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Cypherius

Cypherius

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Cypherius
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  • Depends on who i am playing with.

    I don't know my mmr but In Solo Queue i usually get decent team mates. If no one gives up early in the match then the game ends up being quite balanced and fun. Unless its a sweaty Nurse/Blight. These matches are not fun or fair.

    When Swfing with experienced players and we are not memeing around the game is usually easy. B tier killers and lower can't keep up.

    When Swifing with my less experienced friends the game is a lot harder. Especially if we are not in a full party. In that case we get very inexperienced randoms in our lobbies. They usually have no gen efficiency and they last very little in chase. They usually unhook at the wrong time too. So its very easy for the killer to snowball. And i have no way to explain things to them like i do with my friends.

    This game could really benefit from a better tutorial.

  • @Reinami said:

    2 people immediately dced as soon as i landed a chainsaw hit, and the 3rd one dced right as i hooked the guy i chainsawed.

    The question is. Did you like going against billy becuase he was fun? Or did you like going against billy because he was an easy win for you?

    https://us.v-cdn.net/6030815/uploads/ZI4E0DH4ZP2J/image.png

    How often does this happen to you when playing Billy? Just because these survivors gave up does not mean a significant amount of people dislike Billy now.

    It could also be the Wesker effect. They don't necessarily dislike the killer but are just fed up with how common they are.

    The question is. Did you like going against billy becuase he was fun? Or did you like going against billy because he was an easy win for you?

    Back then I liked going against Billy mains that knew what they where doing. Fun gameplay with counterplay that is skill based. And I can respect the skill and dedication to what was a weak killer back then. Him being stronger now does not make the gameplay less fun for me.

  • No. The easiest would be in a different meta when survivors in general where stronger.

    While there are issues and possible improvements (a ping system would be nice) with the role i do think its in a mostly decent state. Most of my matches feel balanced unless someone gives up early.

    The sentiment that solo queue is awful or borderline unwinnable that some people express here in the forums is not something i experience in my matches.

  • @gatsby said:

    I will start this by saying this. My experience is not the same as everyone else’s and I do play at higher MMR. I do play Killer and Survivor and will approach this from both perspectives.

    From Killer perspective, tunneling is only optimal if you find the “weak link” early on in the match. Trying to tunnel an above average Survivor early in the match will cause them to run to the strongest portions of the map while most of the pallets are still up. If you’re going to tunnel, it has to be a Survivor that doesn’t have great map awareness and is a weaker looper. Otherwise, it simply takes too long burning through god pallets and main building loops. In endgame, there’s no reason to chase anyone else and the face camping penalty and anti-tunnel perks are disabled. Its quite literally the game design to tunnel at that point.

    From the Survivor perspective, with good game sense (or Widows of Opportunity), being tunneled early in the match gives you the ability to take the Killer on some long chases. Most of the pallets are up and you can abuse the strong, safe parts of the map to buy your teammates time to work on generators. Its actually a big positive because if you’re the first chase no one else has used anything so you probably won’t get stuck in a dead zone due to a missing filler pallet. Late game, tunneling is a legitimate strategy. There are more dead zones and the Killer has already lost a of a generators, so there’s a lot more pressure to get someone out of the game. It doesn’t feel great to be the Survivor thats singled out but late game its pretty normal.

    I don't see tunneling very often in my mmr range either. And when it does happen its because a survivor made a mistake. Killers dropping chase is more common in fact for me.

    But i do see it often when swfing with less experienced players. Killers quickly identify the newer player and try to focus on them. Now imagine that same scenario where the new player is being singled out but does not have a swf to help them.

    While you can make the argument that good survivor teams can counter tunneling just fine that does not make it any less frustrating for average/newer players. At those levels of play tunneling is very strong and very easy. On the other hand the skill and coordination needed to counter tunneling is quite high.

    I think its a reasonable frustration to have. Being tunneled sucks when you are still learning.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653926#Comment_3653926

    How on earth did BHVR manage to nerf Pig's trap lethality in 4 separate patches, but "needs more time" to figure out how to nerf Myers grab kills?

    Myers is likely not a high priority for them.

    Besides, Tombstone Piece elevates him to B tier at best. And his other builds are pretty bad. Ideally any TP nerf should come with some heavy basekit buffs.

    But he will likely get the Pig treatment instead.


  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653081#Comment_3653081

    Huntress buffs are probably due to the stats. Huntress had the lowest killrate. As for Pig... I'll gladly take the changes. This'll move power from tunneling ppl at boxes to chase power. That's great. It always irked me how much of her addons were centered around the boxes rather than boosting her chase ability.

    its true that Huntress's killrate is bellow the devs intended 60%. And pig is slightly above it. So you are probably right.

