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BrightWolf

BrightWolf

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BrightWolf
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  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981994#Comment_3981994

    So give them half the effect of Franklins for free. That's your suggested counterplay? Just do it for them.

    Right.

    You drop items by simply putting them down, it's literally how you counter Weave Attunement. By just placing the item down far away from you, especially if it's a medkit.

  • @tes said:

    On other post people told me that FD is toxic and items on survivors never should have counterplay, because if people bring them to the trial, it meant to be used. Same with current conviction btw. They just don’t want counterplay to exist, because how dare u simplifying match while they doing completely the same.

    Yeah, I wouldn't listen to those types of players, as they're the type to become hyperbolic over everything in the game. Hell, they're probably the type of players who say that a killer using M1 in the open is toxic. Or Survivors using items/perks at all is toxic.

  • Not bringing an item and taking a gamble on chests.

  • I had this happen to me about a month ago, spawned directly in the killer's LoS. We stared at each other very awkwardly, gave each other the "welp, that's awkward, let's pretend that didn't happen, yeah?" nod of understanding and went the opposite directions of each other.
    Over all they were very chill, 10/10 would love to play against them again.

    Granted, I realise that I was incredibly lucky that I was facing a killer who realised it was a BS spawn and decided not to capitalise on it for early pressure. YMMV if this happens again.

    In any case, if I were you I'd also report it as a potential spawning bug. Though there might not be much that BHVR can do to fix it, at least it'd be on their radar as a potentiall issue.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453650/why-the-silence-on-franklins-demise

    Eh, what's the point? It had pretty obvious reaction on PTB and they still came through with it.
    Watch at Knock Out rework, literally every CC and player here said on PTB that it's pure garbage, you think they care? Another killer's perk went into trashcan.
    Idk, what's going on with killer perks is pure tragedy. Not only we didn't see really good killer perks in years, but they keep deleting perks again and again, while buffs are nothing burger mostly.
    Overwhelming Presence probably the only recent reworked perk you can pick on any killer and get at least some value. Not just play 5 matches and hope that perk will do something, not just equipe it on 2-3 specific killers which has some synergy with it, not something just does nothing whole game while buffing survivors. Just good universal perk you can see a little value every game. Not even strong or something, just working and giving a little value. It's already praiseworthy by current measures.

    It honestly feels like they're hoping to compensate killers by giving the new releases power creep, which is why Ghoul is as strong as he is (high A tier imho). This naturally does nothing because not everyone wants to play new killers, they want to play their favourites and mains. Which is a problem because survivor perks are so strong now, that even a team of two 2-man SWF can roll any killer below A Tier.

    So any killer player who wants to even have a decent hope of getting any satisfaction, fun, or just wanting a decent amount of BP from a match they have no choice but to learn how to play the A Tier and above or employ unfun tactics that survivors dislike, just in order to scape by with a 1-2K in the end. And that's if SBMM/MMR is even working correctly, because there's a high likely hood that both killer and survivor teams will get matched up against fresh installs or players with only a handful of hours, which is borinng for everyone.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980529#Comment_3980529

    And if there's one thing I've learned from this community, it's that the try hards hate going against other try hards lol there's no way they'd stick to a competitive mode

    Oh, I agree, those types of players will complain about the other, while unironically running full-meta and broken perks, items, killers. No was a comp mode would work in DbD, not with the way the "Us vs Them" tribalism is right now.

  • @Atsuka_Anarchy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453298/sick-of-try-hards

    There could be a Casual and Ranked mode, but you'd still get try hards in both modes; it's just how some people want to play.

    Pretty much this, Otz brought this up in a recent video. Even if they made a comp and a casual mode, you'd end up with try-hards in casual mode, because some people jsut want to try hard no matter what.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979721#Comment_3979721

    Yeah I'd honestly rather get flashlight clicked and teabagged than smash new players. I'd rather be frustrated than feel terrible. They aren't even learning anything from it. They have no idea what's happening.

    I quickly got a 4k on that Trapper one to just clean up the mess and felt so gross (one of them had gone second stage on one hooking and I hadnt noticed) but then realized I didn't put the perk on I needed for the Quest, so I did another match, praying for pros cause I legit just wanted to get the Quest credit. But no, it became another stomp, and after 2 kills I just couldn't do it. Thankfully there was a p77 Dwight and we farmed while the other did gens and then they left. Helped me scrub my conscience a little.

