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BbQz

BbQz

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BbQz
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  • @ThatRyanB said:

    Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".

    We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.

    Please don't quote Brandon Sanderson. That book series hold a deep place in my heart and this change(s) you made to the fog vials have been insane! The extra funny fact is a key element to those books are about struggling in isolation while learning to thrive together. Something bhvr has show they don't do by ignoring the community.

  • It is a very disappointing map in my opinion I didn't even realize it was associated with walking Dead until seeing a single door that says "don't dead open inside" while the reference is appreciated. I think the map could have been better I think they tried to do a mismash of locales from the show in ruin instead of a single location like the prison or something

  • You clearly think it's a win in your mind if you needed to write an essay about how you should be happy and excited to escape. Your putting way to much energy into a really small part of this game that is borderline unhealthy!

    To the survivor they won if they escape simple as that. For the killer getting a 3k is a win. This is where you as the killer the ego becomes threatened and anger confusion and attempts to rationalize start popping up (your here by the way) you can win.. while the single survivor wins as well. Both are not mutually exclusive. Your fun isn't lessened by others happiness of surviving . Maybe if the game added a "you win screen" when you get three kills it would help

  • Also missed a few hook and sabo related killer buffs like respawning death hooks. Resetting sabo progress on hooks so no more 99%

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968547#Comment_3968547

    To be fair, I think that survivor egos are the root cause for killer egos. It's hard to remain chill about losing when it's rubbed in your face.

    Lol "no you!" The post. Ironically you only prove this man's post by falling for this perfect bait. Which is talking about the killer ego. Killers have to kill it's in the name right? So when you have a clear in game "power" role of course your going to have people who choose it for the intended reason.. and you are going to have people who choose survivors just to rain on a killers parade. As you can probably guess the dancing, the chat comments and other ways survivors taunt is only effective on killers with fragile egos. I was in a funny end game chat rage comment thread earlier and it was hilarious how salty survivors get when they lose some. Well if you get joy in that prepare for your own lumps when the time comes and if you don't enjoy stuff like that then you are probably not bothered by dancing survivors

  • So times I just want to get in and play. Ya a lot of times solo experience is kinda terrible. But for every person you add to your lobby expect 5-10 mins of wasted time. And I'm including my self as I have two kids and some times I just can't get in and que up. Just like adding people means getting snacks bathroom breaks smoke breaks and other interrupts. Or your getting "let me eat real quick" and now your waiting for 20 mins but while yes I can just play while they do that it's an extra layer complication

  • Basically permanently Killswitch clown, ghoul, skull merchant every other kill should be fine till I lose- I mean do more research.

  • Ranked que should have

    @TicTac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982392#Comment_3982392

    Its fine in other games bc the casual mode there is "ranked" too.

    Ranked: has a visible rank with clear rules to increase your rank.

    Normal/casual: has a hidden mmr with sometimes clear, sometimes unclear rules to increase

    You are right, the solution is simple. You dont need two modes, you just need a stricter mmr. But we had that in the test phase. Some players like Otzdarva had huge matchmaking-times, so they changed it.

    I think it's funny that everyone is the game has a worse experience so a few high level players and streamers can have fast que times. Really the game is simply not designed around or for people of extremely high skill. Leave that to custom matches it's a casual party game which is why it has no comp que. Adding one will just open bhvr to even more attack as the core game can't be probably balanced.

  • It makes me wonder if anyone even tested the perk in the design stage. The time it takes to find and search two chests for them a fragile pallet is insane for the time wasted. Like might as well sit in the basement for 180 seconds and get 20% repair progress for the whole game.

  • You didn't see the new update? It's to counter Lamborghini clown. Vroom vroom

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982215#Comment_3982215

    Resurrecting a two year old post to let everyone know how much you hate fun is wild.

    Lol I just noticed the post time. This is so funny it made my day. No doubt he found this thread by searching something like "stop scene partner scream".

  • You wonder why you don't see toxic people in other games because you can't talk with other people. Our current Internet is worse in every way imaginable thanks to nonstop moderation. It fixed nothing as toxic people won't stop being toxic and your average person doesn't even bother talking into the silent abyss.

    If you played league you are straight fooling your self if you think you never had people bully you for how you played so most likely you just didn't play much or ignored it.

