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CLHL

CLHL

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CLHL
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  • They only liked Billy because if you met one, he was most likely a newbie player. Those who kept running into every wall and who could be looped endlessly because they tried to use his power while not being able to do those crazy turns. As soon as you met a good main Billy it was exactly the same thing as you describe.

    And despite the changes Billy is still probably the most difficult killer to use. The only difference is that now an average player can hit you with the chainsaw without needing a master's degree on Billy.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662196#Comment_3662196

    Could it possibly be because they like that Survivor? Gasp, how dare they!!!!

    you shouldn't have a guaranteed worse experience because you decided to prestige your characters. I've put literally hundreds of millions of bloodpoints into my Killers, but you wouldn't know it because I don't just play a single one.

    In other games it's exactly the same, if you flex there are two outcomes:

    1- You are avoided out of respect.

    2- You are challenged by the most tryhard players. And if you don't do well, they will probably laugh at you.

    Let's say this is Street Fighter 6 and you are a Master Ryu player. A new challenger aproarch your cabinet and leaves as soon as you they see your rank. Same for the next player, and the next... But then, a really good players takes the challenge, totally destroys you and keeps defeating you until you left the cabinet.

    At least in DBD you have the option to prestige or not. You want everyone to know you are level 100? Well, that's the price to pay.

  • There is no reason to give prestige 100 to a survivor beyond flexing. Unless you are the type of survivor that carries a flashlight to every match you don't need items. Those points are more valuable on your killers, and even then, none of my killers are remotely close to reaching prestige 100.

    If you really are flexing, then you shouldn't be surprised if killers lobby dodge you for a fair match or if they tunnel you to see how good you really are.

  • There is a reason why all killers with a secondary objetive are among the top in kills in the latest statistics. Bad players don't even know what they have to do, and this is something that they will hardly be able to solve, because people are not going to learn to play overnight. They seem to have decided that the way to fix this is to make these objetives less oppressive, but it's the wrong approach.

    Freddy will unleash chaos in soloq no mather what, they will keep dying by Sadako's condene, they will continue winouth solving Pinhead's box and they will not be able to get rid of Pig's trap. This game needs tutorials that explain all its mechanics and from the developers side assume that there are people who are just bad at videogames or just casual players who are not aware of how all these killers work.

  • Until her Ambush Dash works like the dash attack from Chuky or other similar killers, these changes are insignificant. You are not hitting anyone with that unless they are absent-minded.

    Looking at the killrates they posted, it is clear that the average survivor is incapable of completing secondary objetives. If the plan is to make these objetives irrelevant, it's going to take a lot more than these insignificant changes.

  • It's always the same, any perk that benefits M1 killers without having an effect on the top tier ends up nerfed. At the end of the day they want these killers to stay weak, they need some party clowns.

  • It would be wonderful if they blocked certain killers. Info and oneshot killers shouldn't be part of this mode. People love to ruin good things. I hope they take note for future game modes.

  • I don't think this game has a large enough player base to have multiple game modes. These modes being temporary seems right to me, this way you can keep interest in them.

  • The current state has little to do with balance, it is because of being too perminicious with bad behaviors such as DC, suicide on the hook or deliberately sabotaging games. The introduction of bots was nothing more than a way to get away from the underlying problem.

  • Don't get caught and it won't activate, exactly like Pain Resonance. You can't blame a perk for working as intended. One eliminates progress and the other blocks the progress. It's bad enough that both are limited to four instances based on a non written rulebook.

  • There was no problem with Eruption, that perk came out with basically the same effect, only the regression was buffed in the perk overhaul patch, so it was nerfed for no reason.

    There is no problem with Grim Embrace, it works four times in a whole match. The combo with Dead Man's Switch can perfectly be avoided once you get caught once and you know about it, and in the fourth hook it's a total waste that only adds 5 seconds to Grim Embrace.

  • Competent survivors > Competent killers > Bad players

    I'm pretty tired of the SWF and SoloQ argument, a bad player is bad whether playing alone or with friends. A good player can be weighed down by a bad team, but that's normal.

