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Ayodam

Ayodam

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Ayodam
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  • @Seraphor said:

    Bye bye mirror myers and ghost face. You will be missed.

    But no, map offerings aren't a problem. Unbalanced maps are a problem, and even then, the majority of those are just players overreacting. Only real problematic maps are Eyrie (getting fixed), Garden of Joy (not massively problematic) and Borgo (jury's still out, I've played this map like 3 times)

    If you could have ended up on the map anyway, why does it matter that an offering was played?

    The real solution is to make map offerings hidden so you can't get triggered by them.

    And if map offerings really are "too powerful" (which I don't agree with) then increase their rarity. Make them very rare, and add in map veto's as an additional uncommon offering.

    Also maps like Midwich, the Crotus Penn maps, and Shelterwoods. Really any map that spawns both exit gates within LOS.

  • I know killers like to say every match is a 4-man SWF seal team 6 and oh god they’re so strong yadayada but what are the actual odds of facing a comp SWF? Less than 5% of all players are top MMR, at least half of them must play killer exclusively. It would just seem super rare to face Ayrun’s team. And he doesn’t do as well when he solo’s (neither does Otz).

  • Well, they buffed Nurse so there’s that.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314847#Comment_3314847

    You do realize the game is designed in a way where the survivors have a risk of having their actions limited. The killer taking advantage of survivors having limited actions to win is not "unskilled".

    It'll be like saying survivors who are currently no being chased working on gens are unskilled, because they are taking advantage of the killer not putting pressure on them to get the objective done.

    I mean technically survivors not in chase who are on gens aren’t showing skill. But like… neither is hook camping. In either situation the player is trying to create a viable path to victory. But survivors don’t just win by m1ing gens, while a killer can quite often snowball by camping one person.

  • Showing perks before matches would lead to lobby dodging, just like showing old ranks did before & showing prestige does now. Showing survivor perks during matches (on pause screens or w/e) is a buff for killers since the game doesn’t actually stop when players “pause” it. Now you’ve got survivors idling to see what perks their teammates have. Yeah, no.

    The 4% chance needs to remain in game. It has perks and items revolving around it, and the last thing survivors need are more useless perks nerfed even more. If people fail to unhook themselves and die oh well. Make a game that players don’t want to quit playing, I guess.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314458#Comment_3314458

    I see "your fun is not my responsibility" here all the time.

    I mean, if DS penalty is harsher, they would just suicide on hook or afk. The best part of it is the time people DC will be less because of waiting.

    It used to confuse me when killers would say that but cry about survivors DCing. I’m sure he’s gonna produce some over explained variant of “it’s different!!11” to rationalize this.

  • So this is giving me buff killer, nerf survivor.

    You did say that solo queue is its own can of worms I guess b/c you didn’t want to seem completely killer sided here. But then every change you proposed hindered solo queue.

    I think I stopped reading around “Yes DS with 2 seconds sucks but if you make it to a pallet you’re good!! See when nerfed survivor perks are still decently used!”

    I have personally seen DS maybe.. twice since it was changed. Every other perk nerfed in 6.1 minus Dead Hard hasn’t seen any play in my games as killer or survivor. I doubt you’ve seen them either.

    Yeah. If you want killers buffed just say that.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360541/what-s-happening-to-dbd

    Yeah, it can be frustrating sometimes - but a few things.

    • Unhooking dispels that guard.
    • Camping and tunneling are less rewarding than they've been in recent memory.
    • What changes?

    It's also no less annoying from the other side at times - super sweaty SWFs who will go out of their way to make sure that nobody benefits from that flan you brought out of sheer spite.

    This causes killers to become less likely to play chill, which in turn causes other survivors to be nasty and on and on it goes.

    Unfortunately, BHVR have a...bit of an odd attitude towards toxicity, in that you can do anything short of dropping racial slurs and be fine.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313967#Comment_3313967

    That 60% winrate is bogus.

    Think of it this way.