  • Franklins should instead teleport the item to a random location with its aura always revealed to the survivor. Lol

  • Give him all traps held at start and a trap placing mode like knights summoning or similar that gives no sound sight, or other info other then map to place traps

  • @Karth said:

    Hyper Focus
    Stake Out
    Bardic inspiration
    Invocation: Weaving Spiders (optional but also neat) or any other gen perk

    yw

    Bardic, deadline,hyper focus stakeout.

    10% extra skill checks is no joke

  • I mean afking or "losing chases" and having to bring chalk pouch to struggle on hook. They made it a little more trouble to go next but my time is spent having fun in a game not ghoul and clown simulator.

  • @ImWinston said:

    • I don't think the only source of income is the killers. Just look at how many Iron Maiden T-shirts there are around. In my opinion, this "let's always please the killers" policy will ultimately be financially detrimental.Over the years, many of my friends have abandoned DBD, and I assure you that they bought many skins

    The stats speak for themselves. Look at the crazy player peak that the five nights at Freddy crossover had compared to The walking Dead. And let's make no mistake here. The walking Dead has an absolutely insanely huge fan base. But no cares since it's just more survivors with bad to mediocre perks. The game lives and dies from its killers. Chucky? Literally people who never played a game in there life before loaded dbd to run around as Chucky trust me I know a few older people who did just that as I had to help them. If you make the killer experience to hard or punishing you kill the game simple as that.

  • Idk I feel like the really missed an opportunity with the cameras and the room like the room should be able to be used by the survivor just one at a time to view camera give the survivor in the room a way to signal to other survivors who are near the doors which are near the generators that the Killers nearby. Maybe it's a simple as seeing spring trap on the camera gives him a terror radius but not having a spotter leaves him undetectable the whole game. While you are in the room and power a battery with skill checks that powers locks to the doors but they rapidly drain if spring trap comes to the door and trys to get in.. maybe if you see him coming it gives you just enough time to escape

    I'm on my phone right now so hopefully my explanation is understandable

  • It's a shame I've never played the killer but I kinda enjoyed every match ived played vs hound master it's sad I don't see many as I've still never escaped vs one yet but I've only played like 3 since playing again a month or so ago

  • Man plague isn't a top tier killer or anything but God do I hate getting games vs her. The coughing and puking and the diseased gens and touching other survivors it's just so unnecessary and annoying. And it isn't even the health state loss as I always run with no mither on but the killer is just literally and metaphorically blaaah barfs

  • Yeah this was not talk about enough but the charges were the cool down. And the item isn't like a tool box or a med kit where there is no bad time to use these items. You will always gain advantage from using them.. this isn't true with fog vials with let says 3 uses you might not feel totally comfortable using it as 9/10 the vial didn't actually save you so losing a charge would feel really worthless

    they needed to compete with toolboxes and med kits so they need to at least give you guaranteed value when bringing them like their counter parts. I would accept a longer cool down but adding charges for this item kills it even more

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979194#Comment_3979194

    Literally used Vials against FttE and BBQ so many times and even won some matches because of it, managed to finish hot gen.

    Idk, it's probably biggest community skill issue I saw so far, everyone post their screenshot with survivor on their feet and act like it should do something in this situation.

    This community seems to need some Hens or Ayrun video to realize how to use them properly, because I never saw so much struggling.

    Here is my super-giga-pro tips to everyone who is struggling with using Vials:

    – You need some distance. Attention: drop it under killer's feet won't do anything.

    – You need some good pathing. Drop it and just run straight line/expected way won't work.

    – You need to understand where to drop it. Yes, it won't do much in the corner of the map, you need to make killer choose among several ways where you could run.

    – Ideally you need to be healthy, because killer can track you with blood pools, but on map with high grass it mostly doesn't matter.

    You're welcome.

    This is terrible advice… it's just words.. with zero substance. And I'm not trying to like start a flame war or get you upset. The fact of the matter with out the vision blocking aspect lack of aura reading and stractch marks isn't really helpful when the killer can see you plain as day. I get the reflex of trying to find the silver lining but they killed this item. In all honesty completely removing the smoke all together would make this item actually useful as you could gain the extra effects with out alerting the world where you are on the .ap

  • Love the chat gpt write up about hex totems but like maybe just say a killer can move his hex to a new totem if he finds one with like the same speed a boon totem needs to place.

