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Blueberry

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  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334740#Comment_3334740

    That said I think where this falls apart is that “most” killers while pushing for changes to not make it required also are pushing for changes simultaneously that make camping/tunneling either impossible or much harder to do.

    They're not. That's the problem. They are adamantly against camping/tunnelling nerfs, and want 12-hooking to be buffed to the point where it exceeds camping/tunnelling in efficiency, -without- nerfs being applied to camping/tunnelling.

    I appreciate that you may be of the opinion that camping/tunnelling should get nerfed, but that wasn't the case for the crowd that BHVR listened to when they designed 6.1 and onwards.

    I guess we’re just going to disagree then, I do think most killer players that want 12 hook games viable want camping/tunneling much weaker or impossible. If 12 hook games against equally skilled high mmr swf groups was viable I would even give the unhooked people zero collision until a conspicuous action or another person was hooked so they literally couldn’t be tunneled. (exceptions would need to be made for certain circumstances of course). People that do want 12 hook games viable but don’t want changes to camping/tunneling I would not agree with then. I don’t want them to exist they’re only forced to in the current state. We at least agree on wanting the same end goals though.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334398#Comment_3334398

    Here's the problem with that: that bar, the part where it's 'not required'? It's the killer mains that determine where that bar lies. And that bar has been dropping -fast-. Not to mention that what killers consider to be 'fair' is also pretty damn far off from reason in a lot of cases. It's way, WAY too common for a killer player to call BS on some game mechanic, and then the match they use to highlight it is a 4K.

    Also, @Crowman coming through for me and immediately proving my point.

    The irony here is that all those things you said killers determine and exaggerate can literally be applied to survivors as well and do, I’d argue even more often as well. That said I think where this falls apart is that “most” killers while pushing for changes to not make it required also are pushing for changes simultaneously that make camping/tunneling either impossible or much harder to do. So their idea of when it’s required is much less relevant since in order to get the improvements they want their idea of when they need doesn’t matter as much since they can’t anyway hypothetically. Very, very few killers players I see are pushing for hard survivor nerfs but just want camping and tunneling left just as viable. Generally speaking that isn’t a thing. We’re essentially going into talking about bias opinions or both sides here is what it boils down to of which many will exist, but I think we can objectively look at balance with enough experience to try and make as close to objective changes as we can so that either sides bias view will just be that, views, and less a factor on deciding to or not tunnel/camp.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334364#Comment_3334364

    They might be thinking of games with addons to make searching the box take longer.

    With those, it's possible I think to not have time to make it to the last box, but I'll trust your opinion on it.

    That could potentially be a factor they aren’t realizing as the addons can add a lot. That said, even with the best head pop addons it’s still impossible to die going straight box to box with zero interruptions. It’s much tighter for sure, but it is not happening without something additional being at play. Even this is also assuming the hat is active for the entire time as well.

  • I’m not dodging questions. I was literally trying to say in the nicest way possible that you have terrible grammar and sentence structure to where what your typing is near incomprehensible. I was attempting to say it as nicely as possible since for all I know English wasn’t your first language and you had to use google translate so I was giving the benefit of the doubt and attempting to be understanding. Yet instead of using that opportunity to try and correct yourself you decided to be rude towards me. I’m still willing to answer your questions if you phrase them in a correct way and without being condescending.

  • Don't let people gas light you man. You had a few DH that were avoidable for sure but many more that weren't. I think people seriously expect you to pause mid charge to prevent the forseable DH with how slow the 1 shot is but now that would've given them another loop around the pallet, you'd eat a pallet to the face, or they make the window with that pause. Or somehow the survivor spinning in your face a couple times to still click the DH mid swing is somehow your misplay.

    To win that you needed to have tunneled someone out. That said, the survivors could've also won that a lot earlier if they were actually trying to win instead of messing around a lot, which they were.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334478#Comment_3334478

    I have an absurd killer rate on blight and I have to go out of my way to play at a time where I think mmr will match me better. MMR essentially doesn't function before 12AM on na for me. Maybe they are cracked vs m1 killer, but I would consider them below average vs blight before 12AM. Most players in this game are bad and even if they are running really good builds it will never make up for their decision making.