    I agree, be it killer or survivor, no one profits from an experienced players being put up against inexperienced players, be they fresh installs or only have a handful of hours in the game.

    And what makes it worse is that it's such a prevalent issue throughout DbD that even the people in the top MMR braquets aren't immune. I watched a video from Otz, I think it was from a month or so ago where he had killers DC like three or four times in a row, and every time he'd check their profile, they'd have anywhere between 500-800 hours each. Like how is that fair, not only for a player like Otz, but for the killer player too? And Otz is one of those guys who can't turn off their brain or slow their muscle memory with the game, so he was just playing normally against someone who would have had no chance of catching Otz. So to the killer player, it looked like Otz was try-harding, when in reality their skill was nowhere near his.

    So yeah, I think SBMM/MMR needs to be addressed before any more balancing can properly come to DbD. Like I get it's going ot be difficult as well due to servers, their locations and active hourse etc, but something needs to be done to stop newer players from being forced to face experienced players.

    And speaking of MMR, I know it's already been addressed and this is much harder to do nowadays. But something also needs to be done to stop people from tanking their MMR so they can versus fresh installs or players with low hours. Just so they can get "clips for YouTube, TikTok and Twitter and show how I reked this killer in five gens." omitting that they're more than likely versing a new player or someone with only a handful of hours.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979316#Comment_3979316

    I tried out Knight during a trial, didn't even have him unlocked, and 3 of the survivors were p100s. I was looking at the scoreboard like 👁👄👁. I got 1k and I'm amazed I got that, cause I spent most the match just trying to figure out the abilities. On the flipside, I played maybe my fifth time ever as Trapper recently and it put me with people who might as well have been 5 years old whose parents had handed a controller too. I dead stopped during multiple chases and tried to give them space but they were so insanely bad even that wasn't enough.

    Sounds like the first time I played Sadako, was just trying to figure out her teleporting and how her condemned mechanic worked. The team I was against loved doing Video City runs, so I hardly had TV's to teleport to, so the one kill I managed to get was because a survivor got cockey (or perhapse it was out of pity I have no idea lol) held onto their tape for far too long and I was able to condem kill them. Similar reaction to you, they were like high prestige with a P100 Kate, P69 Dwight (who I moried), P75 Ace and P95 Mikeala. My eyes were just O__O "how, did I get here?" Granted, I had been playing for over a year at that point, but I wasn't a regular DbD player (like once or twice a week at the time) and had been bouncing between Wraith and Trickster before I decided to try and play Sadako so two completely different playstyles and I still managed to get a 1K.

    Then fast-forward to a couple of years to days ago (lol) and this crap still happens, I'm very new to Ghoul so therefore not every good. Have been practising in Customs just to get a feel for his power and the limitations. I take him into a live game for the first time, and I manage to get a 1K because the survivors, who were just better than me, messed up in the EGC. So then the next game, I got shoved in front of three very new "I just got out of the tutorial" survivors, and one survivor who was clearly teaching one, if not all three, how to play. I just *could not* bring myself to play normally at all because of how basic the mistakes they were making were. No joke, I didn't even bother using the Kagune outside of just patrolling around the map.

    I had to turn the game off after that match because the MMR is just that screwy some nights.

  • @Thusly_Boned said:

    If it results in BHVR being clearer and more consistent in how and when they use the killswitch in the future, it was absolutely worth it,

    For me, the issue was bigger than Streetwise, it was about how a powerful tool (the killswitch) is used. Because it sure seemed like it was almost arbitrary.

    It didn't help that they were treating the killswitch as though the game hardly has any content and didn't want to killswitch too many things at once or else they'd deprive the playerbase of limited perks/abilities. When that's like hardly the case, granted I understand they didn't want to take too much off line, but Streetwise shifted the balance of the games so much it was borderline unfair on killer players, especially those who play basic M1 killers with no mobility or map pressure.

