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  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114020#Comment_4114020

    When they buffed the add-ons, decreased reload time and increased speed while reloading, they became super speed clown.

    You mean when they nerfed clowns base hinder, hinder linger, flask of bleach, ether 15% and cigar box at the cost of making yellows slightly stronger and a 0.5 second faster reload? He's still a side grade compared to before when they tried to gut pinks. And even then, he's still at best mid B tier in the current state of the game.

  • @dangersmymidd1ename said:

    The Vigil nerf just makes gameplay even more predictable and brainless from the killer side. No longer is there a chance that a survivor has recovered from an Exposed or broken effect that catches you off guard or gives them a slight edge. Now survivors have to wait a full 90 seconds every time they get hit with Sloppy Butcher, already one of the most used and effective perks in the game (even more slugging potential now). A little benefit from a nearby teammate or vice versa is no longer.

    And let's be honest, Clown was not suffering because of Vigil, they omega buffed him and never looked back.

    I would like to hear this reasoning on how clown was "omega buffed" compared to his state before.

  • I would rather it just not affect exhaustion, exposed or hindered at all tbh. Sure keep mangled, hemorrhage, blindness, oblivious at a 30-40% rate but we should not have a perk that actively buffs exhaustion while reducing the downsides of other powerful perks like Shoulder the Burden.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113747#Comment_4113747

    When the anniversary event was going there were post where that site was not showing right numbers at all on some servers. So I don't have high hopes of believing it on face value. You can use it as a guidance of what the wait time might be but thinking it always correct seems to be not true all the time.

    Idk whenever I logged into the game to check queue times myself it's been spot on even with the BP bonus.

  • @Wezqu said:

    Its a third party site I would not always trust third party sites claiming to be accurate.

    That website takes directly what is usually shown in game at least pre 10.1.0 . It can be a bit off right now since the games own estimate doesn't even seem to be working right now and it's always an estimate so the game itself can be off.

  • They already tried this before making the exhausted status effect by recovering the cooldown 50% slower while sprinting. It was still very overpowered and would still be despite not being able to stack exhaustion perks.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113381#Comment_4113381

    Alright, I have given you the floor and you didn't even do it.

    This is my last response to you, also enjoy this Clown footage.

    https://youtu.be/oRL6hXm8I7U?is=nVUaVyV4IdHgQ0V2

    Before you're like, people only play Clown in comp/scrims, I've faced a comp Clown in pubs. They do exist, odd that you think killers can only play in comp/scrims, but how are they practicing? In pubs.

    Practicing in pubs only gets you so far and given you clearly didn't read the "often" part of "There's a reason why you don't see them willingly play weaker killers like Clown or Demo often" properly I guess I also have nothing further to say.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113214#Comment_4113214

    Ad-hominem, try again.

    I am engaging with you because I am challenging you on how fundamentally broken and disconnected they are from the average game.

    I will ask once more and if you dodge it again, this is my last time of talking to you: What is Finesse, Remylea, Numia, BleakBTW, and Negoose in your eyes? You think they just picked up those characters, found broken playstyles or (in your eyes Nurse and Blight are the only broken characters (???)) to justify S tier.

    You do know the game is a constant back and forth? I have no clue why people think people who play killer are some true deity Gods that unlocked 100% efficiency and cannot lose if they're playing Blight/Nurse but then when a survivor loops said S tier, that player is just a bb killer.

    Makes no sense, by that logic anytime a killer player gets a kill they're facing bb survivors who don't know how to loop, faceplant a wall, and run in straight pathways, and therefore killer is not that strong.

    Do you know how ridiculous you sound? I give you one more chance to talk and actually say their names and if not, this conversation is an utter waste of my time.

    So, what would me saying their names exactly accomplish? Is it just a random "please say bitcoin" schtick? They play their set of stronger killers because they are enjoyable and strong. Hell, I played blight shortly after his release for a long time because I enjoyed him until collisions started changing every other patch and it got annoying. There's a reason why you don't see them willingly play weaker killers like Clown or Demo often outside of a scrim/comp environment (or in some cases killer requests like Numi) since it's not really fun to play a killer who loses to perks more often than not. Agency is one hell of a drug.