  • People are not realizing to get literally any use out of this perk you need to completely build around it. As it waste a bunch of survivors time. Even if the chase ends with a escape some one needs to revive that survivor which takes longer then a unhook.. plus they are gonna heal which is even more time. Currently to really test the build I'm running no mither conviction tenacity and soul guard some might swap no mither for unbreakable. But multiple team makes run to a dying survivor pulling them off gens despite me having no mither. And 95% of the games the killer just picks you up and hooks you. Removing any options to get use of the build. The problem is that killer can't adapt love slugging because they want the cake and to eat it to. Not to mention a single perk " tenacity" by its self is more then enough to escape a killers sight when they run off to kick a gen or chase a near by person yet that perk is fine

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980402#Comment_3980402

    There's zero common ground. According to your logic, if a killer is released, and has a 90% kill rate, there should still be a mandatory grace period before the killer is nerfed. And therefore, the survivors should be forced to deal with a 90% kill rate killer, for the duration of the mandatory grace period.

    If the 90% kill rate is from survivors not understanding a counter for the killers new mechanic waiting is best in this scenario. Clearly during internal testing the creators didn't have a 90% kill rate so something is happening they didn't forsee. For example is there a perk combination that synergizes with this new killer that is causing this? Is the ability truly just overpowered? Or is the community demonstrating their unwillingness change. All of these issues require one thing. Time a period of grace to see which cause is truly to be at fault. A grace period is 100% needed aside from bug fixes and bugs adjacent issues. To claim otherwise and so say no common ground can be made with the above statement is being contrarian for contrarian's sake

  • No horde based zombie killer no buy

  • I had a pretty hilarious cheating Michael Myers in my last game. He just teleport behind you and pull you right off the gen. He didn't kill anybody in the game. He was just popping around jump scaring people. I'm one of the truly most epic moments was when we were opening the gate and my friend was running right as the gate was opening and Myers was already on the other side waiting for us. I asked him why he's cheating in the post game chat and he said he was just doing it to scare people and hope he had fun. I said well I guess. Thanks for not being a jerk but I'll get a report to you anyway

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980667#Comment_3980667

    So, that’s why u play this killers differently. Legion (in his prime) supposed to play as massive slowdown for the team and constant map pressuring, so he is not pure chase killer.

    Ghoul in opposite, have to play by chase, his map pressure can be good but he’ll get more value by having short chases.

    Their mechanics seems similar, as well as their difficulty of play. But the only reason why ghoul is considered as power creep, is because he is simply better by numbers. Their design for actual gameplay is still different. If u buff legion to guarantee easy first him for him as for ghoul (like he can not be stunned/blind during his frenzy mode for his first hit), he maybe can even be better as ghoul himself, because he has killer instinct in addition. But yet, I’m pretty sure even after unimaginable buff both of them will be played different.

    Same with Dracula vs PyramidHead. They are played absolutely differently by styles, but Dracula seem in tier higher because despite his power being nerfed by being unable to hit through textures, his power simply harder to dodge + he has incredible mobility and synergy with perks compared to phead. But if u give at least same synergy with perks even after caging (while survivors still deprived by activating theirs), for him, suddenly he will be actually overpowered killer and yet played differently compared to Dracula. Again, despite sharing something, they are absolutely different. Real power creep is when u get absolutely same character, same playstyle, by different numbers.

    https://us.v-cdn.net/6030815/uploads/2K8HE1KMTIE9/img-9954.jpeg

    If we talking about actual meaning of term that came from collectables card games

    Maybe I'll explain why I still think it's power creep despite them filling similar roles but requiring different styles to accomplish it. Think about bicycles in most cases they have been totally obsolete by the creation of the vehicle. Both require completelt different methods of interaction to get them to work but 9 out of 10 times a car will perform better and faster then a bike. This is real like power creep. Yeah you can say legion has suburb tracking ability just like how a bike can go off road. But ultimately ghoul does it all better why does style even matter.

  • @tes said:

    Are u sure the new power creep is caused by new mechanics, rather than selecting the best from old killers and buffing numbers?

    Imagine Onryo if she had no cooldown for her teleports like Springtrap and her tapes punished survivors. I bet, she will be one of the best killers for slowdown even still being weak in chase.