    I agree most players are bad and I agree before prime time the quality of survivors in most matches is much lower, not disagreeing with any of that. Blights also one of the high tier killers that I wouldn't apply most of the things I've said to, he's one of the exceptions.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334437#Comment_3334437

    Yeah but most of perk synergies that are not meta for killer are not worth it. You can look at legion's add-on list to see what I mean. The typical meta-legion add-on are usually mischief list+Friendship bracelet, Sleeping pills+Mural sketchbook or Mischief list+Iri button. Legion feral frenzy duration is too short to chain hits, so people are forced to run duration add-on to make his power more consistent at being successful but suppose mischief list was base-kit add-on. What other perk combo's/add-on combos could he mess around with?

    Fuming tape add 100% regression when being in feral frenzy. this is suppose to have synergy with hex:ruin and before ruin got changed, it did give you 300% regression. now a days, its not worth it.

    BFF is an add-on that gives 4% speed when you reach end game if you successfully chain 15 tokens. Its obvious synergy is NOED but now a days NOED is more risky perk to run then it was previously.

    Franks mixtape gives you 30% pallet kicking and 30% gen-kicking. its suppose to be used with Overcharge/COB in the middle of the chase, but the value is so insignificant that its impractical even when those two perks are at their top in terms of meta slowdown. Most of the time, it makes you lose distance and makes it easier to shift-w his power(which can deny you 5 hit down combo in certain cases).

    I could go to talk about Echt ruler+The legion pin, Susie tape+Dark devotion, stab wound study+that glasses add-on(forgot name) but I rather not go into detail. point being is that killer often run same builds because there is lack of incentive to change and doing so greatly reduces their odds in winning. Killers a lot more strict in what they are allowed to use to gain results and a lot of skill expression to get results on said killer is tied to specific synergies to be relevant(rather their personal skill on said killer).

    TLDR: There are way too many bad addons and we're restricted from trying many because certain ones are too required as we don't want to intentionally gimp ourselves by not running them.

  • Never seen someone put Twins as low tier. She's actually very good, like low A tier. She's only really killed by the current meta. Way better than most these other killers for sure though.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334424#Comment_3334424

    i mean that has been the case for years. its just that bvhr has been balancing around soloq players for long while. maybe now they'll balancing around more efficient play? I don't know.

    True.

    That is our hope.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334472#Comment_3334472

    BT, OTR and DH get cancelled out by simply swinging as soon as they get unhooked, the speed boost is often not enough to get them to where they want to be.

    Nobody runs Reassurance outside of a 4-man and DS is pretty much useless.

    Compare this to pre-patch where we have old Dead Hard, slower pallet breaking speed, slower hit recovery time, bigger speed boost upon hit and 5 second DS that wasn't even disabled during the Endgame. It is 1000% easier to tunnel now for the average player.

    Even if you play above the MMR soft-cap, you aren't getting "high mmr" lobbies very often but yes, when you do and people you know, actually try, you will also have to try if you want to win.

    "BT, OTR and DH get cancelled out by simply swinging as soon as they get unhooked."

    Many, many times they aren't able to get that hit through body blocking and if they don't it is much, much better. Are we talking complete potato survivors here or? Even average survivors can do this, doesn't even take a full team.

    "Nobody runs Reassurance outside of a 4-man and DS is pretty much useless."

    At higher mmr there is almost always a Reasurrance as swf of 3 or 4 mans are significantly more prevalent there and even in full solos it is quite common. You're downplaying how often this is ran by a lot.

    "Compare this to pre-patch where we have old Dead Hard, slower pallet breaking speed, slower hit recovery time, bigger speed boost upon hit and 5 second DS that wasn't even disabled during the Endgame. It is 1000% easier to tunnel now for the average player."

    New DH requires more skill and is worse but it is still god tier and the best survivor perk in the game. Don't act like it was gutted, you essentially still have the same perk. While yes killer got those things, you also got base kit BT into the game, a better BT perk, you still have OTR and old DS even if it's worse, and as mentioned Reassurance added in. It is 1000% not easier to tunnel, that's just false.

    "Even if you play above the MMR soft-cap, you aren't getting "high mmr" lobbies very often"

    If you play at very high mmr you know this is not true. If you want an example that streams very often to prove this watch Zebb89 stream and tell me how many of those lobbies look lower mmr.

    "when you do and people you know, actually try, you will also have to try if you want to win."

