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CLHL

CLHL

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CLHL
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  • It is always the tunneled player who complains, the one who escapes without interaction with the killer during the whole game seems to be completely satisfied with the situation. In fact, most of the playerbase are willing to sacrifice their team for an easy escape.

  • I don't think that's the case. What makes a killer popular is that it's fun to play. The proof is that Blight is one of the most complex killers and at the same time one of the most popular, not only because he is strong, but also because he is one of the most fun to play. He is much more popular than other strong killers like Spirit, Artist or Nurse, because these are really boring.

    Singularity is not popular because his power is clunky and requires too much from the player to do the minimum. Not to mention how frustrating is that a killer's power can be completely nullified by survivors. It's a similar case to Hillbilly, people don't play him because he requires too much practice for the results you will get.

    I'm pretty sure that if Wesker is heavily nerfed he would still be among the most popular killers. There are killers like Legion that are extremely popular despite not being very strong.

  • Coming from the FGC this fair play mentality has always been most comical to me. In Street Fighter 6 I'm going to throw you once, twice, ten or a hundred times in a row until you learn how to tech-throw. You can say it's dirty or whatever you want, I don't care.

    This is a team game and you have the tools to penalize that style of play, if your team fails to do so the responsibility is solely theirs. And SoloQ is not an excuse for anything, it would be like complaining that my SoloQ team without a healer or tank is not able to win.

  • I don't really care, that perk should not exist to begin with. Altering the base movement speed is gamebreaking and no perk should work around that. A rework would have been better, but these devs prefer to remove from the game anything that makes them uncomfortable.

  • This game has been in need of new cosmetics for a long time, especially when the players don't care about charms. If they want more money, instead of forcing skins in DLCs, this is what they should have done from the beginning. I hope they don't stop there and introduce new animations, like moris and celebrations.

  • MFT will now only be used by skilled players to prolong the chase after using their Dead Hard. Seems like a fair change to me, but I still think that there shouldn't be any perk that affect movement speed.

  • Because it probably only caused killers to DC instead of lobby dodge. Whenever you faced a horrendous match, the final scoreboard with the prestiges told you the reason: bad matchmaking.

    We have been told countless times that the bad matchmaking was caused by the lobby dodge, but even after hidding the prestiges to reduce it, the games are as miserable as ever.

  • The hatch is obsolete and should be completely eliminated, there is no further discussion. Why should the survivors need a pyrrhic victory after being crushed? It would be like giving killers something similar to a base kit Rancor for a 50% chance to kill the survivors after failing doing their main objetive. It would be an acceptable victory? No. So, why does the hatch exist again?

  • Survivors have become more greedy and repair until the last moment before attempting the rescue, because they think it will be easy now that the AFC system is in place. And you know what? It's the opposite, the killer will come back to secure the kill. This has made the killer more efficient, because they camp when necessary and not by default.

  • The flying Ghostface throwing hatchets is not so common anymore, same for the lobbies with two killers. A killer may seem strangely faster than normal, but the survivors clearly hide their cheats less.

  • When the killers is slugging for the 4K, he is trying to complete his objective, he is searching for the remaining survivor and patrolling the generators. There is no hatch at that point, so the survivor hidding is just refusing to progress on his current objectives, which are complete the generators and rescue his slugged teammate.

    It doesn't matter that it's a lose-lose situation. So is when the killer has both gates perfectly under control, and that's why a time limit was introduced so they don't waste everyone's time.

  • Instead of punishing harder those who disconnect, bots were introduced. They sent the message that disconnecting is OK, so here are the results.

  • Well, for some reason every map has to have at least one non-mindgameble structure with 3 guaranteed vaults that can be played multiple times. Virtually all of this game's problems would go away with well-designed maps, but both the redesigns and the newer maps seem to be missing the point. I mean, you can give me 4 strong regression perks or you can balance the maps so it takes more than just running a predefined course to entertain me for so long.

  • It's ok except for that new structure that is like a mini killer shack... Seriously, what were they thinking? That window sometimes links to some ridiculous loops.

  • A festival of DCs, suicides and chat toxicity. Thanks to this patch endgame builds are fun again, everyone falling for them again.

  • Well, those games where as a survivor you do nothing but press M1 and move to the next generator are quite common. The killer is struggling with the other survivors, but it still counts as your victory. And for many players those are the only victories they achieve. It's one of the reasons why I prefer to play as a killer, survivor games can get really monotonous, I don't understand how anyone can have any fun like that.

  • Nightlight has proven to be even better, since their data comes from dedicated players it filters out perks that are mostly only used by novice players, such as self-healing and NOED.

  • Nothing necessarily. The problem is mostly map design, they should add more hooks to all buildings. Now that they will be adding an anti-camping system there is no reason why there shouldn't be a hook on the second floor or basement of any structure.

  • Totally. It's like Hillbilly, you need to be extremely dedicated to the killer to do something, otherwise you won't get a single hit with your power. But with the difference that you are constantly limited by the actions of the survivors. As long as EMPs are part of this killer's power, he will never be popular.

  • The M1 holding simulator is so intense and fun that you can't leave it for a moment and check if the killer is camping?

    Imagine a LoL player asking the devs for changes because his team does not compare to a communicated premade. At that level we have reached, the HUD update was a terrible mistake, it only promoted lazyness and having the game do everything for you. Same with the bots, with everyone disconnecting for the slightest bullshit.

  • The game is able to detect when a bodyblock has been performed, there are achievements and perks that count them, so it's possible to disable the endurance when used with this intention. But I wouldn't expect them to change it.

  • The current gen regression perks are absolute garbage. I invite everyone to try and play ten games with regression perks and other ten games without them... you won't notice any difference in the repair speed. You will even do way better in the second scenario by carrying perks that are useful.