    Ghoul is the only exception we got after blight (that was many years ago, so idk why many people believe the killer role is overpowered) and his high position is justified only because u can eliminate inexperienced players being inexperienced yourself, while other killers require some skill ceiling. It's not “power creep”, because if we compare Legion and ghoul they have similar designs (easy first hit + slow down by deep wound, as well as enraged/frenzy mode) in principle and they should be played differently. Power creep is about the same game style but with better numbers. I don't see it. U don’t play Dracula as a pyramidhead/spirit/wesker, u don't play springtrap as u should play huntress or onryo and u don't play ghoul as legion.

    The illusion of power creep was created because after years of creating and asking for anti-systems of everything for killers people who play on them prefer buffed by numbers characters rather then better designed by mechanic (in my opinion), but weaker in number killers. Because who cares if onryo teleports seems so nice, and actually forcing interaction from survivors, while springtrap has infinites from the start?

    And that’s the reason they don’t buff old killers. Because new one in comparison can start to look as some kind of cheap parody. And that's why u’ll never see buffed survivors, because I’m pretty sure no one wants to face only ghoul and nurse in their games, cause others will turn out being unplayable. Survivor’s queues already feels longer than killer’s, despite meaningless fog vial nerf

    Your definition of power creep is far to narrow ghoul is in fact just a better legion. Legions frenzy mode does not guarantee a deep wound like the ghouls power does. Legion speed is outperformed by the ghoul's lunges. Aside from tracking utilizing legions killer instinct the ghoul outperforms him in every aspect

  • How is the current system not riddled with power creep? They certainly can't sell you the same killer twice or get you to buy the same old perks so they need to be new. And why would I buy a heal 10% faster by its self if I could buy the heal 25%

  • @kosaba11 said:

    They'll never do it, but they should add a block button - not like a "refuse any Killer I hate" button, but rather a "choose not to face these three Killers for, like, a week or month or whatever" button.

    It'd allow Survivors to face more than just meta Killers, and would tell BHVR who needs to be nerfed based on how often people refuse to face them.

    Low key would love a ban list for kills. I would gladly accept one for perks on both sides as well. But we are getting into comp discussion which this is a casual party game so. Just bring chalk offering so you can struggle on hook a few times to get out of there

  • Another nerf incoming

  • Another issue people don't mention a lot is that removing camping and tunneling would require huge reworks to the base game. Make a bunch of perks mostly obsolete. And make survivors over tuned in some scenarios as years of crappy fixes and tuning to survivors and killers have been made with the idea that people camp and tunnel.. a few people have mentioned forced hook spread via donation or even pyramid heads cage system. But ultimately high tier killers won't suffer much from those changes but slow killers who already struggle with map presence will basically be cooked unless they are always just matched vs player that are less skilled then themselves.

    Really the level of changes that need to accompany big sweeping changes like "no camp no tunnel" would be curated map size gen placement and repair times on a killer by killer basis. Essentially the game takes the killer mobility into consideration when loading into a map and adjusts parameters as needed. Maybe for example trapper has slightly smaller maps with increased gen repair times to promote him setting his Field up

  • Killers amount to most of the games revenue. So obviously the game has to cater to killer while pretending it does't. At the end of the game the games balance fun or bugs will always take a back seat to killer engagement numbers.. just take a look at literally every over tuned killer situation and it hangs around for "months" while they say they are working on it.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979692#Comment_3979692

    Clown isn't OP and never has been. He could be a monster in 1v1/looping when properly played, but was abysmal at applying map pressure and defending gens. That's big part of why the yellow bottles became a thing to begin with.

    He is (or was) great at stomping bad-mid-tier survs, but really good survs would take your lunch money.

    Now he's just braindead, the killer version of holding W.

    So another example of bhvr messing with a killer that worked fine in low to mid rank to accommodate the high rank to the absolute detriment of 90% of the player base. Bravo love when my casual party games try to take them selves seriously. Low key just add a competitive que with alternative stats then base game

  • Just add a second offering slot designed exclusively for maps so that you can at least narrow the map down to 5 options each game with a mostly even split depending on what people and the killer will always have a 20% chance or higher to get his map of choice

  • @SoGo said:

    One thing I don't get is why people suddenly think Clown is S tier.

    He is not that much stronger, he is just much simpler to play as. You can shut down your brain and autopilot, and his new power allows you to.

    You are unable to make mistakes, since there isn't a lot to screw up, and if you do, the punishment is not as severe since you reload faster.

    Why ask a question then answer it immediately after?

  • @Raimue said:

    They're implementing answers for killers in response to everyone running perks that give them absurd speed. Want less killer speed buffs: nerf survivor speed.