    If you could TRULY justify someone like Ghoul being S tier show me comp results where he is consistently on par with Nurse or Blight in terms of hook stages since you want to talk about the peak of a killer's skill ceiling as once again, I take competent players in mind when I talk about tier lists. Other than that, I'll take my stance or him being low A.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113205#Comment_4113205

    Answer what I said prior.

    You cannot logically tell me that the players that I mentioned prior cannot unlock the highest level of tier possible of skill ceiling and you tell me that Finesse (Kaneki) is B tier.

    This is why I don't like tierlists at all.

    And what are you ranking Judgment? What about Negoose? Lmao.

    Do you not understand what borderline means? He's still on one side (A tier) but one change could easily make him B tier. For someone that doesn't like tier lists you seem to engage with them a lot more than I think someone should. As for skill ceiling yes it can make a killer better when played at absolute peaks. But due to survivors' current strength and when playing well to those strengths that's where he can fall short whereas Nurse and Blight can have a significantly easier time. A LOT of people relegate S tier to the absolute broken tier and many, MANY don't consider Ghoul to be broken anymore. When you ask "is this killer S tier?" You really ask are they the same strength as Nurse or Blight. Billy fit that roll when they first added overdrive but after some tuning down to multiple parts of his kit he sits comfortable near the top of A tier and can teeter into S tier depending on the current state of balance in the game and a lot of people would agree with that. Ghoul was S tier when he first released as he COULD brute force literally everything but once again after tuning down he's dropped a good margin.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113199#Comment_4113199

    So, Nurse and Blight are the only true S tiers you can think of?

    Where is Spirit aka Remylea, Hillbilly aka Numia, Jason, Henry, etc? This is why I find tier lists massively disconnected from actual gameplay.

    I have faced extremely great players of all killer sets, such as Numia, BleakBTW (Dracula), Remylea, and Finesse (Kaneki).

    To only have those two up there when a Remylea and Numia can absolutely demolish the average playerbase here unless we are talking about baseline, but regardless it's still massively underselling someone like Finesse who plays Kaneki.

    Like, you wouldn't watch Finesse and call him a borderline B to A tier killer, lmfao.

    I would because when ghoul requires super oppressive perks like Blood Favor or multiple gen regressions to pull off what he does it doesn't scream S tier to me especially when probably one less mistake on the survivors' end would have left at least a 2 out with both sides bringing the sweatiest stuff when Nurse and Blight would have probably had a 4k at 1 gen left vs that same squad. As for demolish the average player base… the average player is surprisingly bad at dbd but people don't tend to notice cause perks play a huge part in games so the results in the end usually doesn't make them look as bad. All it takes is ONE weak link and the match against any of the A-B tiers is a decent boost in their chance to 3-4k. Like I said I take tiers with competent players into account and not the average. That's the whole point of 99% of tier lists.

    I just don't see current Ghoul being anywhere near S tier unless you consider stomping matches of the average player base a testament to the power of a killer.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112808#Comment_4112808

    What do you label as the true S tiers?

    Originally you said, "He's bordering on highest of B tier." then you shifted the goalpost back to A tier.

    I mean, Kaneki for all the stuff that he has in his full fledged kit is essentially a higher map mobility and presence over Wesker. This is why I am genuinely confused why you are comparing Wesker to Kaneki, not to like belittle Kaneki mains or whatever but you are more penalized as Wesker as messing up a dash compared to messing up a cut off from a Kaneki.

    Wesker like I said can accidentally overextend his distance, then you have to walk, wait for your charges, and retry.

    A Kaneki on the other hand, sure they can overextend of accidentally hit a window by messing up their kagune leap entirely, but he has the map mobility to overcorrect that much easier than a standalone Wesker. This is not including the fact that, as I've said many times - Kaneki has built-in tracking via the bite indicator showing up on a survivor, whereas Wesker has to rely on a more tracking skill set that a Kaneki doesn't need to necessarily rely on.

    As I've said before here, you can literally load in as Kaneki on a bush formatted map, and easily find people due to that bite indicator doing the work for you. I am not a Kaneki hater by any stretch of the imagination, but I will always respect a Wesker main (even though I genuinely hate Wesker and his hitboxes) any day over a pure Kaneki. Do I think Kaneki takes no skill? No. But to compare apples and oranges to two different killers with different skill sets, powers, fundamentally different gameplay loops, and the bite indicator is overlooking the sheer amount of information Kaneki has over other S and A tiers.