    I see a quitter in maybe 1/3 of my games as killer, and I play chill. Some are DCs, but more than half are hook suicides.

    SWF escapes more than solos - around 15%. So let's be conservative and say...the lack of suicides and AFKs alone in SWFs add another 5%.

    Suddenly, it's not 60%. It's 40%.

    Also - huh? I played board games with my mates in college, as well as chess with one of my former girlfriends. I'd say that I'd lose more than 60% of the time, depending on the game. Why would I quit? A game you always lose is no fun, but ditto with a game you always win.

    Oh, I've been putting together some data from both ends of things recently, and survivors are BM at around twice the rate killers are, even accounting for the 4:1 ratio (8x more games have a toxic survivor than a toxic killer).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313938#Comment_3313938

    Solo queue is depressing - but you have the option of playing in a SWF. The DBD discord has groups popping off 24/7 at all levels of skill.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314207#Comment_3314207

    I've literally never seen that. Can you give me an example of anyone that's said that recently and not being facetious?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313976#Comment_3313976

    Sadly this.

    DbD is in serious need of a jerk fumigation. There's something about this game that just brings out the worst in people.

    Peanits broke down escape rates and his explanation didn’t match up with your bogus (“it’s really 40%”) math. He may have even said that hook suicides aren’t considered (survivors failing to unhook). He definitely said DCs don’t. Maybe even AFKs.

  • Flashlights aren’t great, killers here deeply exaggerate their usage and complain about them. Beyond destroying Hag traps (I wouldn’t even consider using them on Artist crows because she places them while in chase, usually, and you’d waste time trying to destroy them when she’s after you), they’re only good for saves. That was recently nerfed by BHVR eliminating a survivor’s ability to readjust quickly if they mistime or mis-aim their flashlight save. I think Blastmine and firecrackers impair killer hearing, but Flashbang should as well.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314047#Comment_3314047

    That's kind of the point

    If you want to penalise tunnelling by making it not more efficient than spreading hooks (i.e., buffing 3 survs etc.), then you need to offset that by lowering the baseline survivor efficiency.

    Handicapping survivors doesn’t punish tunneling. Like ??? Are you awake?

  • @Katzengott said:

    Remember guys, working with the killer and things like sandbagging on purpose are bannable.

    If anything they're helping the killer and will die too. Also there's nothing wrong with opening chests and cleansing dull totems when you don't bring any items and/or you have Inner Healing, please keep that in mind.

    Could the upcoming survivor HUD lead to toxicity ?

    Maybe by +1%, sure. But it also gives a better understanding who actually helped the team.

    I think voice comms for everybody (even optional) would def lead to much more toxicity, so i'm fine with the HUD changes.

    Sandbagging isn’t bannable.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313955#Comment_3313955

    Oh, I could think of plenty to cripple the Killer in an early 3v1.

    if gen ≥ 4 then if Survivor dies,

    remove 2 closest gens from the trial

    Honestly, for me, the harder part is how to weaken Survivors during the 4v1 phase.

    You shouldn’t try to weaken survivors at the start of a match because that is when (and the only time) they have the advantage. The longer survivors are in the match, the weaker they become—hence why creating a 3v1 is so efficient for killers. The strength of survivors are in their numbers. Even with 3 survivors completing 3-4 gens is nearly impossible and at best may create a 2K-2E.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313877#Comment_3313877

    Most Killers do tunnel in almost every game, in my experience.

    Tunneling may not be fun for the Killer, but it is easy and reliable. That's what casual players are after. What gives me the easiest and most reliable path to victory?

    No, it's not quite the same thing as rewarding Killers for not tunneling. It's changing how the game works. It's de-incentivizing tunneling by making the benefit you get from it less. Right now, you get such a huge reward for making the game a 3v1 that it really doesn't matter what you give Killers. Getting someone out ASAP will always be better unless the reward is outrageously OP.

    By changing the general balance of the game to be less Survivor-favored in a 4v1, you make those players who feel like they must tunnel a little less likely to tunnel AND you make the Survivors who lost someone almost immediately not instantly lose.