    Lol obviously the solution is make survivor slower you might actually just be a bhvr dev in his off time.

  • My current only problem is I swear the axe can go through objects or aims at me while spring trap is looking a different direction.

  • Yeah sad I never even got to use them since I don't like bringing items that I don't have atleast 50 of and now I'll never get to use it and a good capacity. Just remove them and give me a blood point refund please

  • Nothing to talk about the perks do nothing for the game which is the most important aspect. People are only even talking about the horror aspect because behavior didn't give them anything else to talk about instead. Obviously power creep is a issue in a game like this but with no reason to play a characters perks the only thing worth liking about them is a skin which is hardly conversation worthy it most likely won't even be attractive so appealing to the gacha crowd won't even be a talking point like talks about sable were

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418517/stop-wasting-time

    Stop blaming the killers for it and start blaming the devs, or the survivor who is hiding.

    Why are the devs at fault?

    • a 4k gives more bloodpoints
    • a hatch escape feels bad especially when survivors teabag
    • its impossible to defend both gates in most maps (which is intentional) unless you are playing a top tier killer like nurse, so refer back to the bloodpoints
    • The last survivor escaping is a multi-level handout
      • The killer had to win the match by stopping the survivors
      • Then they had to win the 50/50 and find the hatch first
      • Then they had to win the 50/50 and find the survivor before they open a gate and get out
      • Why does the killer have to win 3 times to get the 4k?

    Its just bad design.

    As for the survivor, if this is happening, the 4th survivor is fully capable of just running to the killer and letting them get the 4k, because if the killer is slugging for the 4k, it is likely that they are gonna get it anyway. So why waste everyone's time?

    By that logic the killer is fully capable of letting the 4th escape why should the survivors make way for your win? I agree with you that it's a dev issue one that can be fixed easily by just letting 3rd person have a give up button or unlock unbreakable on 2. Instead I have been running no mither for the last 400 hours just to not waste my time and by proxy make my team worse especially vs Oni dredge and just in general. I do this because I find the game fun but wasting time is not. Also the game isn't really team based removing hatch and other options for the "one" to escape is equally bad design as it just promotes teams giving up earlier why play? Most games will start to see a trend of once the first tunnel happens the rest just give up unless it's close to end game

  • I just wish when I got a doctor in a match he was actually playing... Instead I get AFK farming doctors no wonder health system is so slow literally all the doctors are AFK

    in The doctor Comment by BbQz
  • Basically what they need to give him and other killers that have the same problems some sort of out of chase dash ability or some sorta of increased map coverage system. As a survivor main I love playing vs pyramid head and many other killers but only killers with some dash or area coverage gets picked and it sucks

  • They should just have a killer ban list option for 1/2 killers per survivor Que people who don't want to engage in a game with a character that is going to make them ruin the experience of others should not have to and killers shouldnt have a problem with this solution as they desperately claim it's just forum bandwagoning so I'm sure it wouldn't effect que times.

    And if the community has a whole as 1 or 2 killers on a ban list that seems like a really telling problem to look into

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747550#Comment_3747550

    Myers moves at normal speed outside of tier 1, and tier 1 is also really weak, by design. He's not supposed to be operating at the normal baseline in tier 1, he's supposed to be operating at below the baseline.

    It's actually not dismissing anything, if our baseline is considered to be the weakest killer in the game then performing above that baseline is not indicative of a problem. We WANT killers to perform above the baseline set by Trapper and Freddy, because they're very bad killers. We want those killers to be performing above the place they currently are, even.

    When it comes to your comments about her counterplay, we have another misconception… I think? You say that stacks can't be removed, giving her "potentially permanent Haste", but I'm not sure what that means? She doesn't get Haste just for someone having a scan, she gets Haste for someone being on her radar, and that happens for 12 seconds after someone's scanned, it's not permanent.

    Moving on, we'll talk about her actual counterplay. The problem is that you're thinking about her counterplay being something you do AFTER you get scanned, but her counterplay is in avoiding that scan to begin with. Beams need line of sight - though it is pretty lenient and can go through small gaps - and they don't scan you if you're crouching or standing still. That's her counterplay, you play around the beams and you avoid being scanned in the first place. It's very doable, especially if the Merchant isn't really trying very hard.