    The healing nerf has nothing to do with the gen speed. Those who keep healing over and over has always been a minority. I have never used self-healing or med kits outside of challenges that required them. Finishing a generator has always been a priority over healing.

  • Just seeing Pentimento at the top of the list makes me realize pressing play whould be a waste of time. How can you even compare it to getting an almost guaranteed kill with Rancor, the stupid endurance combos or situations in which a perk totally denies you a hook?

  • That perk is absolute garbage. Try not using it for a couple of games and you won't notice any difference in the generator slowdown. If a generator is not touched within a few seconds of being kicked, that means the survivors are probably awful. It is not like the old Pain Resonance, because that one aplied around TOTAL progress. POP is far from what it was before the perk overhaul, and then it was just decent, because there were no alternatives either.

  • I'm surprised that after such disastrous DLCs like the last ones there didn't have massive layoffs. This game needs a new direction, because the current one is failing in all its aspects.


  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549051#Comment_3549051

    You're incorrect. WoO was a textual bug (as explained on both forums and twitter) so there was no "pulled back nerf" nor was it ever "listed for a nerf". You just made that up. And UW was a bug fix not a nerf. All aura/scream perks are countered by lockers since the dawn of time and UW wasn't ever or should've been an exception.

    I'm not talking about the ingame text. It was in the patchnotes but then removed. I can search in some streamers videos and take a screenshot for you if you want.

    *Edit* Found it:

    sssss.jpg

    It's in Spanish, but you can clearly see a third perk listed on the patchnotes.

  • Since they hid the prestiges I have noticed that the matchmaking is more miserable than ever. All this time blaming lobbyshopping for the situation and it turns out that matchmaking has always been broken. I mean, you have streak of games with only one or two hooks and the system keeps paring you with SWF groups where everyone has over 4k ingame hours...

  • So, denying a killer aura build with Distortion is completely fine, but having yours denied as survivor is a problem? Windows of Opportunity was listed for a nerf in the PTB notes, but suddenly removed without an explanation. And you know what? Ultimate Weapon was nerfed days after in a bugfix patch...

  • They most likely have backed down like with Windows of Opportunity, whose nerf was listed in other languages, but not in English. These devs are too afraid of Twitter backslash.

  • Blight sliding around like that is basically a bug. That's not something you "nerf", they literally need to fix the collision for all the maps in the game, including all the updates and the new ones. If they simply removed the sliding, we would have killers that would get stuck in the walls.

  • As expected. If The Singularity was nerfed being absolutely terrible and barely played, obviously The Xenomorph was not going to be spared. We have a game where 90% of the cast is not viable or are forced to play with their best kit of addons to stand a chance.

    I simply don't understand how they bring out again a killer who repeats the mistakes of the previous one, no one likes to lose control of their power. Back to Wesker by Daylight, I guess.

  • All the reworks we are getting are terrible, Red Forest and Coldwind where even worse than their previous ones. Only Autohaven was ok, and those maps where already good.

    Since Shelter Woods all they do is add new structures to deadzones, but the map remains the same. If the map is huge and there's no way for a M1 like Trapper to traverse it without gens popping, those changes make nothing for them.

  • This will only help with trades agaisnt one shot killers, that are mostly weak anyway. After the hook grabs were removed there is no longer a way to prevent someone from being unhooked. The sooner they are freed, the sooner they will be tunneled back to the hook. No more waiting for bleedout.

  • Well, the sad reality is that when there is a hacker in the game, most of the times the other three survivors will contribute to bully the killer. The reaction to a glitch becoming public has been exactly what was expected, everyone will exploit it and do everything on their hand to continue using it (coin offerings and refusing to close their clients). This community has no remedy.

  • They could at least acknowledge the situation on social networks and threaten to take action against those who abuse the glitch. This silence does not help at all, especially when the problem has been public known for more than two days. It should also be a warning to not leave the service unattended on weekends, everyone deserves their right rest but support should be a priority in any service.

  • This is the Nowhere To Hide dilema again, if you want to be steath go all the way with it and equip perks to hide yourself. These perks are healty for the game, they incentivize the killers to start new chases instead of camping because he can't find anyone. It also punishes those who refuse to advance in their objective and lengthen the games unnecessarily.

  • Not true. If matchmaking was a thing they would keep getting senior players, no matter how many times they dodge a lobby, since there are more senior players than new players. What's more, they should be re-matched with the same lobby, since it would be free for them. But since matchmaking is a complete joke, where a 5000 hour player can queu with a friend with 10 hours, they keep getting a lobby full of skill gaps.


  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531211#Comment_3531211

    New players go against P100 teams because a Killer who would have been on the level of those P100-teams dodged and some poor Newbie-Killer gets backfilled into this Lobby. So they either put a penalty on Lobbydodging, remove it completely and count it as DC if someone closes the game or they reduce the information for the Killer so that they are less likely to cherrypick and dodge Lobbies.

    Because the players who have the biggest disadvantage because of Lobbydodging are those who get backfilled into a Lobby where they just should not be.

    Not true. If matchmaking was a thing they would keep getting senior players, no matter how many times they dodge a lobby, since there are more senior players than new players. What's more, they should be re-matched with the same lobby, since it would be free for them. But since matchmaking is a complete joke, where a 5000 hour player can queu with a friend with 10 hours, they keep getting a lobby full of skill gaps.

  • Queue times went so bad they needed to force this for new players to go against prestige 100 teams. Because that's the real problem, lobby dodge is a thing because matchmaking is really bad. They hide who is in a SWF because only tryhards would want to play them.

  • You know who came with an extra skin at no extra cost? Lory, Tapp, Quentin... Sorry, but this is an unjustifiable price increase.

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