  • @kosaba11 said:

    The issue in this case is how horrible matchmaking is. You escape one trial and all of sudden you're placed against a Killer who thinks this game is competitive. Now, they have every right to play like that, but they should only be matched with people who play like that. Who knows, maybe it's time to make a competitive mode - granted, the Survivor playerbase is already shrinking due to the horrible decisions BHVR has been making, so that'd just make life harder for everyone.

    And then the reverse can be true, you play a killer you're unfamiliar with because you just brought them, and you're placed against a team playing like they're in a 10K tournament. Because you're not a fresh install, you get lucky and scrape by with a 1K, because they effed up. So you load into your next match to find that the MMR has decided, because you're so obviously new, it places you against real fresh installs who have no idea what they're doing and you feel bad because you don't want to go all out, so you just play a farming match.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453288/so-much-us-vs-them-these-days

    Still no clue why downvoting was even brought back. Its just a way to quickly disagree with a statement without explaining your stance. Stupid feature and its entire purpose pr much is to ragebait basically.

    Pretty much, and any statement with any type of nuance still gets downvoted into oblivion, because people who don't like the topic that the comment is trying to bring nuance to (E.G; any kind of nuanced talk about Ghoul and how to balance them without nuking them from orbit, to bring up a popular punching bag) just brigate it into the depths of Hell. Because "I don't like thing, so instead of articulating why I don't like thing, and how >insert op here< could be wrong I'll just press the downvote arrow."

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979148#Comment_3979148

    I love how every killer claims that all they face are SWFs despite it being a known fact that’s not the case. You just want to be able to slug without any risk that’s all it comes down to.

    I'm not claiming I face four-man SWFs every game, you realise that two friends playing together also counts as SWFing, right? And a match can also be of two two-man swfs being paired by the MMR.

    What I'm saying is that it can become possible once more and more people find out about the perk combination, either due to content creators bringing light to the issues or just by being active in the DbD social media circle. Which means that people will start equipping them "for a laugh," or just to see if it's really that broken or OP.
    EG Sabbo Builds, or Gen-Kick meta, old CoH boon/healing builds. Head-On+Flashbang, Deception to stun the killers, Old killer/survivor exploits. People who equip Vigil + Sprintburst to abuse the exhaustion stacking, and, most recently, players who abused the Streetwise bug to get infinite charges on items.

    Slugging always comes with a risk, I will grant you that. However, that risk shouldn't be survivors who are to pick themselves up after eight+ seconds because the killer is otherwise locked into the basic attack cooldown, accidental vault/locker check animation or checking to see if someone is nearby for a pallet or flashlight save. Because an eight-second pick up unfairly punishes killers who aren't slugging for the sake of slugging but just for being strategic, or because they have to take time to walk over to the Survivor who was downed by the killer power (Huntress, Trickster, Artist, Twins, Trapper, PyramidHead) or because ping/latency decided the survivor didn't go dow where the game showed they did, but where the survivors ping said that they did, which would be a few feet away from the killer.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979077#Comment_3979077

    what about huntress/phead/artist/twins? They can down survivors from afar and need time to go there. Don’t want to mention trapper with purple addon even.

    every killer perk can be countered or requires condition that makes perk useful in rare cases

    Exactly! Any killer that has a mechanic around downing from a distance or slugging as part of their kit/gameplay will be put at a disadvantage because they won't be able to cross the map fast enough before the survivor can pick themselves up.

    Every perk and playstyle should be counterable.

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979060#Comment_3979060

    that is absolutely a lie. The only way that happens is if it is paired with at least two other perks..

    the same thing can be said about several killer perks when they are paired together with other perks. So you are blatantly being disingenuous here. It takes a total of eight seconds for you to be able to pick yourself up and the cool down from an M1 is not longer than eight seconds. You are just straight up lying.

    And that build will catch on like wildfire the moment the trolls get a hold of it. It's about fairness. Yes survivors should be able to pick themselves up if they've been slugged for an extended period of time, not within 30-60 seconds. That's just way too fast, especially when you're dealing with a team that's bombing the killer for the save.

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972469#Comment_3972469

    Conviction is not broken whatsoever. But it’s good to see we can start identifying the players that slug the most by them claiming that.