    I just think saying “well if we cripple or weaken survivors at the start killers won’t tunnel as much” is wishful thinking. If you did that to me I’d still turn it into 3v1 and there isn’t anything you could suggest that would somehow cripple me as killer in a 3v1 situation. It’s just too easy to basically win then.

  • All of the suggestions for killer are great but every idea you had for survivor is a bad perk. Was that on purpose?

  • @JustWhimsical said:

    Just use distortion for survivors and sadly for killers there aren't really many options that block auras yet, imagine a distortion for killers lol that would be a neat niche perk. Though since stealth killers block auras they don't really need any help in that regard, but I can see your point about how effective aura reading is against most nonstealth killers.

    Undectable status and perks that grant it or blindness block aura reading for killers. And there are perks that give both.

  • @Pulsar said:

    Idk.

    Had a string of absolutely ######### games tonight. Only one that we won was against a really bad Pig player.

    Game 1. Huntress, 3-gen on Father Campbell's. 4K.

    Game 2. Deathslinger on Aazarovs. Facecamps and tunnels Mikaela and me the entire game. Has NOED, gets a 2K.

    Game 3. Pig on Ironworks. Couldn't get a hit until 5 gens were done. Has NOED, somehow loses a hook while camping with NOED. 4 man out.

    Game 4. Spirit on Haddonfield. 2K after teammates did nothing and I had to get tunneled for them to feel safe enough to do a gen.

    I think I'm done with Survivor. I'll stick to Killer.

    I hope you play killer like you’d want to face when you were a survivor. Maybe that’s how things change.

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310714#Comment_3310714

    Brace yourselves, adept achievements will become similar to evil incarnate now. If a survivor notices your perks, can ruin it by DCing. Not as bad as ruining it by jumping into a locker, but still bad.

    I think survivors are much less attuned to individual killer perks than they are the Evil Incarnate achievement. When a player wants that, it’s pretty obvious. But it’s much less clear when a killer is using only their perks.

  • If playing killer is so miserable for you or the people that agree with you—switch to solo queue! That’ll solve your worries. Like Hugthehag said, you can focus on yourself and still escape. Have at it. :)

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309400#Comment_3309400

    "and as usual" Im confused. There were no changes to sadako, dredge, artist, or wesker (if i remember correctly) after their release.

    Why were these killers excluded from the usual killer balancing but not knight?

    All four of the killers you mentioned had changes made to them after release tho???

    like ???

  • @Xendritch said:

    I actually big disagree with this for a couple reasons.

    1. Will it be nerfed at some point? Probably yes but there's no way to know when, you mention dead hard but that took 4 years for anything to happen. Should people actively weaken themselves because maybe someday the meta will change? Take this logic to other games and nobody would think this was good advice. Oh don't play the top deck in Hearthstone because they might nerf it and it will leave rotation at some point. You'd be laughed out of the room for ever suggesting anything like that.
    2. Going back to dead hard....yeah.....still 2-4 every single game. It was overall nerfed but it's still very strong and what's to say if CoB or eruption get changed they won't still be strong. That's already happened once before for killers with ruin. It was deemed too strong got completely changed but that version was still very strong and was the meta for a long while even after the change.
    3. I would actually encourage newer players to run these perks to give them more time to learn chase without getting discouraged. These arn't NOED where you fail all game get to end game and then one shot people because they weren't expecting it. You still need to actually chase and get downs and hooks to win with these perks and these just slow the game down for newer players that otherwise would likely get overwhelmed.

    You should have mentioned DMS + PS. That was ‘nerfed’ then reversed pretty soon after.