    Blight and Nurse as the true S tiers. Both can down with power with ease and have way less counterplay than there is to Ghoul in a loop. The chase plan against them is purely win 50/50s meanwhile Ghoul you can actually play against a double back. Also I say borderline meaning he's basically on the verge to dropping down to B tier from even a small nerf. Thats what I mean by "hes the new Wesker". Weskers strength dropped considerably when the infection off hook was set to 1 and the full infection only gave 4% hindered instead of 8%.

    Meanwhile Ghoul is high mobility and free first hit. Everything else is playing cut offs (which require leap addons to do consistently) or M1s which those aren't great. You can vault right through Ghoul whenever he vaults with power because they removed the hitbox for it as a nerf, so kidnap tech is just gone against people who are competent. That's the whole thing with tiers you place things higher depending on how well they fare against at the very least COMPETENT players and not the lower denominators. Ghoul quickly falls short but not completely out whenever the survivors actually know how to play against a Ghoul.

  • @Raptorrotas said:

    Isnt it currently the typical kneejerk reaction phase after any tweak?

    Omg koller too szrong, omg perk dead.

    In 1 or 2 months people will notice the perk still useable.

    Yeah. This happened with a lot of perks. Most prominently Circle of Healing. Every time they nerfed it to lower healing rates it got called "useless" each time even though it provided fast self resets to the entire team and was still brought every game. Now it's in a properly balanced state now that it doesn't provide self care.

  • Still strong. Just wait for the typical content creators "THIS PERK IS STILL SUPER STRONG!" videos. People just jumped wagon immediately instead of you know… actually trying it for an extended period of time.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112613#Comment_4112613

    I mean, that's just pure speculation at this point.

    You can argue that about any low S to A tier that with one or two changes and they'll go down in tiers.

    I don't understand why you are saying he's a new "Wesker", he literally launches himself at much further distances and Wesker I'd argue takes more precision due to being punished if he misses his dash attacks as he can over extend. Kaneki and Wesker operate on two different plains: they are both zoning killers, sure. - however, Kaneki is a cut off killer while Wesker is a dashing killer that essentially rotates around objects or brute forces into said survivor. They do not functionally operate on the same wavelength, you try to bodyblock a Wesker and you will immediately be slammed against said object, while Kaneki operates like Wraith in trying to cut off the survivor from pallets and windows by gliding past them to zone the survivor away from the pallet from pure velocity.

    They are under two different umbrellas, while both being mobility based.

    I say he's the new Wesker as hes basically the gatekeeper of A tier. If you can perform consistently better than Ghoul you are A tier. You can notice the drop in strength against good players after all the nerfs he got. The incredibly reliance on leap addons like coffee and satchel for cutoffs or else you just don't have the time to do it.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112006#Comment_4112006

    B tier? Really?

    He is S tier for me, even though my killer main friend disagrees and says he's A. He's in my opinion not below an A.

    Kaneki has map mobility, the ability to slug quite easily (due to the map mobility), he synergizes with a lot of perks that are meta (Surge is in my opinion one of his best perks to use), and he excels on outdoor maps unless you are actively cutting off the Kaneki before they cut you off.

    Guess what? The vast majority of survivors do not know how to functionally bodyblock Kaneki/Wraith to prevent them from easily being downed, hence why Kaneki gets the spot that he gets.

    B tier, lord.

    I said borderline B tier. I would consider him the new Wesker. A lot of people placed Wesker on the lower half of A tier when he first released because honestly the only thing he really had going for him at the time was very specific addons causing specific scenarios and the tunneling ability. Right now, Ghoul is quite literally the "who plays better" killer in terms of strength. Against a good set of survivors, he has to work way harder than before. Of course when I talk about tiers I'm using at the very least competent survivors as an example and not a 200-hour meg teammate who goes down in 20 seconds against a Ghoul.

    Ghoul is honestly one or two changes away from a significant drop in strength.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112006#Comment_4112006

    I ve seen pallet after pallet afet pallet after pallet i couldnt take it anymore.
    So i quit as the ghoul.
    He was an S tier.

