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Azulra

Azulra

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Azulra
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  • I intentionally open the gates most of the time because I've never viewed 99ing gates as being balanced and I like it better when end game collapse is more of a "every man for themselves" phase in the trial which is why I feel like either a system needs to be put in place to prevent gates from being left at 99% or end game collapse should have its timer start as soon as one of the gates reaches 1% to make 99ing gates pointless while making it so it doesn't trigger whenever No Way Out triggers.

    I always found it to not be fun on the killer side when it happens and that's why I feel extremely bad for killers when it happens while I'm on the survivor side.

  • @HugTechLover said:

    Every single time I get a dull merchant, everybody just goes next. Every. Single. Game.

    How do you have fun with that experience? You don’t get any BP, nobody wants to chase with you, nobody tries. Do they just enjoy knowing everybody is miserable facing that killer? I don’t get it.

    Even better is half of them will just slug you to death, or hit you on hook as if they didn’t just 4k in a game that nobody wants to be in in the first place.

    Rant over…

    "You don’t get any BP" That's a blatant lie- Bots will give you just about as much BP as normal players. Also it's just because a lot of survivors are still following that same trend of "it's not a basic M1 killer, go next" because they refuse to learn counters. It's been happening with most of the recent killers which is what I'm mainly hating with survivor mains at the moment because that's what makes the game boring imo because they just want all killers to be basic M1 only. It's why I like going against killers like Skull Merchant because you can't just default to the same monkey brain mode of running around a loop and trying to be as efficient as possible which brings in that sense of chaos and panic at times.


    Also I just have to point out that her kill rates are the highest because they're still using data from pre-reworked Skull Merchant where it was basically a guaranteed 4k every match due to the 3-gen hostage strategy with her before her rework nerfed that strat heavily and the only reason the stats barely changed since then is due to how many of y'all fed her high kill rates post-rework making the "high kill rate" argument pretty much invalid at this point.

  • Dying Light I've always found to be a decent perk- The only change I think it needs is to be updated to be persistent after the Obsession's death like how PWYF and STBFL work. The unhooking speed buff doesn't exactly matter much imo and a lot of survivors run Resilience which is a bit of a counter to Dying Light in itself so they likely wouldn't even want to heal anyways so they can keep their Resilience buff making the faster heal speed not as important to the survivors as you'd initially expect.

  • I honestly still want to see Doctor's illusions run at you to mess with the survivors more- Also the change idea for Grim Embrace that a lot of people are hoping for more is a token system similar to perks like Pain Res where each unique survivor hooked gives it a token and blocks all the gens with a base time of 10 seconds then +10 seconds on the timer for each token meaning that the first unique hook you get is 10 seconds for blocking all gens, second unique hook would be 20 seconds, third unique hook being 30 seconds, then finally the fourth unique hook being 40 seconds(where it's currently at now). That change would still make it not op since it can only activate a maximum of 4 times per trial, but it would be good with the decent-ish amount of slowdown the perk would give.


    As for Pig she's likely never gonna be good unless they do a huge rework to her kit(while keeping the traps the same since they aren't a problem at all) because her stealth sucks and her ambush sucks. Plus she doesn't even have any actual chase power. John's Medical File needs to be made into her basekit because even though her crouch move speed is the same as Ghostface she can't enter stealth while standing like Ghostface can meaning that crouching for stealth isn't optional on her like it is for him. On top of that I feel like they need to give her the option to grab survivors while crouched(because if Ghostface can then I don't see why she can't) where when she goes to grab you she sticks a needle into your neck to tranquilize you(like in the movies) then pulls you onto her shoulder.

  • It's due to all the regression perks in the game(with the minor exception to Surge) being horrible from their extremely heavy nerfs. Pain Res and Pop are the main two regression perks that are viable anymore until either BHVR adds new/better gen regression perks or they buff CoB and/or Overcharge.

  • 1) Pin Head

    2) Pin Head

    3) Pin Head

    Do I have to say anything more? I'm mainly fine with all other killers in the game except for him.

  • It isn't tunneling at all if you weren't actively going for them- That's why if survivors want to body block off hook instead of running away then they need to take liability for their actions because they decided to do something stupid like that. It's the whole reason I won't hesitate to put someone back onto the hook if they decide to do that to me.

  • If you hear him charging his dash then just don't run away from him(unless you know you're far enough to avoid getting hit) because you can pretty much do the same trick to him that you can do to Nurse where you can run at him and make him miss.