  • @usesPython said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307726#Comment_3307726

    It's a pretty sweaty build if you're playing seriously; 3x Salty Lips + Map offering and every survivor sacrificing 1-2 perk slots in order to deny any pressure from first hooks is really strong if they're efficient on gens since you can still do 3x DH+OTR/DS+UtA+SM and 1x DH+CoH+UtA+SM and just never waste time on altruism since everyone can self unhook and go heal in the boon

    oh, ok. So I feel like there’s a reason you don’t usually see SWFs using luck-based offerings + Up the Ante or Slippery Meat unless they’re memeing. When SWFs play to win, they don’t use any of that stuff. Why do you think that reason is?

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307724#Comment_3307724

    1) the icons just show what the survivor is doing, but doesn't show where it's happening

    2) slug removal, +120s hook time, extra info and camping/tunneling reduction is this a nerf for survivors ?

    3) you greatly underestimate kindred, one of the strongest things about swf is when they tell you where the killer went

    kindred shows the killer, so if the killer comes to you immediately after hook, you will know it and can hide or run in advance, and in order to better search for such hideouts, the killer will have to take a perk for information instead of taking some perk for antigenrush, thus reducing the speed regression of generators, which is a plus for the survivors

    If you know what another survivor is doing, it doesn’t really matter where they specifically are. But if it did, there are better aura reading perks for tracking survivors’ locations than Kindred (Aftercare, Empathy, Bond, etc). Kindred only procs while a survivor is hooked, whereas the perks I mentioned are available potentially longer and more versatilely.

    Basekit UB isn’t going to be a thing. Personally, slugging is pretty rare in my games (save for slugging for the 4K). Nothing you wrote reduces camping or tunneling. You in fact encouraged both by giving killers basekit Thanatophobia.

  • @Sycamore said:

    Skill isn't easy to track in this game because of so many RNG factors. Killer is purely RNG on how well you are going to do, and there are very few Killers with enough utility to really reflect your skill as a Killer. Survivor for the most part any map, and any build you can do well with - if you are running the right perks you can be carried on free second chances alone.

    The worst part is the MMR system being based solely on Kills and Escapes, because you can self sacrifice and be the only death in the game, but won the trial because you helped 3 other survivors escape. You can perform perfectly as Killer but one survivor get's a free escape because of Hatch mechanic.

    I know you’re a biased killer main or whatever but this isn’t correct. Survivors don’t fair well on killer-sides maps, and you can’t say “as long as you run the right build, you’ll do well” while also, in that same sentence, saying “survivors for the most part on any map with any build do well.” Those are oppositional statements. Additionally, it’s much harder for survivors to gain MMR than killers because survivors rely on other survivors to escape in a way that increases MMR (through gates). A single survivor cannot carry an entire game to victory under standard conditions.

  • @Tsulan said:

    Low mmr it's killer sided.

    Mid mmr it roughly evens out.

    High mmr it's survivor (SWF) sided.

    Mid MMR is still killer sided. The kill rate is 60+ % I believe up to the top 5% (high MMR, which is when it becomes SWF sided).

  • Reassurance either needs a much broader range (20+ meters) or repeated use per hook with a cooldown. And here’s why: if it can only be used once per hook state, then it needs a greater range so it isn’t basically a survivor detriment (killer gets a hook on survivor applying reassurance, who wasted time running to the hook and then has to waste time healing after the killer hits them, which counters some of the time reassurance would potentially buy). If a survivor is close enough to reassure they’re essentially close enough to save. It’s just not useful—even in camping situations (tbh Kinship is technically better although a survivor has to run that). At best they’re giving the killer pressure, at worse they’re trading hooks or creating a hook + slug situation. If it doesn’t have a better range then it should apply more than once per hook state. I don’t believe for an instance killers care about ‘survivors holding other survivors hostage.’ And frankly, I don’t see how that’s any different than survivors blocking one another in, or pretend saving from hook.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307840#Comment_3307840

    Such a buff would make it OP in every other hook situation, since it would then be activated from further away, and thus from a safer distance.

    Just because YOU think it has no use does not mean it has no use.