    To your final paragraph, you're right that the bandwagon started for a reason. The issue is, that reason doesn't exist anymore. It started because of her original design allowing for extremely stalled out matches that could potentially go until the server force-closes. She can't do that anymore. They fixed her, and people are still acting like she's broken.

    So your claim is that her counter play is avoid the beams which can be dropped instantly and when ever? Even during a chase? That isn't counter play that's just running in a direction. I can hop in a locker when nurse teleports to me or artist hits me with some crows. I can dodge a billys charge. Many other killers have many unique things you can do. SM does not. And the scans are fundamentally a issue as some one across the map can negatively effect your chase by giving her haste how is that fair or even make sense? She's highly problematic and as it's always ignored the player base just leaves or suicides upon seeing her. That isn't healthy for the game and it's not just children complaining or lashing out it happens enough that it is a systematic issue as it's so wide spread claiming it's just people on the forums uniting to troll isn't it. Honestly I think SM should be removed and replaced with a different kit and model and name to give this sad excuse of a killer a new start

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747540#Comment_3747540

    Well, for starters, even you're kind of drifting into some questionable territory. Why highlight her 115% speed specifically when comparing her to other stealth killers? They're all 115% to my recollection.

    As for some of the other stuff- saying that she gives more status effects than any other killer traps isn't wrong, but it's important to remember that two of the three trap killers we have suck. Trapper is not a good benchmark for balance, so to say her traps do more is kind of irrelevant. Of course they do, Trapper sucks. The same goes for Freddy, and while Hag is a closer comparison, it's worth remembering that Hag's traps are much more guaranteed. You can crouch them like Merchant's drones, but if you trigger them, it's a much more directly-threatening effect than a single Merchant scan. Merchant has to build up to her best case scenario, other trap killers get theirs on a single trap activation, and it's harder to see a Hag trap than it is a Merchant beam.

    I'm not going to go through everything in this thread, but to stick to the thing I responded to - as I said in that comment, that video is just flat out wrong. It pretends that Merchant has no counterplay in chase at all- and very specifically brings up killers that have weak or inaccessible counterplay as a contrast, so it's not hyperbole, it's just wrong.

    The things people say about Merchant are in similar lines. Saying she has no counterplay, she has no skill expression, she has more effects than other killers… these things just aren't true. That's not to say there's no conversation to be had about her balance, but the starting point for a lot of people's arguments is just wildly off base.

    So basically Chucky and Myers come to mind as for move speed could be more I don't have all numbers off the top of my head. Using the excuse that other trap killers are bad so you can't compare them is dismissing a good argument other trap killers exist so a base line exists as well if SM over preforms that baseline that is a problem.

    I would be interested in what your idea for counter play is for SM that is reliable for more the extending chase by holding W into the edge of map.. stacks can't be removed giving her potentially permanent haste unless you take a hit which isn't counter play. In my opinion counter player implies it isn't beneficial to the killer like disabling trappers traps or hags marks with a flash light.

    The issue is SM gets to much value out of to little you can argue SM is a worse killer then Nurse for example but that brand new player loading into a match as nurse for the first time is going to hate it opposed to loading into that same first match as SM I think it's easy for people to think a "bandwagon" of hate is happening here and not being on it helps us feel we are not one of the crowd or that we think the masses are stupid so they must be wrong in some capacity this isn't the case here.. yes people blow the issues out of proportion but the wagon started for a reason SM is a problem not game breaking but enough that people just refuse to play vs her as they value there time and expect a game should be fun.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747528#Comment_3747528

    To actually explain that for you, it isn't that "SM mains" (which I'm not, for the record, I play her occasionally) don't want to be hated, it's that the things people say about SM are often just flat out not true.

    It's not shilling or begging or propagandising, it's just disagreeing with statements that are - at best - extremely debatable.

    Say what you will about the threads about Nurse or Blight or whoever, they usually aren't as flat out wrong as SM threads are.

    What's wrong in this thread? She's gives more status effects then any killers traps used easier then hag trapper or Freddy, she has 115% speed despite reliable stealth unlike other stealthy killers. I don't see anything flat out wrong with most people's complaints if you wouldn't mind sharing why you think everyone here is wrong I would be interested in seeing why a video was posted in this thread with even more complaints

  • Tunneling = easy win. And people don't play to lose it's really that simple maybe if they made the game 1vs3 firom the start or didn't give survivors a win condition it wouldn't be necessary as I really just want to hope on and continue my 50 or 100 game win streak after work with out any pressure or stress

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