    That's a weird roundabout way of saying you agree with me.

  • @Pulsar said:

    Is that true for Otz? Maybe.

    Is it true for the rest of the playerbase? Eh.

    Kill Rates are way up since 6.1.0. The game is much easier for Killer in the average skill level.

    Otz is getting it confused. Killers don't NEED to camp or tunnel. It's just that 6.1.0 made it easier and more rewarding to do so, most players will always take the easiest path to victory.

    It is objectively not easier to tunnel now, it’s harder, that’s just fact. Built in BT, OTR being a better DS and while weaker DS still existing and even Reassurance to top it all off. We can argue more people tunnel now than before but to say it’s easier is just false.

    Unless you are playing one of the higher tier killers or the survivors are making a ton of mistakes you are required to tunnel at higher mmr against equally very good survivors.

    Most matches in the game you do not need to tunnel, but against equally skilled very good and higher mmr players you do.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334441#Comment_3334441

    perks often have general idea behind them but how they translate from one side to another might be completely different perk for what it does. at least in regard to these two perks the general idea behind him is following:

    A perk that improves existing aura perks.

    In the case of the survivor, it is raw radius increase. in the case of killer, its lingering aura increase. both perks in my opinion are not really worth it in general in my opinion.

    Oh yeah they’re not worth it, just adding some flavor perks.

  • Honestly as silly as it sounds I know tons of people that would actually pay for this. They could even show up in the progression passes. Surprised we don’t have survivor emotes in game yet either, people would pay major bucks for that.

    Same goes for new killer moris for sale or in the passes.

  • @Devil_hit11 said:

    Lethal pursuer. Extend aura reading effects by 2 seconds.

    Bonus effect: At the start of the Trial, Shows all survivor auras for 7/8/9 seconds

    Open handed: Extend aura reading by 16 meters.

    Bonus effect: Applies to your teammates perks.

    Except one is range of reading and one is aura duration. Essentially wanting the others version for killer/survivor as well, whatever form that may turn out to be.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333578#Comment_3333578

    yep. Sometimes I run blacksmith hammer to counter dh and hindered can help you catch-up but i do agree call to arms and map of the realm are currently "mandatory add-on's" to run.

    lots of killer have that problem. my fear though with base-kit add-on is that if killer base-kit is really good, then survivor might try nerf the killer similar to deathslinger. like DS had strong base-kit(Instant ADS) and low tr and casual people complained about it, so they just nerfed it, but they did not give him add-on to counter-act his nerf(Like no wind-up add-on's to revert it back to original) and TR add-on has drawback that he has to hold his gun.

    that is my concern with strong base-kit killers is casual complaining the killer is unfair and then killer getting nerfed with no compensation. I do not want that to occur to knight or any killer for that matter. so the way they reconcile is they make killer base-kit weak but invent add-on to "fix" his base-kit(which drains killer fun because they get no add-on variety).

    I would say killer have stages in strength in dbd. 4 stages in particular

    Stage 4: The killer sucks and has no redeeming factors. No good add-on, zero reason to play them. e.g freddy

    Stage 3: The killer has bad base-kit but their add-on improve them to be playable(knight is in this stage of balance).

    Stage 2: The killer has decent base-kit, but their add-on are lackluster(Pyramid head is this stage), you can argue a lot of killer here like Nemesis though just because killer has playable base-kit does not mean that their base-kit cannot be improved.

    Stage 1: The killer has a wide selection of add-on's they can use and their base-kit is strong. e.g Blight.

    I can see what you mean. I’d like if we had their base kit good enough to not need addons and then make most the addons for changing their play styles and synergies with perks rather than straight strength.

    I feel like most these addons all allow for some totally different play styles and different ones make certain perk synergies appear rather than just straight buffs from them.

  • @Science_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334403#Comment_3334403

    You have a very funny way of using the word 'objectively'.

    Do you disagree with it?

    If both sides play perfectly the killer loses almost every time. You rely on survivor mistakes to win.

  • In the average game where survivors play bad? No they’re fine.

    Objectively though? Yes they are way too strong.