    I'm sorry, but being able to pick yourself up before the killer can even finish their M1 cooldown or quickly check the area for a flashlight or pallet save is a little too quick, in that it makes half of the killer's job more difficult. The last time I saw someone pick themselves up that fast was running an "instant Unbreakable" cheat/hack.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978268#Comment_3978268

    oof poor kenaki, at least they were a good sport. I think that’s always admirable. I know people say finesse doesn’t work that great against him but I heavily disagree. Resurgence feels like a must against ghoul though.

    As long as you're a strong looper, you will do gangbusters against most Ghoul's (including myself).

  • double post

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977701#Comment_3977701

    That’s 100% true. They need to adjust his auto aim so player have more flexibility with his leaps. And get less unfair free hits.

    At the ptb stage, i was hoping the game would allow him to move vertically, but they didn't implement that part of the ability, instead giving him a bugged hit while you're standing on the saloon in main and the ghoul is running below.

    Probably that's because whole hitbox history on maps is a mess, like invisible fence on haddenfield that doesn't let use demo power

    I don't think they could adjust his auto-aim any more than it already is, because his hit-scan is the way that for player accessibility.

    I read somewhere around his release that in pre-alpha, BHVR wanted to make his Kagune Leap a skillshot-based attack like Slinger's harpoon. However, it was deemed too clunky and difficult to use for the player playing as Ghoul, especially if the player was on console (it was also apparently bad on PC, but console was atrocious). So it was decided that the leap would be made into a hit-scan like Sinngularitie's biopods, for ease of access for console players and those on PC who prefer to use a controller.

    So I don't think they could adjust the aiming any more without making him too clunky to use satisfyingly.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977697#Comment_3977697

    I don't have him purchased (I'm only putting so much of my income into this game's bottomless coffer) so I don't know how it actually is to play as him, just against him. I don't assume he's easy, I just know that's his reputation, and that attracts a certain type of player. Kanekis miss more basic attacks on me than any other killer, and I'm not some 360 magician. I'm literally just running forward. I also get more rage quits from them than anyone else. It's clear the rep doesn't match thre reality for many who try him.

    I'd consider buying him just to see how it is but God, the noises he makes. I don't want to listen to those anymore than I have to.

    Zoomzoom clown is in a similar place right now. I'm beating all these new Clowns who think all they have to do is move fast and they'll somehow win. There's something about speed that makes people careless. Like I'm right nearby and they don't even see me because they're too focused on zipping around the map like a freight train.

    His audio isn't that bad while you're playing him, but can get a little grating. However, I don't notice it as much since I can tune it out, so YMMV. IMHO, Rize's is more pleasant/easier on the ears because she's quieter, again YMMV.

    I do highly recommend trying him out for yourself, though. He is incredibly fun and tricky to get a hang of, especially with how buggy his anchor points on certain maps can be, but feels incredibly rewarding when you do land a leap and a hit. As I said, he is like Legion on crack with a touch of Wesker thrown in for fun.

    Kaneki's basic attack, imho is similar to Pinhead's basic, in that its trickier to land unlike other M1's, because of how deceptively long his reach appears in first person due to the Kagune hovering near his hand, giving the illusion it'll go further than it actually does. In reality, it's a lot like trying to aim GF, Pinhead, Legion or Wesker's M1, so as long as you treat Kaneki's M1 as though its a knife you'll land hits a lot easier.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977668#Comment_3977668

    I don’t understand why they compare him to nurse, because god no… they haven’t see true nurse mariner yet. Or Blight. Yes he easily stomps solo, but as soon as it turns out survivor can loop his bugs are working against him, maybe kidnap tech only is something player can extract value from.

    The only thing for me that actually makes him powerful damn bugs. Because I genuinely don’t understand when player is aiming at you with his auto aim, and when he is just doing leap. Animations are a big mess and making counter him just not intuitive. He has accessibility issues for sure.

    The hits through walls are legitimately a lag/ping/latency issue, in that the survivor's hitbox is a mile behind them by the time the Ghoul hits them with his Kagune, but gives the illusion that they were hit through a wall. It's the same logic behind Huntress's mini-fridge Hatchets, or Slinger's harpoon going through walls and objects. It just looks like it's hitting through an object when it's technically the pillbox behind the survivor model.