    I think Reassurance, even with extra distance added to its range (because the distance between basement hook and the upper floor is less than 4 meters), would still only really work against a killer who was camping. And that’s kind of what the perk was designed—or rather, conceptualized—to deal with. If it’s inefficient against camping, which it is, there’s honestly no sense for it to be in the game. It’s just another survivor perk that survivors just won’t use because if they’re going to risk using reassurance they’d probably just be better off going for a save.

  • @usesPython said:

    Luck is useful, you just need the entire team to be bringing 4x Salty Lips + 4x Up the Ante. At that point you can kobe extremely consistently (89% without Slippery Meat, 99% with Slippery Meat) and it's basically Deliverance without being Broken for 60 seconds and without needing to get a safe unhook first.

    That requires a SWF who wants to meme though. Not useful at all.

  • These look like killer buffs and survivor nerfs (because they’re already adding icons and what would be the point of basekit kindred a long with the icons? Kindred only works when a survivor is hooked, which survivors can already see without the perk. The icons could possibly be used to help survivors know what the others are doing)..? Killers, I get. But how/why would these changes please survivors?

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302893#Comment_3302893

    Says who? My understanding of why there is a leaver penalty in team games is because you have teammates who need your help in order to win. That's usually what pops up in the warnings when you press the "Leave match" button. But again, there are no teammates to speak of when you're playing Killer.

    It's no skin off the survivors' back if they get 4 escapes for free. There is no rational basis to prolong the match if the Killer isn't having fun anymore.

    Killer DCs don’t technically count as escapes for survivors. They’re a null match like hatch (MMR doesn’t go up). I just wanted to correct that.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299634#Comment_3299634

    This gives more accurate information than kindred for free, mapwide. It'll let survivors know precisely when they can be on gens, constantly and for free. Even mediocre survivors know how to hold m1.

    "Sweat squads" also benefit from having information that is absolutely reliable without any flaws or error. They don't have to crowd comms with extraneous info anymore, they'll just know.

    I mean kindred is also map-wide yet I still see solo queue survivors playing inefficiently when it procs. I don’t think these icons are going to be the second coming you believe them to be. And no they do not give “more accurate information than kindred” because kindred produces literal in-game animations of survivors’ activity in real time. You don’t need to read what’s happening, you can see it. As it happens. People process movement faster than words.

  • What is the kill rate currently at..?

  • @Aven_Fallen said:

    The thing is, OTR is the best tool against tunneling, but it is not really good. All Anti-Tunnel measures which are somewhat meaningful (this does not include DS, this is a joke at this point) resolve around Endurance. And one Hit after the Unhook and ALL of them are gone - the Basekit-Endurance, potential BT, potential DH, potential OTR. So there need more measures which are Anti-Tunnel, but dont use Endurance.

    Reverting the DS-Stun to 5 seconds should be a minimum that should happen. And in fact, it should have increased its Anti-Tunnel capacity once they nerfed it that it cannot be used in Endgame (which was totally fine). Because a DS which deactivates on anything AND is deactivated in Endgame AND is at 5 seconds was nothing anyone complained about. But, as we know, to "change" the Meta, some Perks just got nerfed into Oblivion to make them unattractive to use. DS is one of them.

    In the end, current DS grants the Survivor around 7 meters of distance. The Stun is 3 seconds, 1,3 seconds are used for the animation, so 1,7 seconds can be used for distance, which results in around 7 meters. This is barely anything. If I see DS used in games (by other Survivors or against me), the Killer really catches up way too quickly.

    IMO DS can be changed to let the Stun Time be depending on the number of Gens left. Number of Gens x 2 seconds = Stun Time. So:

    • 5 Gens left --> 10 Second Stun
    • 4 Gens left --> 8 Second Stun
    • 3 Gens left --> 6 Second Stun
    • 2 Gens left --> 4 Second Stun
    • 1 Gen left --> 2 second Stun
    • 0 Gens left --> deactivated

    This would punish a Killer very heavily who wants to tunnel right at the start to turn the game into an easy 3v1 which the Survivor cannot win anymore. But once the Killer needs a Survivor out of the game, because they lost some Gens, DS is not that useful anymore. E.g. at 4 seconds it would be barely stronger than now and with 2 seconds, it would basically be useless.