    Even with reduced pallets he wouldn't be that much stronger. The token loss on pallet break with lower enraged duration and the post-vault hitbox being removed just made it super easy to force him to M1 as long as you anticipate a cut off leap and double back.

  • Am I the only one who thinks this is just another nurse situation? People say "oh the killer is so hard" but in reality its one of those once you get the hang of it, it's quite easy. It's just the enjoyment that I have a problem with. Getting hits with the power is so convoluted that it doesn't feel good to play.

  • @blondemagnolia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112257#Comment_4112257

    So if I was NEVER hooked and won every single chase, the killer somehow deserves a 4K just because they managed to catch the second-to-last survivor? They slug them, can’t find me, then pick them back up and team with them to get me. I’ve reported this multiple times and NOTHING has ever happened. There’s even a killer who posts Reels of themselves doing exactly this and makes fun of it.

    They seriously need to do something about indefinite slugging. I don’t see why I should be punished when I did nothing wrong the entire match just because someone’s ego got hurt after losing every chase against me and they suddenly feel entitled to my kill.

    And this clearly isn’t some imaginary problem. You can see the EXACT same thing happening during escape challenges from various streamers. If killers couldn’t slug indefinitely whenever they felt like it without any consequences, they simply wouldn’t be able to abuse it like this.

    It’s incredibly annoying to drag a match out just to force a 4K you didn’t earn. If you weren’t able to kill that survivor before, you’re not suddenly entitled to their kill just because you can leave someone on the ground forever until you eventually find them. Resources like pallets eventually run out, and Bloodlust exists too. You can’t realistically expect someone to keep winning chases indefinitely under those circumstances.

    I'm curious… what would you consider an "earned 4k" would it be ONLY crawling back from the jaw of defeat? Because downing 4 and having 1 left standing and downing them sounds pretty earned to me unless the survivors gave up.

  • @100PercentBPMain said:

    killers heard the new killer is too hard so I think they are waiting for the "all clear" from content creators to let them know they are tier 0 new meta hidden OP.

    I know I'm throwing shade here, but there's NO reason why this killer should have been rare on Day 1. That's not even trying the killer and finding it hard, it's not even trying in the first place.

    Tbf the killer IS powerful but the power is so convoluted to use to the point of… why don't I just play an easier killer that's more consistent. To me this literally just feels like a "hype moments and aura" type killer where you get a small dopamine rush when the survivors across the map don't see the giant beam of light heading towards them.

  • Give it a few weeks and they'll be out your games.

  • @Ergzelgath said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112006#Comment_4112006

    Can i ask how many pallets have been added into the game since the pallet density update like on average 6?

    And do i have anymore ways that i dont know to play the ghoul? Since his cut off are so in consistant i run him with dissolution and it helps a lot but its a very lazy way to win chase and trying to do cut off in filler pallets are just so bad how is otzdarva or hens or any youtuber say hes S tier or does he have anymore power that is so good he can sit in s tier dispite having so bad chase power

    I think the rough increase is 7-9 per map. Along with some maps getting smaller but in turn made things more condensed so it's harder to dead zone them. You can see disturbed ward right now, go to the flower garden outside and you can probably find multiple pallets in a row leading into each other in a big donut.

    Like this is bad rng by the way. The hill can be another rock pallet tile and one of the burnt down building tiles didn't spawn as a pallet tile meanwhile a lot of these pallets are on the slightly safer side rather than 50/50s. All this around main which in itself spawns two god pallets and is extremely strong and not to even mention the edge map pallets that can spawn.

    https://youtu.be/ZWlJXSai1Gw
  • No hasn't been S tier for a while. He's bordering on highest of B tier imo unless they tone down pallet density.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111863#Comment_4111863

    Don't forget the nerf to Off The Record.

    I don't think a meaningful anti-tunnel update will ever be coming to the game, OP. Content creators said no, so you'll just have to accept it's a core part of the game or go and play something else more enjoyable to you.

    Tbf the second iteration a lot of people didnt have a problem with it, overbearing wise as it was honestly underpowered and missed the mark with the unique hooks being blood lust instead of haste and 10% bp. BHVR Just kinda scrapped it for some reason. The first iteration where the unhook was hidden for 10 seconds, 30 second off hook protection, faster gen speeds for killing too early (despite the amount of gens left) and completely negating regression for tunneling someone to death was completely too much even for the base kit pop you got for unique hooks.