  • @cogsturning said:

    The last time I faced a Kaneki was 92 games ago. He doesn't pop up enough for me anymore to have strong feelings. And a good chunk of his users are bad at the game and chose him cause they thought he'd be easy. I usually do okay against him for this reason, as long as my team aren't a bunch of potatoes.

    I choose to play Kaneki because I want to spider-man my way around the map, because the power is like Legion, but on crack. I honestly suck at playing him (seriously, I can't aim for crap XD), but I still enjoy myself and try to go for fun plays and spread my hooks and pressure as much as I can.

    So it really grinds my gears when someone says, regardless of player skill, that Ghoul is OP and can easily 4K. Like, how is that different to any other killer in DbD?

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972513#Comment_3972513

    The 2.5 meter radius is large enough for you to get stunned even if they are vaulting away from you. But you need to be right against the window vault location (does not work at pallets, only works at window vaults).

    It's kind of like the Flashbang in a sense, you can still blind the killer through a wall (or used to) as long as you drop it close enough for them ot be caught in it's dome radius. Seems like Conviction operates on the same logic, in order to make the effect more "believable" and look less awkward.

    And hell, on paper its a decent idea. I've always said I could see something similar, but for killers who like to face camp hooks (before the anti-face camp mechanic). "Calling it "Flip Kick." Once per match, when a survivor is hooked, if the killer is within "XYZ" radius, the survivor even on the final hook, is able to self-unhook and stun the killer for "ABC" duration. Perk deactivates in the EGC, does not interfere with Blood Warden."

    But as is, Conviction when paired in a SWF and the "right" perks is just too strong and being able to use it while dropping from second story vaults is absolute madeness.

  • I agree, while I'm not against new things being added to the game, because how else can you avoid stantaion? I do think these changes need to be taken back to the drawing board and re-evaluated again. In a vacuum, they're fine, I suppose, but everything else if just too darn annoying. Especially the nerf to Franklin's, which has made the only counter to strong items completely useless.

    In what world should a survivor be allowed to infinitely blind the killer without their item loosing charges? Has Cote forgotten his infamous Hag match?

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/452673/killers-returning-to-hook-every-match

    And now.. I .. just try to not sound so harsh right now — because… to be honest… I’m so damn tired of this whole discussion:I’m genuinely sorry for always getting so involved in posts like this.But BHVR is planning future changes based on posts like yours.So many changes that, to be honest, I’m afraid of. Genuinely afraid.

    I know it can be super frustrating to have the killer come back to the hook.But… please, please, if you’d do me one favor before making demands like in your post: please try playing killer yourself.And not just once or twice. Play for a while. Play against good teams.Teams who know exactly what they’re doing, who know your limits and how to exploit every single one of them.Not people hiding behind rocks in dead zones praying not to be found.Not teams afraid of you — but teams that actively fight you.

    Then maybe you’ll understand what it is you’re asking killers to overlook.What you’re asking them to give up, all while good teams are using every single "goodie" BHVR gave them — thanks to posts like yours — against you.

    Do you think good survivors are happy and grateful when you ignore the hook?Nope.They’ll just keep their OTR or DS in reserve — to “thank” you later by throwing themselves into your next chase full-health with two bodyblocks, basically saying:“Come on, chase me — I’ve got DS. And if you don’t want to, no worries, I’ve got Unbreakable ready and I’m lying in a pallet anyway.”

    That’s the kind of “gratitude” you get for ignoring the hook.

    They’ll still play super aggressively against you.The only time you’ll see a bit of respect from many players is when they’re on dead hook.Then, maybe, they won’t sprint into your next chase with DH and Unbreakable ready.

    I know my posts tend to provoke a lot of people and usually end up farming downvotes.

    (Ye, I know — the evil killer is just trying to provoke people by showing how hard he tunnels, right?)

    But honestly? I don’t care.

    I still feel like… I need to speak up.To fight back, in a way.Against all these changes that are supposedly coming — anti-slug, anti-tunnel, anti-this, anti-that.Basically: anti-killer.

    And even though I understand the frustration survivors feel with certain things,I genuinely don’t believe we need even more “anti-killer” mechanics.

    I strongly suspect you’re not playing in high MMR,and what you experienced in your match isn’t some meta strategy used to stomp survivors —it’s often what weaker killers in high MMR have to do just to stay in the game.Especially when they’re not playing strong killers or are missing key slowdown.