    This would also be in line with what Killers say when they say they HAVE to tunnel. They will be able to do so, when the game gets close for them. But if they try it earlier, there is a harsh penalty for it. (And no Killer HAS to tunnel at 5 Gens and if they get a 10 second Stun because of this, this is completely their own fault)

    But yeah, the bare minimum would be to buff DS back to 5 seconds. But, this will not happen, because then people would play DS and the Devs did not "change" the Meta.

    Didn’t the devs revert DMS/Pain Resonance? I don’t see why they can’t revert DS.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297625#Comment_3297625

    5% full 4 people swf

    45% 2/3 people swf

    50% solo players

    In the worst case you can have only 5% of true solo lobbies, so let's not exaggerate, okay?

    A dev (Peanits) also said the escape rate difference for SWF and solo queue is “negligible (8-15%).“ While I’m sure you’ll say you’re that player who faces 4-man SWF seal team 6 every other game, SWF, according to Peanits, isn’t the game breaking element you think it is.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297429#Comment_3297429

    I'm not mad. I'm simply stating that your solution of "run to another gen to repair it instead" does not solve anything, because the status keeps you from working on any gen. And if we're just trying to buy time until the status wears off, then hiding near the gen accomplishes the same thing.

    I think they’re trolling you. There’s no other explanation. Lol. Look at their latest response to you.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297170#Comment_3297170

    Okay, going point by point.

    • You...don't think that there was anything wrong with the old DH? Well, you're certainly alone there mate. But my point is people keep bringing up how often you see Eruption, without realizing that DH was over triple that rate.
    • It was nerfed because *it was dictating the entire meta at any MMR above intermediate*. Again...70% usage rate? Why do you think that was?
    • Well...yes? Regression perks are how the killer meta has worked for years now. Because anything that isn't regression is aura reading, and anything that isn't aura reading is - at best - gimmicky and mediocre. About the only lethality perk I can think of worth running on a few killers is STBFL - which, before the Eruption QQ train left the station, was the current topic.
    • Also - I almost never see Pop anymore. I'd say I see more Deadlock than DMS/PR, a good few Overcharges and Surges and the rare Pentimento. That's...what? Nine perks? That's the best it has ever been. Do you mean 'I want all regression perks nerfed?' because that's not going to happen without massive buffs to killer lethality or a bigger nerf to gen speeds.
    • Let me clarify - I saw as more DCs in *losing games* before as I do now. BHVR wanted to increase kill rates, so the amount of losing games went up and so did the quitters.
    • Were you playing solo? If so, that's your issue. This game cannot and should not be balanced around solos, because that makes SWF unbeatable.
    • But okay, let me explain the math. Otz did this infinitely better, but I can't find that video now sadly. Basically, kill rate is over 50%, which is where BHVR wants it (of course, if you took out quitter games this number would be much lower, but that's another discussion). This accounts for both solo and SWF. Going by BHVR's numbers, SWFs are about 10% more likely, overall, to escape than solos. So the solo survival rate is about 40%.
    • This means that you're going to have losing streaks due to bad luck. But...in those losses, do yourself a favor and count how many of those were caused by another survivor either giving up, going AFK, DCing or suiciding. Because my last few survivor sessions, playing solo, when I removed those I had an escape rate of maybe 50%. Which is fine.

    Should the game be balanced around 4-man SWF (less than 5% of players)? I don’t want a dissertation where you try to mislead or obfuscate, I’m not looking for some long winded rationale that explains anything away. Just yes or no, please.

  • @LeeONE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296642#Comment_3296642

    That does not affect on footstep sound, that your character make while running

    You asked why there aren’t perks that silence footstep sounds. I answered by naming perks that silence footstep sounds.