  • It may just be your region or something because I'm getting into lobbies just fine-

  • I say that the problem isn't the progression speeds, but rather the regression speeds instead. 4 seconds just to regress 1 second of survivor progress at basekit is baffling to me- If they buffed up the basekit regression speed to be double of what it currently is then that would fix the issue imo because that would make it feel like you'd have to rely a little less on gen defense/regression perks as killer and it would indirectly buff Call Of Brine and Overcharge which are two perks that need some buffs since they're completely garbage now post-nerf.

  • If they revert the changes with her condemn being global then that's gonna be the worst change ever for her imo. She has no real chase power so she needs a good slowdown power to compensate for that and her global condemn is what made that happen. The main reason a lot of survivors complained about her being too oppressive/strong is because they literally refuse to spend a few seconds to interact with her TVs either because they're just simply too lazy to even bother learning a killer's counter or they're not wanting to get 2 stacks of condemn from getting hit with a tape which isn't even a problem since the tapes can remove up to 2.75 stacks when you put them into a TV.

    I cannot express how frustrating it is for me to be playing against an Onryo and it's not even the killer that is the problem, but rather my teammates. I'll be on a generator and see that my teammates are about to be fully condemned while I'm chilling at like 0.75 stack(s) because I'm using her counter-play of holding onto a tape and efficiently managing my condemn meter like survivors should be when playing against her.

    The only reason survivors never complained about her before is due to the facts that she's easy to loop and you'd almost never get hit with her condemn unless she was doing the Slugdako playstyle of slugging survivors to spread condemn. That's why people are complaining now because she's not a total pushover like she was before her rework.

  • Some people use it because the perk gives you natural endurance by itself- Some of y'all seem to keep defaulting to "monkey mode"(not to be rude towards anyone; just trying to prove a point with attention to details) only thinking about the speed boost you get from the perk that you forget that the perk can activate itself with the Endurance effect it gives after healing someone while injured. It doesn't physically require another perk just to activate and BHVR would never make a second perk physically required to work. Plus it's still good against killers who commonly cause Deep Wound like Legion and Deathslinger who are relatively common to find.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599665#Comment_3599665

    I mean theres a huge difference in comms and manipulating the games mechanics to walk, run, and generally do things faster ie cheating. Comms and subtle cheaters are not comparable.

    Yes, they aren't completely comparable, but voice chat isn't meant to be a part of the game so using 3rd party means of doing so for an advantage sorta is. If they'd at least make an in-game voice chat for DBD then it'd be completely impossible to be compared to cheating.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599579#Comment_3599579

    Im not going to feel bad because I don't know your life. Im a stranger on the internet. You still chose to speak up, and judging from your writing style, I feel you are pretty intelligent. Take my goad and think up some compensations to discuss, please. Genuinely curious.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599599#Comment_3599599

    Your suggestions frighten me. Remove auto-print, Blow up gens, EMP cap, Auto-track survivors. They're not bad suggestions, but your numbers sounds way more than they should be.

    Only going to disagree with the Gen damaging. My gods, no :(

    I just said that as a side thing that I think would make sense with the gen damage/disruption- And the auto-tracking with the targeting reticle for his biopods is a QoL change that can't exactly be argued with too much because it'd still have the same counter-play and BHVR have already proven that they'd be willing to make QoL changes involving aim with killer powers when they removed the recoil on Trickster specifically for controller users. Everything else is relatively simple and wouldn't be a big problem if they were implemented imo.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599620#Comment_3599620

    Banning people for using Discord is not option and never will be.

    Technically it is a 3rd party means of getting a competitive advantage- Same reasoning for why subtle hackers getting banned-

  • A DBD content creator actually went and tested if the game is sided with either team very recently and they came to the conclusion that it isn't. The conclusion that they made for what is screwing the balancing of the game is the use of 3rd party means to communicate for survivor SWFs. He did 2 matches in his video where all the survivors never played with each other before and he did the same killer, build, and map for both matches and he got a relatively easy 4k in the first match, but in the second match he barely got a 2k and the difference was that he allowed the survivors to use a 3rd party app to have comms with each other in the second match. He did that experiment to show that the underlying balancing issue in the game currently is not with either side being too strong, but rather that 3rd party comms are very powerful due to them allowing players to get more coordinated with each other.


    This is why I feel like if BHVR just made 3rd party comms bannable or added in game chat for the survivors it would balance out the game more because with either of those two solutions it would make the behavior of the survivors more predictable at times since killers wouldn't have to go from multiple disorganized groups of survivors due to them not having comms to coordinated survivor SWFs with comms.