  • @oxygen said:

    It's just kinda bizarre to me to act like game developers have to "prove" they play the game, or that they even have to play it to begin with.

    And even if they did, a lot of people would absolutely not engage with the streams in good faith at all. If the devs do bad, then that is the source of all evils in the game. If they do good though? Really think they'd just go "Oh my bad, proceed king/queen"? Of course not, it'd be the same old dance of "noob region, noob mmr, noob time of day, come play from my apartment at exactly 3:30am on a thursday or you're not playing real DBD sweetie" that people pull out in other situations already.

    I would expect at the very least the ones in charge of making balance changes to actually play the game. Of course I don't expect the people on the art team to play this game on stream often unless they like what hey make and want to play with it.

    But balancers should at least show they do play the game at a semi-competent level so we actually know where the mind set is at especially when they ask balance related questions like "why does gideons have high slug rates" and one of the devs responds with "they're saying pallets" leading us to believe they don't even know why.

  • I wouldn't mind it affecting multiple status effects as long as it didn't also affect hindered, killer powers and exhaustion. Sure keep the blindness, oblivious whatever. Just don't make it counter killer powers and enhance the strongest set of perks in the game.

    in Vigil Comment by Brimp
  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110613#Comment_4110613

    The reason given was definitely bad but that doesn't make the change bad I think is the biggest point, Judgement might release a little weak, I would imagine the Nurse, if released today would feel weak on release… I just like the idea of great killer powers also having great drawbacks, when you consider how extreme some killer powers are now compared to "Bear Trap" or "Kind of Invisible but not really, just a little bit" people are arguing over whether a cross map shot is fast enough or too obvious and I think its crazy that there's even such a thing as a cross map terrain ignoring snipe… I'm skeptical of how it'll launch, maybe it really will be too weak with the new changes but I wouldn't be surprised if The Judgement quickly becomes a high tier killer once people put real hours behind it.

    Here's the thing. The snipe was already not that strong as you already had visual queues. The effect of a snipe could be strong with multiple injures but again that's assuming they aren't paying attention which is seemingly the reason behind the change. But making them more forgiving is NOT it when it was already a standard killers terror radius away to see it.

  • @cammoking123 said:

    It's hard to feel bad for killer mains. Y'all loved the streamers when they got sprint burst, cross examination, and vigil nerfed. Loved them when they got anti-tunneling and slugging killed. Reap what you sow.

    Quite literally no correlation. The change was made for people being oblivious which tell that to anyone and they would look at you with confusion. Would it NOT be right to be punished for not paying attention?

  • CoH, Deserved, DH, Deserved, Sprint Burst, Slap on the wrist, Vigil, Deserved.

  • @Rokku_Rorru said:

    So I don't understand why Lightborn is okay if it's literally the same reason as to why Vigil has been nerfed.

    I think this is the one time I'm really upset with this change, I do agree it shouldnt affect killer powers, but there was a better way to deal with its nerf. Now it's only good for exhaustion users and not supportive players who were using it to help people with exposed etc.

    Are we going to have any kind of perk tailored to this kind of playstyle? A boon maybe? I've used vigil to help others with Botany etc since it's introduction. I just don't understand the double standards, I never will, it's always moving goalposts. Could we just not bugfix what was wrong with it thats not intended????

    You're doing a great job at making more and more survivors not want to play the game, it's like everyone who used to like old Dead Hard, you've went after sprint burst.

    Lithe etc is next, mark my words, I'm so tired of this.

    Because lightborn becomes a dead perk extremely quickly against competent survivors. Vigil is ALWAYS in effect as its always ran with exhaustion perks while also actively discouraging people to use other status effect perks. It was effectively a counter to every status effect duration besides incapacitated which could only be applied by two killers. And sprint burst is legit a top 3 survivor perk in the game because of how easy it is and the safety it provides, it needed a nerf for a LONG time.