  • Ruin is a regression event? Because if that's the case these changes would make that perk even worse, you could use it to your advantage to exhaust the 8 events.

  • As expected, the 3gen nerf will hurt the most to anyone who doesn't play around it.

  • Because all of these systems were forced into the game while completely ignoring the effect they had on the balance. The only thing that is achieved is to increase these behaviors among those who did not engage in them. An absolute failure.

  • You can always equip NOED or a Rancor roulette and "steal" some kills at the end of the game to achieve an easy draw or even a victory... But that's not a prove of balance. Those stats are inflated from similar cases, suicides on hook, ragequitting and those who literaly gave up.

  • I don't know what matches the rest of you play, but for me it has been quite common to escape without even seeing the killer, not to mention that there's always the hatch option. The survivor adept has always been easy, all of them are played the same way and their perks are usually quite irrelevant to achieve this goal.

  • The so-called best players of this game face each other in 1v1 tournaments where chases last around two minutes on Autohaven, and that's not an extremely strong map for survivors such as Garden of Joy, where the result would be even worse. It is often said that a chase should not last more than 30 seconds, but this is the reality among really good players.

  • Pinhead, Wesker and pre-nerf Chucky are amazing.

    Artist is perfectly ok, you may not find her fun, but that's your problem.

    Dredge could be better but it's ok.

    Nemesis is a bit outdated, they game has changed, his tentacle power should cause you to lose a health state regardless of whether you are infected.

    Onryo is terrible, both the old and the new one. As a stealth killer she is pitiful and basically relies on blink mindgames. People not understanding how condene works doesn't make her a good killer.

    Knight is a good idea poorly executed.

    Skull Merchant still maked me fell robed for that DLC, even if I used fragments.

    Singularity is a combination of everything that is wrong with the killers design: poor gamepad compatibility, survivor-controlled power, little reward for a lot of effort, everything being slow and stressful, bugs, bugs and more bugs...

    Alien would be decent if they hadn't left her power bugged since the nerf. Anyway, still a boring and unispired killer for such a license.

    Twins, I actually enjoy playing them, but this game ignores them to a point where they feel out of place.

    Trickster, boring for everyone.

  • Killers not wanting to face a SWF premade is a problem, and should be taken as such. But forcing them to take the game by ignoring their reasons is not the solution.

    Balance the game around SWF and stop using SoloQ as a excuse, that's the solution. If you play alone in any other team game, you will not have the same winning chances as the others, it's a reality. DBD should be no different, you can't expect the balance of a game to be decided by those  who at will play at a disadvantage. It would be like pretending to receive help in LoL when your SoloQ team is unable to beat an organized premade.

  • I'm not surprised at all, but let's keep denying the poor state of the matches.

    They can always add bot killers with perfect game sense and wallhack, sure that fixes the problem as it did with the other side.

  • Remember when killers (and most players in general) were asking for a basekit mini Corrupt Intervention? Well, instead they got Corrupt Intervention nerfed for no reason. And the perk remained meta because losing 2 or 3 gens in the first few minutes can completely decide a match.

    I don't know how anyone can be happy with the current status of the game, where one side always crushes the other completely in question of minutes. Close games are a rarity these days.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611485#Comment_3611485

    But then everyone complains that killers don't "earn" their perks by already being good enough to win without them.

    Or perks change or the game gets balanced for charses to not take longer than 30 seconds... I don't want short games, so I bet for the first option.

  • If you can keep your chases under 30 seconds, you don't need any regression perk to begin with. I agree with your point of view, but for me that's a problem, these perks should slow down the game and not make your stomping stronger.

  • The main problem is the current gen regression meta, it's pointless to equip those perks unless you are already stomping from the very start. The current meta doesn't slow down the game at all, on the contrary, it makes the games more one-sided.

    Survivors who have a bad start have the impression that it's impossible to finish an gen, but killers who take too long getting their downs will get no value from them. This makes weak chase killers even weaker.