  • @luvcraft said:

    FttE is his only good perk, and mostly in combination with other perks. this is gonna take forever...

    Pig: "My Adept is better?"

  • The thing that I think they just need to do is simply rework the 3D Printers in general- What I think they should change with the printers is that:

    1) They don't auto-print constantly, but, instead, auto-print whenever a generator is completed(my logic is that the printers don't have enough power for a constant supply of EMPs so whenever a generator is completed they receive a quick boost/surge in power to let them make EMPs on their own for one time).

    2) The manual printing speed should be lowered/decreased to compensate for the fact that manual printing is gonna be needed more often(it'd probably be like 15-20 seconds at max for how long it'd take to manually print the EMPs)

    3) There should be an EMP cap of 4 EMPs existing at any given time so that once there's currently 4 EMPs available at any given time preventing anymore from being printed once that cap has been reached(this part of my rework idea is mainly inspired by Xeno's turret system since I've always viewed the EMPs and the turrets to be similar in nature, but the turrets feel more balanced and less oppressive than the EMPs are).

    That's what I think needs to be changed for Singularity the most- Outside of that stuff though I think they should add a system to the Biopods to where once they start locking onto a survivor they auto-track the survivor's movements until either they get fired at, break LoS, or exit the Biopod's range. This is mainly meant to be a QoL change to help console players since he's not very easy to play as in the slightest on controller.


    Also I feel like using an EMP directly next to a gen should have some sort of consequence like it either loses 5-10% progress each time an EMP goes off with the gen in its radius or the gen stalls out for like 10-15 seconds and can't be progressed until it finishes. To me this would make perfect sense due to the fact that they are EMPs after all and EMPs would logically damage/disrupt a generator.

  • A lot of killers try to tunnel out the "weakest link" right away so that they can get pressure since losing a teammate permanently at the start of a match is actually gonna make the game easier for the killer which is sorta needed a lot of the time with how fast the gens progress compared to killer regression without Pain Resonance or Pop Goes The Weasel.

  • @Nos37 said:

    The tactic "split up on gens" does not work for me in solo q.

    I spawn near other survivors, so I leave the nearest gen to them.

    When I start a gen, someone else shows up and I can't make them leave, so I have to leave.

    Then I spend forever looking for a gen, finally find one, and then find another survivor already on it. (And that's if I don't get caught by the killer first.)

    Then they get mad at ME because all they see on the HUD is me doing NOTHING for the first minute(s) of the match. 😔

    Then when I finally get a gen to myself, they kite the killer to it because they're upset with me.

    One of the likely reasons why(besides not seeing you doing anything) is because some survivors, like me, want our bonus blood points that you mainly get from cooperative actions from working on the same gen or healing the same person. Without that bonus you tend to only get like 20-30k at most, but with that bonus you can get 40k easy. So not many people want to be "efficient" and rather get their bonus bp and such which is why I say that if you're gonna be playing with randoms then you shouldn't really be playing to be efficient and such.

  • One thing that I do have to mention is that Nurse physically can't be nerfed- DBD is teetering on the edge between a "Pay-To-Not-Grind" (PTNG) game and a "Pay-To-Win" (PTW) game and Nurse is keeping it on the "PTNG" side because following her are licensed killers like Onryo and Cenobite which you have to pay for(there's also Skull Merchant having some of the highest killrates, but that's mainly due to the amount of survivors giving up against her).


    For the side quests for the survivors I think that they should do a minor rework for the gens where once a gen is completed for 33% of its progress the gen can't be progressed any further until a survivor goes and finds a part for the gen to unlock the next 33% of the gen. And, to balance this idea out, once the part is installed it'll lock the gen's current progress to prevent the killer from regressing it past that point. This would, naturally, encourage survivors to hop off of gens to go find parts from time to time which can lead to more interactions with the killer at times potentially. Also the parts can be considered as special items and the survivors can actually collect them before they're actually needed meaning it could open up some strategies like setup such as bringing gen parts back to certain gens and dropping them off at the start of the game so they'd be readily available, but this would come with the risk of the killer noticing your dropped gen parts meaning they'd know which gens you intend to work on. Plus this opens up the possibility of resolving the Brand-New Part toolbox addon problem(s) that still affect the game by turning it into a free gen part so you'd have to go looking for 1 less gen part.

    (P.S. The gen parts could be made to have specific spawn locations such as main buildings and shack where there's two separate piles of parts that spawn in every map so you don't have to go searching the entire map for them and having at least two separate piles means that the killer can't just camp a pile.)

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