    As for old dead hard… we both know why it needed to be knee capped. I won the mind game but because the invincibility dash that took very little skill to use effectively, I lose.

    https://youtu.be/-PJ1F4yuPEU
  • @Piruluk said:

    Might as well remove the perk

    I mean it still enhances the strongest set of perks in the game so it's still VERY good. It's just no longer completely overtuned reducing nearly EVERY negative status effect that wasn't an infinite duration.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109776#Comment_4109776

    Hopefully it will help with situations like this - there is only 0.6 seconds between any audio or visual indication and the beam hitting survivors:

    https://youtu.be/HppVjahqC0c

    I mean that is plenty of time to dodge the beam in this clip. The moment you see that white aura you should already be moving away from the gen. Nerfing the snipe capabilities (which were already weak) was not the play.

  • Judgement is very niche. She's got a good chase power and very alright map pressure if the survivors choose to not do gens. I see maybe low A tier at best, but I would probably place it around mid B at least last I felt like it was in the PTB. Problem is that it's just pyramid with a bit more range and a more reliable way torment someone or in other words a side grade.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108192#Comment_4108192

    I don't think buffing every killer to Jason/Ghoul/Drac levels is going to raise survivor morale the way you think it will. I very much don't think it will.

    Who said we have to buff them to Jason or Ghoul levels? How about addon passes and small tweaks to make their kits feel more smooth. Like Hag could honestly be 115 after the removal of hook grabs and introduction of anti-camp. That's just one small change you could do to her. How about giving survivors a very small hinder just enough to where S tech doesn't guarantee you won't get hit out of trap lunge range. A killer feeling better to play would do wonders compared to it just being super strong.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108187#Comment_4108187

    So like I said, killer queues are longer than ever and your solution is to buff more killers?

    More killer diversity = more players willing to play survivor. I get that people don't like facing a small pool of killers and increasing that in general would be a help yes. The problem is getting people to WANT to play those killers. And you can't deny a LOT of killers need work even if "the queues" say otherwise.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108183#Comment_4108183

    Outdated by what? Did survivors get faster? Maps, perks, items, gen speeds, are all weaker by far over the lifespan of the game. The only way these killers are "outdated" is by comparison to newer overtuned killers. And we can't ever just balance those overperforming killers right? We have to make all the killers just as overtuned as Ghoul and Jason right?

    Surely that will make survivors feel like queueing up /s

    "Maps are weaker" ok go play clown vs pallet density. Pallet density is so mind numbingly boring to the point you can honestly get away with tide teching (throwing shack) at 5 gens against a lot of killers and you would honestly be fine. Maybe if resources felt like resources sure but currently no. Some killers just weren't baked with map pressure and chase power at the same time which you kind of need in modern dbd due to a lot of the slowdown being nerfed and or earned (unlike a lot of survivor perks). And the point was saying killer in general is in a bad spot. Do we really want people to play the same killers because of the current state of the game?

  • @BestStateSinceEver said:

    And apparently people are still saying killer is horrible to play

    The numbers speak for themselves, not kill rates, not escape rates, actually the ratio of people queueing for killer vs survivor.

    Because killer is horrible to play right out outside of the top 10-12 in the roster. Nothing is more boring than survivors just pre running to yellow and dropping providing as little chase interactivity as possible whenever you play a weaker killer. Pallet density along with slowdown nerfs really makes weaker killers unenjoyable to play.

    Just because queue times are longer on killer (understandably so since the whole Jason stink going around) doesn't mean killer ISNT in a bad spot right now. So many powers feel out dated or just bad to use when there's a better version on another killer.

  • So is it that time to complain about a new killer in 2v8 now that legion is gone? Weird choice to pick nemesis over oni though.

  • Hes 4.6. Hes at base 110 so a 4.545% speed boost makes him barely just under 115.

  • @pidgeon said:

    FPS is tied to certain game mechanics in the code for some reason. Examples being things such as Weskers dash and Balanced Landing, this is my guess as to why its capped otherwise it could add extra bugs.

    Hence why things tied to FPS should be patched out. I get in coding things attached to FPS is how it begins and you need to actively code it out but anytime something is attached to it, it's overall worse.

  • Did notice that the killers also had a red stain this time around too. Don't remember that being a thing back then.

    Edit: There was but yeah used to be WAY darker. Now you got a giant sphere that prevents the fog from being there on your screen so it became more apparent.

  • huh really. Goes to show how un popular this perk is that even when slugging was deemed to be first gaining popularity this was just not seen even post knock out nerf.