  • Changes such as basekit Borrow Time, the removal of hook grabs or the anti-facecamp system have affected the pressure that the killer can exert, but killers got nothing in return.

    Supposedly the killrate was around the desired numbers, but the killers were already using all those dirty tactics to reach those numbers. If you forcibly eliminate these tactics and do nothing to balance the killrate, it's logical that the killers respond with the only thing they have left, because everyone wants to win. And it only looks like it's going to get worse.

  • Anything that doesn't involve the hook and gen system is welcome.

  • All killers of this style should work like Chucky did, so we don't need to relly on crazy DPIs. The power was controller-friendly for once and they had to nerf it, poor console players lol

  • Based on the fact that virtually no one plays this killer, it's probably the most failed killer since The Twins. I feel sorry for the dedicated players, but a killer in this state shouldn't be admissible.

  • I don't see a problem with it, I just find it boring. If survivors are happy with getting their escape from games with no interaction with the killer, that's up to them. As far as I'm concerned, it's not what I'm looking for and I'd rather uninstall the game than play like this.

    It only becomes really annoying when several players take that route and give up, turning it into a competition to see who can get the hatch.

  • In my opinion these perks are overrated, because the only way to take advantage of them is having the lead and continously downing survivors. Although it doesn't surprise me considering the alternatives: Ruin is tremendously weak and self-deactivates, Overcharge and CoB where overnerfed, Surge doesn't work on half the cast, Thanatophobia only works on Plague, Oppression is a bad joke, Dying Light and Pentimento are meme build material...

    Deadlock is way better, you always get full value from it. And I think Gift of Pain is really underrated.


  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602358#Comment_3602358

    I can't believe I have to say this but generators aren't people. Survivors aren't ruining the generators game experience by finishing them before they have a chance to play. What are you even talking about?

    The skillcheck simulator is a better game experience than confronting an actual player? If you escape without having been chased, it's practically as if you didn't actually play, there is no difference with the killer being AFK. You can genrush, everyone gets 14k bloodpoints at best because noone was chased and there was no altruistic actions, but that was a GG...

  • Because spending the whole match holding M1 is extremely fun, while having 3 guaranted chases with the killer is ruining your horror game experience. It doesn't make any sense to you? Well, neither for you nor for anyone looking for an interactive experience.

  • It is a problem from a mathematical point of view. A killer will never be able to chase several survivors simultaneously and completing a generator usually takes about the same amount of time as a simple chase. This is what causes the first chase to cost one-two generators or in the worst case up to three generators. It is also the reason why a bad start for either side usually marks the outcome of the match.

    And yes, repairing is boring and all, it's one of the reasons why I'm playing less and less the survivor role. But it should also be added that when a killer is looped for five gens, the rest of the survivors don't seem to have a problem with having done nothing but repair. I have never seen them ask to have more interaction with the killer.

  • This is probably the weakest gen regression meta we ever had. Even the old POP had more impact than all these perks combined.

  • The 6.1.0 update at least gave us new perks to use. Right now, they are nerfing things without offering anything in return. Surge has always been considered a mediocre antigen and now is one of the most used perks. At this rate we will be using even more mediocre perks, like Oppression.

    All the recent changes seem to have been made without considering the impact they will have on the game. You can't just introduce an anti-facecamp system and call it a day, you must first consider the impact that the camping had on the game balance and made further changes to compensate. Now they wan't to get rid of the 3-gen, but at the same time there are killers like Hag whose whole game depends on it.

  • If I catch you trying to get the glyph I'll probably even turn a blind eye, but if you stop in the middle of a chase I'll show no mercy, use your repair time to get it.

  • In the worst days of the gen kicking meta or with the OG Skull Merchant, everyone was able to break a 3-gen. But now that none of that exists anymore, it seems to be a problem of urgency? Totally ignoring that there are killers in the game like The Hag who have no choice but to play this way.