  • @JoaoVanBlizzard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292797#Comment_3292797

    for sure, see an example: we know that there are many killers that let the survs bleed to death on the ground without hooking precisely because the game allows this, however, the devs wanted to put the unbreakable as a base kit to try to end this and many killer player complained,

    Now comes the question: are they complaining why they think this can minimize their strategy by reducing the cooperative part of the survs, or why they can no longer spend their time watching a surv die on the ground, that's the problem

    Basekit UB was going to be a thing because they were changing moris and didn’t want killers to down 4 people, mori one, then everybody dies like instantly. It had nothing to do with regular slugging.

  • It’s not about DCing, it’s done to prevent people from closing the game altogether. So like someone else said, basically to keep survivors from not closing the game.

  • @RainehDaze said:

    I think one of the obvious problems is that a comeback mechanic for Survivors would just be doing gens faster--that gets them closer to going out, and it's an obvious boost. Easy to take advantage of, easy to adjust the magnitude, could get to the point where finishing a chase before gens go isn't really on the table (although that won't help the 3-gen camping too much).

    But what sort of comeback mechanic actually helps Killers? If they're losing that badly, the key thing is likely the opposite; too many gens have gone. An instadown probably wouldn't work--some powers mean it won't come into play at all, and many situations won't lend themselves to snowballing off the one hook (if the chase can be won). And built-in slowdown or regression would probably do nothing unless it blocked all gens... but that's so obvious that everyone would just go to ground until it's over.

    If you want comeback mechanics, both sides need to benefit equally. But the game is asymmetrical, and an easily-used passive buff would work for Survivors, but is super strong, but what can actually benefit Killers as a whole and not just be ignored when they get into another chase?

    Before its change, NOED devastated teams. It still does (to a lesser extent). Saying instadown anything isn’t a good comeback mechanic for killers is absurd.

  • @Rovend said:

    I wish that the devs could be more clear if they are planning to buff soloQ or at least if they are aware of the poor state it is.

    I’m pretty sure both Mandy and Peanits have acknowledged that solo queue has some unique challenges and that the team knows this.

  • Are you referencing when they stand directly in front of the hook & their box or whatever prevents you from saving from the sides now?

  • I think it’s a ping issue. Bad ping is rewarded for killers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283692#Comment_3283692

    Pain Res was rebuffed from being Dead, what do you expect sir?

    Obviously if you re-buff a perk it's becoming meta. It was nerfed though

    It's not only about DH, it's about all this meta crap because I myself hate it but we are forced because everyone is F*CKING RUNNING THE META EVERY SINGLE GAME!

    Pain Res and whatever more slowdowns head in head with 4 Dead Hards a game and whatever more you have in arsenal.

    Stupid as hell, ain't it.

    It wasn’t nerfed, it just stopped combo’ing with DMS—and that was intentional. But that only lasted for like… a few weeks. You aren’t complaining about Pain Res because that benefits you as a killer. There’s really no point to pretend otherwise. 🤷‍♀️

  • @Crowman said:

    The killer uses a tactic and outplays the survivor.

    Survivors: "That was unskilled"

    Yet you still lost to the "unskilled" killer.

    Camping and/or tunneling isn’t outplaying survivors.

  • I certainly don’t need survivors to play mercifully with me. Even if 2-3 gens pop before I get a down, I generally still snowball with a single hook. Hooking one survivor, if one plays their cards right, quite often assures a 2-3K.

    As a survivor, I do not believe in providing reprieve to killers either. They’ll earn their win or they’ll lose.

  • Ping is certainly an issue. Personally, I don’t understand why bad ping is ‘rewarded’ while good ping suffers.

  • Ada’s feet had just hit the ground when you hit her the second time. She couldn’t go anywhere. But Feng kind of positioned her to get hit. Not like Ada could do much to avoid you in that situation, and she couldn’t go left because there was a structure there and she couldn’t move right because there was a structure there as well.

  • Head On, Lithe, Sprint Burst, and Balanced Landing kind of are. There’s no button to activate them but each one is triggered directly by the autonomy of survivors. Overcome isn’t.

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