    Most games survivors play bad so it’s fine but when it’s actually good vs good players the game is extremely unbalanced in survivors favor. We don’t judge objective “balance” based on average games, we base it on good vs good. This is why matches at the higher end are complete messes in terms of balance since they’re not what the game is balanced around.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334391#Comment_3334391

    No, every time anyone wanted to address tunnelling or camping, the thread got snowed in with 'valid tactics' and 'can't win without it' comments. Killers asked for tunnelling and camping to be protected.

    Valid tactics and necessary because of poor balance. That is “not” saying they “want” those things, that is saying it’s necessary. Those are two very different things. Killers don’t “want” those things, it was them saying it’s required until we get changes to make it not required.

  • We didn’t need gens to be longer, we needed maps reworked. Map design is the core issue of why gens go too fast as most killers are unable to pressure maps properly because of the map size and design. The extra gen time didn’t actually do much when it was more than compensated by the nerfs to the previous slow down perks and addition of extra gen speed perks.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334350#Comment_3334350

    Killers wanted camping and tunnelling protected above all else, so that's where we're at.

    That is not what killers wanted whatsoever. That’s strawmanning. What killers wanted was map reworks and weaker killers to be buffed.

  • @CookieBaws said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334290#Comment_3334290

    Don't think so, it's may feel like because there is too many clutter and walls

    The map size is listed on the wiki, it’s quite large.

  • @HardhatKrugerer said:

    As a base kit, huh? Or how about perk what give you and to your whole team option to read killers aura anytime when do a step. Its not broken and it would not be that powerfull. I think this is decent perk. And it should be a base kit as well. What do you think? You already know most of the time where killer is, because Corrupt intervention is giving you perfect hint that you are the most far away from him. And rest of them has killer terror radius.

    But now for real without overexeggaration

    So no need for survivor´s version of Lethal Pursuer. Its already difficult, only sometimes, to find survivors quickly enough to not get genrushed. If survivor would have info about killer he would be able to make him even more stealthy, because he would choose much safer way to anywhere.

    I can’t understand you, the sentence structure is very broken.

  • @Gandor said:

    Would you ever use such a perk? If so when/why? For killer it makes clear sense - he wants to cut down time in which he finds survivor. For survivor it makes less sense - he will figure out what killer it is (or that it's stealth killer by not seeing anything) and maybe general direction the killer is going. It might make you get chased a little bit later, but at the cost of full perk. Outside of maybe combining it with deliverance I don't see a point of such a perk (but enlighten me please - I am sincerely curious).

    The killer vision at the start is less of the significance other than avoiding him early. The main point is the aura extension, of which I would run depending on the numbers they’re extended. Run three aura perks and this and you’ve got a lot of extended aura duration. I’d argue the aura extension of Lethal Pursuer is its main point as well. As much as people like the early aura reading it’s essentially redundant information for anyone with experience. You know survivor spawns and rarely do I ever not instantly start chase with someone within the first 15 seconds of the game.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334210#Comment_3334210

    "That's just fact" ... but it isn't. It happened several times now, sometimes to me (and I'm pretty certain I run the absolute shortest route) and sometimes to others who I know well enough to know that they beeline it as well. That's the whole point of making this thread.

    --- But I'll just book it as you haven't had that experience.

    I’ve got over 9,000 hours of experience. Rewatch your games where you die, you aren’t beelining it. You had to have something slow you down whether that’s related to you or the killer, something. It’s literally impossible not to make the timer with zero slow downs and just walking box to box. That’s being very lenient too, you can realistically still waste quite a bit of time and still make it.

  • @R1ch4rd_N1x0n said:

    Object of Obsession.

    Slightly different.

  • While they need a lot more that would be a nice QoL change.

  • Also still way too large. Why are we still making more maps that are too large? We’re just adding another map to the list of maps that need changes now and it’s the freshest release.

  • If you beeline it from box to box you will not die. That’s just fact. So if someone is dying they were not beelining it, wasting time, or the killer had some interaction with them to slow them down from removing it.

  • I don’t think I’d say it that aggressively but the reason people get upset with them is because the top issues with the game today are the exact same top issues the game had 5 years ago. Also the same mistakes they were making 5 years ago are still being made today with new updates so nothing has been learned or changed in those aspects. I think people also get frustrated with the speed of fixes and balance changes as they seem below game standards of equally sized companies. Like I said, I wouldn’t say hate or anything strong like that as we can have kind discourse about the game but those are the reasons people can get upset with them. Speaking for others here, not myself.