    Where is my basekit Corrupt Intervention to prevent gens from be completed in the first two minutes of a game? I mean, perks have no effect unless they are equipped, and if we don't equip this one we lost 1/5 or 2/5 of our objetive with no counterplay... Most killers don't even stand a chance if they don't stack four gen defense perks, but that doesn't seam a problem.

  • Since it's listed as QoL change, I hope it's something in the lines of "If game is not progressing for X minutes gens/survivors auras are revealed to everyone".

  • Windows of Opportunity became meta because it was buffed with cool-down removal and increased aura range, thar perk went from useless to braindead.

  • Well, everyone can agree that the tunnel is getting worse with every nerf to gen regression... so we already know what the consequence will be if you can't hold a 3-gen or if healing doesn't consume enough time.

  • Awesome, a 3-gen solution after the kick perks were already nerfed to the ground. Now we will forced to tunnel even harder because there is literally no way to stop those gens from progressing. Here comes the 4.4 killer that can patrol huge maps with each gen in different corner...

  • That's fault of console gamers as consumers. You accepted without complaining to be charged for a non-existent service with the excuse that you were getting "free" games in return. It is one of those situations in which there is no turning back.

  • At this point we can state that the hook system is a failure. Other games similar to DBD may not have succeeded, but they have deal with this situation better giving the survivors a single chance.

    My solution is simple, make the survivors endure more hits (let's say 4 hits), limiting the amount they can heal (let's say 3 out of those 4). But when they are hooked they die and are out of the game. No more camping, no more tunneling... if you are not able to win the chase, you die. A flashlight save or taking a hit to prevent a hook will become more impactful and fun. And every hit the killer makes will feel more productive, since you can't fully heal back.

    Many perks and powers would need major changes, but this is the only solution. The current system is a fight against the clock, if the survivors have three chances the killer has no reason to not kill one asap.

  • It's hilarious how incredibly weak she currently is and yet how effective she can be. After the rework she has lost her oneshot, her wallhack addons, her permanent extra movement speed (because survivors where forced to remove her drones to repair), her free pallet breaker and her undetectable got way weaker... But you can literally mindlessly drop drones around the map and ignore the gens, you will win because most survivors don't know what to do. You keep getting random hits across the map because survivors don't even try to crouch walk before aproaching the drones and they keep trying to loop the main building even when you have it sunrounded by drones.

  • There is a survivor only DLC on the calendar, and we all know what that means. Nicolas Cage sold on his own, but an original survivor won't have his charisma, so they are probably already cooking up a perk that will shake up the game like CoH did.

  • Because this game is asymmetric. Which means that the combination of individual 0k, 1k and 2k are defeats/draws for the killer, while one escape is a win for one survivor. Taking that same graph as an example, you will see that if you combine those three bars, the result is around 50%... except for extreme DC cases like Skull Merchant.

  • Trapper has been bugged for some time, I keep seen survivor walking over traps and I know they are not cheating. If you put traps on vaults, some survivors will jump over it while others can't do it. And the trap insta-release is super common again. I'm pretty sure it's caused by lag or server issues.

  • All gen regression perks where nerfed to the ground. Current regression is a placebo, it does absolutelly nothing unless you already have the upper hand of the match. Gens fly nowdays because most killers can't do absolutelly nothing to stop them. The time it takes to find, down and hook a survivor far outweighs the regression you get from it.

    If survivors played optimally with at least one of them always attached to a gen, the match will be over under 8 minutes. Now, under these circunstances, we require the killer to do a total of 12 hooks... It is unrealistic, and if the killer keeps winning it is either because he ignores the "rulebook" or these survivors are really bad coordinated.


  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586512#Comment_3586512

    Tunneling one out of the game is terrible for 4 out of 5 players. And no, the majority probably do not even care about escapes but rather good games.

    You will get more "ggwp" by obsessively tunnelling one out and allowing three to escape without any interaction than by playing by the rulebook and killing everyone. In the end winning is the only thing that matters, even if the match is absolute garbage. I have no doubt that most players would prefer their opponent to be AFK for the whole game than taking a loss.

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