  • Because Third Seal is a hex meaning can be taken out the match unlike old knock out. And even then, it requires an M1 to blind one survivor at a time. Its honestly fine even if a bit underpowered.

  • I don't really agree with essentially a raffle to get early access to the PTB. At that point just make a slightly longer PTB because I'll tell you what. This stunt actually killed most of my hype to test out the killer myself in a couple days from now. Just left a sour taste in my mouth.

  • While regression/stall isn't dead it's definitely in the one of the weakest general states it's been in (excluding things obviously like hex builds on the killers that can defend totems really well). There's just been more inclusions of more viable gen regression perks but only slightly. Oppression buff was nice but 40 second cooldown to only base regress 3 other gens which honestly for its cooldown could be 150% regression speed. Surge cooldown removal was nice. Overcharge got a viability buff but right now Call of Brine is just better. At least Pop is nearly back to its pre-nerf strength with the only thing it's missing now is the 60 second timer to use it.

    The strongest regression right now has not much compared to old Overbrine and eruption, DMS and pain res/grim embrace, pop and ruin or ruindying combos. Especially factor in the gen kick limit didn't exist for the previous combos.

    Would like to see a buff to Huntress' Lullaby one of these days though.

  • @Mandy said:

    you will get it on the email that you have on your BHVR account. But there's no guarantee even after getting the Twitch drop, there's specific number limits, so getting the Twitch drop gives an opportunity to be selected.

    Wait really? You watch an hour of the PTB to essentially enter a raffle to be selected to be allowed into early access? Not the biggest fan of this one. At that point just do the normal PTB times.

  • The "constant nerfing" and it's the first time an exhaustion perk has been directly changed within the past what… 3 years? The last nerf I remember was Background Player and that's more of the perk was genuinely busted when it was 100% haste. It's still 50% and 5 second duration in fact it also has a lower exhaustion timer so it can pair with specific other exhaustion perks.

    Sprint Burst was LONG overdue for a change ever since pallet density rolled out as it's a lot easier to just adjust the few problem children than change the whole family tree (the entire lower half of the killer roster) to accommodate for the problem children existing. Unless of course you want to give a super oppressive anti-exhaustion perk because I'll tell you what mind breaker for the lower half of the killer roster does little when all it takes is a few sprint bursts/lithes to waste so much time. Like even when we're finally getting a decent anti-haste it's tied to hex when…. vigil is still allowed to exist with no counter.

    Just wish people would stop looking through a dirtied lens and see giving speed boosts NEEDS to be super conditional to be healthy for the game. That and we should be balancing around at least a competent level of survivor and not people who run into 3 walls in one chase. The whole reason I don't want to play a weaker killer is because I legit face 80% perk value over actual survivor skill and that 80% perk value easily makes up for survivors not lasting long in chase.

    Of course, I know I'll get downvoted into oblivion because I went against grain but I'll take it.

  • Been needing a nerf for a long time now. -1 second of the speed is honestly a slap on the wrist.

  • @cammoking123 said:

    Actually with Ghoul in his current state, SB and Vigil do nothing to him. He laughs at that perk and most top tier killers are only slightly inconvenienced by it. BHVR thinks a nerf to sprint burst will make more bottom tier killers viable, but all I think they did was make it easier for the top tier.

    I mean nerfing top tier and borderline overpowered perks does inadvertently make lower tiers more viable yes. This is how balancing works. Just look at the course of marvel rivals before the current season. Captain America was considered a B tier tank for a long time, but some nerfs to the top characters there made Cap more viable even though he wasn't adjusted at all.

  • Is it cringe? Not really. Whether it's the right play is up to game state is a different story though.

  • @Rogue11 said:

    Sprint Burst is suddenly a problem after 10 years but tunneling is not..

    Game state changes and an already very powerful perk becomes too powerful. If we still had ruindying, old CoB overcharge sure. But the current state of killer and survivor perks, maps, basekit changes and pallet density is currently too much for a lot of killers to handle if the survivors have enough knowledge to hold M1 on gens when they see a teammate is being chased on the hud. All I really want is an earning condition because frankly running faster than the killer for 3 seconds is inherently very powerful even if it's usually once per chase (kill vigil).

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