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333109#Comment_3333109

    this change does nothing tbh bad survivors dont benefit from it. solo q is still miserable as always was, MMR doesnt work never did well it did back in the day but we had to wait like 15 min for a game and some even way more i still remember people having to wait 1 h and some 2hs....

    so wasnt worth it.

    Yeah that’s the biggest issue in solo queue. It’s not even information or communication, it’s the skill of the players. We could have identical info in solo to swf and solo would still feel bad because solo queue is a skill issue. The best thing about swf is being able to guarantee 3 other good teammates and that bad quality of teammates is never going to change as long as we have a flawed mmr system focusing on escapes and kills as it’s primary metric.

  • Yeah let’s just halve the cooldown on already the best perk in the game lol

  • That seems like a good buff. I’d want something done with how boons work in general first though.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333569#Comment_3333569

    Swf can create a pseudo map / ping by callouts with a clock based system.

    Obviously that means survivors either need a map that gets automatically filled with everything seen or have the auras of known objects be displayed permanently once seen by survivors. Also free bond.

    Dont you know swf has all that already?

    /s

    Although i can see some survivors demanding similiar stuff in the future.

    Yeah well the clock call out thing is basically a comp thing only, 99% of swf groups don’t do that but yeah they do have more location call outs than solos of course.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333626#Comment_3333626

    I run it sometimes because I get sick of kicking gens and just want to go for chases, so I run it as indirect passive slowdown to go for more aggressive play-style to chase survivors.

    Yeah i like the passive nature of it, downside is it's really slow to get going and you can lose the game before you even get its full value if the survivors are good.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333619#Comment_3333619

    They should want hex perks to be strong enough to be in the meta as it makes the game more fun for survivors by giving them extra objectives.

    old hex undying+hex:ruin was secondary objectives. Apparently survivor did not like that. I do not really rate devour hope on any killer really. I think only hex that is worth running currently in meta is hex:plaything.

    The only reason why hex:plaything is good is because it forces lose/lose in the game by granting the killer generator defence via cleansing totems. If you do not cleanse totems, the survivor plays at drawback of not hearing terror radius resulting in your ability to gain to sneak up on survivors and potentially escalate injure pressure.

    Devour hope is pretty pointless perk because in cases where you need the perk to activate to clutch the match, the perk gets cleansed(4 man swf) and in other cases, many matches where devour hope activates are matches you are likely to win without the perk because your opponent is ineffective at looping. that is just my experience with the perk. Basically it follows cookie cutter issue that all hexes perk face. Lots of risk for inconsistent reward. I think only killer that would use this perk is Spirit with MDR and that is because Spirit has strong base-kit that this perk activating is an instant win button for her, but if the perk fails, then the killer is still strong enough to play without the perk. In other words, its win-more perk for spirit with fail-safe. This was also the case for Nurse before Nurse's attacks became special attacks therefore disabling the instant down property of this perk.

    Yeah don't get me wrong I wouldn't run DH either.

    I actually forgot about Plaything. That is actually a decent hex perk I would run and do sometimes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333584#Comment_3333584

    good description of the perk. I think this perk is suppose to work like plague's black incense add-on. show periodic auras around the map. they first need remove the terror radius condition because 90% of the killer cannot use this at all in the chase and then they need increase aura duration by 1 second and increase frequency to every 10 seconds. Screaming component should be removed. it is not needed.

    Hex status will make more sense then.

    Yeah that sounds good to me.

    They have a habit of way undertuning hex perks. For a perk that can be removed permanently and generally in sub 3 minutes it has to essentially be overtuned enough in its effect that it can have a significant impact on the game in those 3 minutes. This applies to basically zero hex perks currently with DH being the only exception and even that's not meta and more of a funsie dice roll perk.

    They should want hex perks to be strong enough to be in the meta as it makes the game more fun for survivors by giving them extra objectives.

  • Really terrible perk.

    Honestly it's bad enough it could not even be a hex, aka permanent and it wouldn't even be OP. That should tell you how bad it is. Ironically we could say this about a ton of hex perks.

    Now of course if it was permanent there would be a few outliers that would need fixing for things like Pig boxes, totems ect.

    Though if we go the other way of making it worth being a hex you can't actually increase the amount of screams because then it prevents you from cleansing it. Difficult to improve.