    In your example, things might already look much less frustrating if survivors simply didn’t run directly to the hook after a person beeing hoked,or didn’t heal right under the hook(seriously, just take the time to run 30 meters into a safer area with better structures —suddenly the killer controls nothing there, and coming back to the hook is just wasted time).

    Once you expect the killer to maybe come backand prepare accordingly instead of healing under the hook and praying —it often stops being such a big issue.

    And in the lobbies you’re likely in, the killer often comes back to the hook just because they didn’t find anyone else.That’s not "proxy camping” or “tunneling” — it’s the result of failed info or pathing.You’ll notice all this the moment you start playing killer yourself.

    So please, please, I’m asking genuinely —before you go asking for more changes, try playing killer.Try it for a while.Try it against good players — the kind that make you feel powerless.Then you might see why killers do what they do, and what kind of pressure they’re under just to survive a match.

    I wish I could upvote your comment more than once. As a fellow killer main, I salute you, brave soldier. Good hunting in the Fog. <3

    ETA: Hey OP, it's a bad look to downvote every post to your thread because they disagree with your topic.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974723#Comment_3974723

    I'm fair as killer but that's if my opponents are fair too. If every time I try to hook someone I get rushed by the other three to bodyblock and sabotage, then I'm done being fair. Just read the team members and treat each individual match accordingly.

    Same, I try to be as fair as I can be when playing killer, like going after the rescuer instead of the unhooked survivor. But if the Unhooked survivor is all I can find, because the rescuer decided to disappear faster than my paycheque after bills, then I'm sorry I'm going to be chasing the unhooked survivor again.

    I may not hook them again, but I will chase until I can down them or peel off onto someone else. Especially if Im down to the last gen, or Im low on hooks.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973787#Comment_3973787

    yeah I’m not even gonna lie. I may hate trickster, but 110% movement speed made trying to hit 6 Knives way harder than it to be

    Pretty much, get stuck on somewhere like Chappel, and you were lucky to hit anything other than the scenery.

  • @Malcolm1993 said:

    So true. It's sad I gotta stop playing my P100 boi because of the changes. He had 2 powers….he practically only has 1 now. Boring, boring, boring. They destroyed pinks so greatly, there's no reason to ever even throw them now. Just throw instantly activated yellows at feet and hold W while moving 132% with sticky soda bottle and cheap gin the whole time. It's embarrassing even going in games doing that nonsense being P100 Clown. I refuse. And because of the destruction of pinks, the big brained way of playing him has fully diminished. Flexibility, diminished. Skill expression he had, diminished. They did Clown BAD!!!! Guess people hated those pinks that bad for this to be the end product. That's crazy. Such a brainless, braind dead ahh killer now.

    Fr, I watched a stream last night and out of the fifteen matches they played, they went against at least five Clowns, and they all did the same thing. Just broke the yellow bottles at their feet and just zoomed after survivors, like complete no-brain tactics, and it worked because you couldn't out-loop him, because he was just so fast. I have honestly lost all respect for anyone who plays Clown in his current state.

    Ofc those matches were quick as well because the survivor teammates would try to run interference for the person being tunnled, but still. It was so low skill and uninteractive, I was surprised that the Clown players were even enjoying themselves. Like there's only so much of "lmao, this is so busted lololol." That a person can actually laugh at before getting bored right?

  • Clown was always the most anoying 50/50 duelest, since in a 1v1 he would always dumpter the survivor, because of his hinder bottles. Now he can just do the same, but faster with his yellow bottles.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973089#Comment_3973089

    This might be personal preference but Trickster felt better at 110% but with less knives to injure a survivor.

    He got screwed a lot more at strong tiles sure, but other than that his power was crazy lethal if you could land your hits.

    Nah, 110% Trickster was torture on the larger maps because you couldn't pressure gens adequately against survivors who knew what they were doing. Plus it just make him a massive struggle against extremely strong loops, even if you had his Trick Knives add-on.

  • @ShadowCyrax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973178#Comment_3973178

    I imagine them rolling back so many killer changes in the past few updates has management cracking down and demanding results. I can't imagine the amount of dev bandwidth that was wasted on some really weird changes, the higher ups are probably wondering why they are spending money these changes just to undo them.

