up.

    I feel that seeing perk loadouts from other survivors pre-game just leads to lobby dodging. I know I would do it. And I’m not the only one. If you want to coordinate team-based perks, play with SWF.

  • Kill rate is 63%, no game on this planet punishes players for queuing up with friends. Skill issue on your part. Practice or whatever.

  • If I play solo queue with consideration for the other survivors it’s around 30%. If I play solo queue only thinking about my own escape it’s around 60%. If I play with my SWF it’s around 75%. As killer I 3K around 80%, and 4K maybe 40%. The only killer games I ever have with less than 2K are because I let them all go.

  • @Dustin said:

    The issue is BHVR not making killers that are good in chase. Wesker was probably a prime example of what "mostly" every side enjoys. Strong in chase and active around the map but not oppressive and reliant on a 3 gen. Both sides have options for this killer and you know not every game is going to be the same thing. With Knight and Merch their power and strength is defending areas which narrows every game to knowing you're either going to roll them or the game is going to last 15+ minutes. Realistically the most fun part of the game is the chase.

    If survivors are worried about a 3 gen now because two new killers back to back do the same thing don't be surprised when everyone brings toolboxes to burn through gens to prevent that creating a cycle where people not playing these killers get affected and complain about gen rushing. People are going to bring boxes to avoid a 15 minute game with these killers but because of that it will affect killers who don't do 15 minute games.

    What are killers supposed to do? Play killers who are fun in chase and actually can use a power in chase. Ultimately though it's not a player problem it's a design problem on BHVR's behalf.

    The last four killers released have been anti-loop (Dredge, Wesker, Knight, Skull Merchant to a lesser extent). Dredge and Wesker have really good anti-loop. Tbh Knight does as well with his recent buffs. So it’s a lie that BHVR hasn’t been releasing killers that do well in chase.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368736#Comment_3368736

    It's a map/perk + skill issue though? Like I consistently see people mention the same maps over and over when talking about SM doing a 3 gen. It seems like people are purposefully bringing themselves to those maps as SM because they know it's much less viable if you get a larger map like Torment Creek or Ironworks. Factor in the fact that the meta is 3 gen based anyway and people were literally already complaining about it before SM ever came out and this is very obviously not an issue exclusive to SM she's just the community's favorite punching bag atm.

    People also have zero clue how to play against her as well which is a skill issue. If everyone disarms the drones as soon as she leaves an area she literally cannot keep up her zone and the 3 gen gets broken. This probably is harder on smaller maps but again that's a problem with the map, trying to 3 gen as SM is fairly weak on any average to large sized map against a good team.

    You’re placing too many stipulations on random people (solo queue) to combat an unfair, unfun inherent design (3-Gen). “A good team” requires coordination that solo players don’t intrinsically have. Personally I think it’s refreshing to have killers who specialize not in anti-loop but Gen defense. But I’ve also played a 46 minute match against a Skull Merchant on Garden of Joy who got a 2K (nearly a 3K) from her 3-gen strategy. And disabling the drones wasn’t really enough to prevent that because she becomes stealthy while in the drone’s radius or when they’re disabled or whatever the add-on did. And she’s pretty fast.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368704#Comment_3368704

    So then she's basically just Knight?

    I mean, I guess that's better but idk if Knight is the standard we should shoot for.

    I thought the same thing. The changes suggested here just make her Knight, who also excels at protecting 3-gens. In fact these changes make her better at protecting a 3-Gen, which is fine because it’s obviously what she’s meant to do. But idk why that person presented his changes as if they move her away from that strategy when they do not.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368030#Comment_3368030

    The co-op speed penalty is really weird, as it encourages survivors to split up. But that also makes them harder to pressure, meaning the most efficient strategy on gens is also the safest.

    It should be reversed, with gens taking longer to complete solo, but the same time to complete with 2. (And a little less with 3)

    Agreed. I always find it’s better as a killer to have multiple people on one Gen than survivors scattered across multiple gens.

  • @Omans said:

    As someone who has thousands of hours in each role, I can confidently say that the killer role is SO much better than it has ever been.

    If you face an equally skilled solo queue team? You are favored to win.

    If you face an equally skilled SWF? You have the potential to win if you play 'optimally'.

    Unfortunately, a lot of killer players got so used to being absolutely carried by Eruption, which was an absolutely busted perk. It will take a little time for their MMR to be adjusted back to normal.

    Sure, there are some things that need to be fixed. There shouldn't be 4 medkits or 4 toolboxes in a game. Period. Prove Thyself and similar perks shouldn't give such a big boost to generator speed.

    But honestly, the players still complaining about killer being a 'weak role' need to be completely ignored.

    Prove doesn’t boost Gen speeds; it just removes the penalty of multiple survivors working on a Gen together. Which tbh is a ridiculous handicap to begin with.

  • No. But if she wasn’t so good at 3-genning, I don’t think the ‘infinite’ nature of her drones would seem as much a problem.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367670#Comment_3367670

    Wait, what? They changed that on purpose? I think I'm gonna lose it.

    Shortly after the RPD rework there never were 2 gens in the main room. That only appeared some patches later and now it's literally every game. And in Haddonfield only one gen used to spawn in or outside of Myers' House. The gen in Myers' House could spawn on second floor as well. Also I had never seen the notorious 5 gen on Suffocation Pit up until some time last year (can't remember when exactly). I was 100% certain that this must be a bug.

    What were they thinking?!

    I guess they were thinking it would be easier to spawn gens closer together than to shrink maps (with the exception of RPD, obviously). Tbf not every killer can hold a 3-Gen and survivors can technically try to prevent them with perks (Deja Vu, etc) and teamwork. So that’s the counter.

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