    Probably the best solution is removing the scream component entirely so that it doesn't interrupt boxes, totems, ect and now we can increase the trigger frequency drastically to like every 15 seconds and aura for 3 seconds.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    IMO this should not be a feature in the Lobby, but ingame when you press "Esc" (or whatever is used for Consoles).

    This would also not increase the amount of dodging, something BHVR is not a fan of.

    That would be fine with me as well.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333466#Comment_3333466

    problem knight's add-on is that its hard to justify not running map of the realm in his current add-on list. For knight to have add-on variant, they'd need to make map of the realm base-kit, but you know.... you get the "Oppressive killer complaint" when the killer has functional base-kit without need of add-on's. casual survivor might complain that the guards are impossible to avoid if the player is good with placing his guards with map of the realm.

    I do agree that most of his add-on are weak and very safe. Look at knight contract. Every third guard grants exposed status effect? Are you scared that I might instant down survivors? haha

    Oh I agree.

    Part of my changes for Knight would be base kit Map of the Realm. I only didn't mention it here because I was solely focused on addons for this post. I'd also actually add Call to Arms to that list, it's basically required for his new play style.

    Because of his required addons I don't feel like I actually have any opportunity to try anything else.

  • @Steakdabait said:

    i would prefer if bhvr stop wasting dev time on a killer that's gonna get a large rework in the future tbh

    Unfortunately that's gonna be like 2 years out

  • Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.

    Hopefully we follow this with some serious map reworks for size and tile strength.

  • @ironblade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332607#Comment_3332607

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332656#Comment_3332656

    I totally agree but it's not as bad as his knights contract. why did they gave him such bad iri addons that is worth a lot of bp and high rarity?

    yes but will devs see this and tell us? they really need to check his addons again

    I mean to be fair, like 90% of the killer ultra rares are trash. So it's not really a new thing.

  • He has a couple addons that feel required and should be base kit while all the rest are completely terrible and need serious changes.

  • They need it, especially the stealth killers. Stealth killers who are already low on the tier lists mind you got hit the hardest from this update. They need a lot now.

    Their surprise attacks (which is basically all they have) got neutered since now you can always tell when they're chasing someone and when you need to actually watch out.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327626#Comment_3327626

    I am very certain that all model sizes are identical for survivor. they have to be. If they were not identical, then aiming killers like huntress and wesker would need to aim differently based off what survivor is selected. The hitbox would be inconsistent and incredibly confusing.

    If you look at blight william birkin, that skin is huge in model but that skin has same model size as Normal blight even though appearance both of these skins is drastically different in size. I am fairly certain that all appearances model-wise are identical and cosmetic are exclusively meant to customize the looks.

    I do not agree. Ace is by far most competitive survivor to play in the game because he has base-kit tier 1 Iron will and he is male survivor. The second best survivor to play is Ada wong for exact same reason as Ace. Sound tracking is important for killer because of their ability to track survivors in loops. that is also why people previously used Iron will because it allowed survivor to change loops(hold-w) without the killer realizing that the survivor left the loop.

    You’re confusing hit box size with model size. I’m talking about model size of which all the things you’re mentioning do not apply.

  • Well supposedly it’s simultaneously “bringing solo closer to swf level” but also “not expected to have any significant effect on survival rates”. So it’s simultaneously a significant buff and not significant buff at the same time. Contradictions much? Doesn’t leave me too hopeful on getting those corresponding killer buffs to bring them closer to swf levels.

  • I don’t think WoO needs a nerf. The only reason WoO is so strong is because of bad map design. Maps are what need fixing, not the perk.

  • @AmpersandUnderscore said:

    There was a time when killers saw 'kicking a gen' as a horrible, inefficient, waste of time and effort.

    Apparently that has become 'nothing' and, for a lot of killers, is even more important than chasing survivors in the current meta.

    It still is a complete waste of time unless you’re using perks to make it worthwhile.

  • One of the few actually decent aura perks worth running they’ve released. No it doesn’t need a nerf. It has plenty of counter play both through play and perk choice. Nerfing things unnecessarily like this is how you keep getting killers just stacking slow downs. It doesn’t need to be centered on the gen.

  • If anything Deep Wound could use a buff, not a nerf.

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