    Them just pushing it through for the sake of it is the old BHVR I know, and I hate it.

    It would definitely be upper management wanting to see results from the people who are actually doing the coding.

    Or, more accurately, someone higher up is looking at data and spreadsheets and trying to balance the game purely around the numbers, instead of actually taking the time to play the game themselves to see where the problems actually are.

    Because, and let's be honest here, listening to purely player feedback is an even worse way of getting an unbalanced game, even more than it is already.

  • @Brokenbones said:

    Calling Trickster 'viable' right now is pretty sad given he's the worst he's ever felt to play even as a 115% m/s speed killer. Feels like a lot of the time you're better just playing m1 man instead of trying to use Trickster's power (Which is the whole point of even picking him to begin with)

    You're not wrong though, I do think SM should've been prioritised but maybe she got delayed due to the fan feedback of the design previews. Trickster is at least playable and has a power that does something. SM's power is bordering on worthless. It can do something but that something is basically nothing if the survivor is injured/you're not using certain addons.

    Even as someone who has hated SM from day #1, I find that just sad.

    Agreed, a lot of the changes to Trickster the first time were needed, like his movement speed and being able to use his power more often, but then they slowed down his throw rate and upped the required knife hits to injure and then down to "compensate" for the increased usage of his Main Event. I'm hoping that they've taken serious consideration of his power and don't just do number adjustments and call it a day.

    I also agree about Merchant. Sure, she's definitely more of a priority, but I think it will take a lot longer to rework her without completely reworking her identity. Even though, imho, her identity just seems like they threw darts at a board and took inspiration from there. And let's not forget that this community doesn't forget debut killers and their powers. Take Legion, for example. Legion isn't as bad as they were upon release. They have received quite a number of nerfs and changes to their power over the years, but people will still ######### and moan about them for parts of their kits that aren't in existence anymore. Same with Chuckey, Kaneki, Vecna, etc.

  • @Rapid99 said:

    It's ridiculous, full stop. Completely murdering the only perk that let killers counter strong items is just blatantly ridiculous. They had all the feedback in the world but instead of fixing it, they'd rather change it so they can implement new item cooldown mechanic that not a single soul asked for.

    Pretty much, and it all because they couldn't be bothered figuring out a way to adjust the numbers around the new Fog Vials and the reworked Maps and Keys.

    Fog Viles recharge way too often and are bugged as crap, they need to be removed or killswitched.

  • Oh and don't forget that Smoke Bombs are also bugged (and have been bugged for four years now) and won't start chase for killers, which means that if you encounter a tunnelling Clown you're basically SOL, or even better, if you're given a party hat by Pig she can essentially chase you to death, because it means her active traps will continue to count down.

  • Agreed, people only liked Billy once he was nerfed so hard he was easily one of the most loopable killers in the game. So that when he was buffed (perhaps a little over buffed imho) people instantly started to hate seeing him because he was able to counter the shift+w to pallets and loops.

    Much like Kaneki imho, funny how patterns repeat eh? Like yes, I'll concede that Kaneki needs some numbers adjustments, kidnap tech needs to go, but he doesn't need or deserve an outright gutting.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972131#Comment_3972131

    the survivors will just call those "exploits", just to demonize the term "tech"

    Or more accurately, its a tech when some survivors do it, but an exploit if it's on killer. At least that's how it feels to me. And I'm saying this as a 70-40 killer to survivor player.

  • @Choaron said:

    Well, he's getting his "S techs" removed in the patch so that's already a nerf, technically.

    I mean, technically, it's his power working as intended, but in an unexpected way. Which is what most "techs" are.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971888#Comment_3971888

    Chucky is great example he came simular to ghoul easy and strong with rich kit, then he was slowly nerfed but not that harsh from beginning but after his 3 skins release then the bhvr balance nerfing began and he was trash, finally they reverted his last nerfs.

    Agreed, as much as I hate to say it, Ghoul will need to be taken down to Chuckey's level (if not lower) before BHVR can safely revert nerfs and buff him without gaining the ire of the shift+w gamers.

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970700#Comment_3970700

    yea kind of like when they heard of the nurse nerf a while back, acted like it was the end of some oppression. seeing it in some posts talking about "Phase 2" cause 2 basekits werent enough, god forbid survivors use the counters that are already there.

    Killers have to evolve and adapt. not survivors though, no no no

    So much for changing Nurse and Blight, addon changed and or removed, and they're still the top two killers in DbD. Kaneki barely holds a candle to them, but ISTG people just want to cry and scream and demand he gets Skerchanted.

  • @Amanova said:

    All I face is tunneling Ghouls, so good riddance he deserved that thanks to p100 Ghouls who plays like that

    That's kind of unfair for people who don't play like that don't you think?

  • @littlehoot said:

    Despite all the salty comments about Ghoul on the forum, I legitimately don't mind playing against him as a survivor. There are many killers that I dislike playing against a whole lot more. I think that while there's a very vocal contigent of people who dislike him as a killer, it's not as much of the player base as you would expect given the state of these forums.

    So yeah, I think you should play him if he makes you happy as a character. I'll take a Ghoul over the Animatronic any day.

    It certainly doesn't help that the loudest voices tend to get heard first. Personally, I'm glad BHVR isn't rushing to nerf him, like they did with release Vecna and Chuckey. But unfortunately, his not being omega nerfed into the ground like Skerchant seems to be upsetting a lot of people. Especially the people with bad-faith arguments.

    Honestly, people are free to dislike Kaneki, but they aren't free to harass people who play him.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970564#Comment_3970564

    I don't know why you are surprised. Blight and Nurse are the only S tier killers allowed. Any new killer that accidentally ends up in S tier will be nerfed to A or B tier shortly after release.

    Tell me about it, and judging by the amount of downvotes on this thread, the loadest complainers are jupming for joy right about now.

  • AFK Doctor bots are pretty common in OCE in low MMR, see them all the time when I'm slumming while teaching friends how to play. They're rather annoying.

  • @CrossTheSholf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962140#Comment_3962140

    They should revert the changes with mangled and hemorrhage as a whole as well as sloppy

    Agreed, something needs to be done, because Medkits are just a too strong at the moment.

  • @Brokenbones said:

    While I personally don't believe we're in a full on healing meta like the COH days, if every survivor brought resurgence, botany and medkits…

    Let's just say you will really begin to notice it and it'll feel like you have to commit to every chase otherwise they heal off any damage you do as soon as you leave them.

    That said, not every survivor plays the meta.

    Makes me wish they'd rebuff Sloppy just to help some of the low-tier killers gain some semblance of control again. Never mind gen regression or kicking, just slowing down heal-times would be nice. Especialy since you can almost get a six second heal off on your own.

    As you said, not nearly as bad as the old CoH meta, but still rather irritating if you're not playing B-Teir or higher killers.

  • @BorisDDAA said:

    Blight favoritism has been insane honestly. Recently, Ghoul received the token nerf when breaking pallets, why has this not been applied to Blight yet.

    This is honestly my thing as well. People complain about Kaneki being overpowered, but are Stockholm-syndromed into accepting Blight's BS when it comes to catching up to survivors and his busted add-ons

    Seriously, its mildly irritating and lopsided that Blight, Billy, Oni and Bubba who can all break pallets with their power, don't immediately lose tokens/charges but Kankei does? Like, make it make sense.

  • Survivor: I like to run.

    Killer: I like to run.

  • I agree it is a bit of a harsh punishment, however, considering that there are ways to crash your own game as well as cheats that can force servers to crash, its the only fair punishment that can be put into place where everyone is treated the same.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954711#Comment_3954711

    Yeah this is important too. People have been saying for ages that alot of poor survivor performance stats are because of giving up and going next on hook and in general theres killer kill rate inflation because of it. Hopefully it leads to them revisiting their prior nerfs and rebalancing them properly based on survivors actually playing the game for once.

     

    It mght also lead to them revising giving survivors extra objectives too, since gens fly so fast with all the repair speed buffs and changes to gen defence and regression.

    But only time will tell.

  • Lol fair. FR though, it's just easier to practice killer in customs since there's no killer bots to practise survivor against (unless you count the Tutorial Trapper, but his AI leaves a lot to be desired and can only teach you so much.) Which makes it hard to test out survivor builds, unless I'm in a KWF custom.

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