    But stats don't tell the whole story, and the devs know this. Huntress is very strong in the hands of a skilled player.

    I'll gladly take the changes. This'll move power from tunneling ppl at boxes to chase power.

    You do make a good point. This will make her more fun to play against for the average player.

    But she is still on the weaker side. I don't like that a weak killer is getting sidegraded while an A tier killer is getting significant buffs.

    It always irked me how much of her addons were centered around the boxes rather than boosting her chase ability.

    I agree about her addons. They don't offer much variety in game play.

  • Why is Huntress being buffed again? She is an A tier Killer. Even on her "bad" maps she is still strong. Adding more lockers to these maps would be better while also helping Dredge.

    On the other hand Pig gets small buffs to her Dash/Crouch at the cost of her traps being nerfed. That is just not fair.

  • @ctrlaltdefeat36 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648134#Comment_3648134

    This assumptive, loaded and plain false statement says a lot about you.

    Assumptive? I am simply reading between the lines. Not the first time i see something like this happen. You are not the first to complain about something overpowered being nerfed. Not in general and not in this game either.

    Good for you if Blight is fun for you but your experience is not the only one that matters and playing against his stronger builds is not fun or fair at all. Blight's base kit alone make him very strong and more powerful than most killers. The minor nerfs he got to his addons did not change that. He is still too strong.

    Is it not entitled to ignore the experience of the other side while you complain about nerfs to the second strongest killer in the game?

  • "We are leaving the game because a massively overpowered and oppressive killer got a set of minor nerfs"

    The entitlement is palpable.

  • Something minor that is used more for fun than to get an advantage. Like slightly altering the level of fog. The snowballs you could pick and throw in the last winter event would make for a fun offering as well.

  • No. This would be horribly unbalanced.

    Offerings should be for bloodpoints and gimmicks not strong modifiers to the match.


  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638095#Comment_3638095

    1. If there are 3 Gens left and being injured. Without Adrenaline, will you get a healing?
    2. If there is 1 Gens left with 30sec to open Gates. Without Adrenaline, will you get a healing?

    You're likely to heal with 3 Gens left even if you have Adrenaline. And you're likely not to heal but do the last 30sec of the last Gen even if you dont have Adrenaline.

    Adrenaline plays making survivors not to heal is a false. Yes they dont need to heal after finish the last Gen, yes its a game changer when down as the last Gen done. But it doesnt make survivors ignore healing mid game.

    1. Without Adrenaline? Depends on how much pressure the killer has but i am willing to heal. My usual builds are good for healing anyway. But if am using a stay injured build then not healing early game is strong (and very safe against killers with bad map pressure or weak chase). Its even better with skilled team mates that are gen efficient and understand who needs to take aggro.
    2. Proper use of Adren turns close games that could go either way in to clear wins for the Survivors. Greeding the last gen is not risky if you have Adren. But it can be game throwing without it. So depending on the situation and killer i am willing to heal during end game (if i don't have Adren).

    Just to be clear: There are situations where you should heal regardless of build. And there are situations in which you should ignore healing regardless of build. But having a Stay injured Build/Adren significantly decreases the amount of situations where you need to heal and lowers the danger of situations where you can't afford to heal.

    Adrenaline plays making survivors not to heal is a false. 

    The perk Is not the only thing encouraging it but it does heavily reward this play style. I described it a one "pillar" of this strategy not the singular cause of it.

  • @Pulsar said:

    That's all.

    I've run into four Blight's running The Build (patent pending) with the new infinite rushes or Alc Ring.

    I'm just so glad we learned nothing from Eruption.

    Another laughable issue is that Sadako got nerfed while Blight was made easier to play but remains overpowered.

    You would think that a killer with such a powerful base kit should not have strong game changing addons. At this pace i am genuinely concerned they will make Pig worse once her turn comes.

  • Adrenaline is a top tier perk (unlike the unfairly nerfed STBFL) in high level play and one of the biggest pillars in "don't heal" builds. Its only "fine" at average levels of play. S tier perk in the hands of a decent team that has gen efficiency and knows how to set up Adren plays . Its wild to me that so many people defend this perk.

    @ImWinston said:

    If I use "adrenaline", then play the entire game without 1 perk, I would like to use it at the end.

    Adrenaline is the same concept as "blood warden" or "terminus"

    Why is "terminus" a good design, but not adrenaline?

    Bloodwarden and Terminus (counters only 1 effect of Adrenaline) are much weaker than Adrenaline despite having similar (or the same in Terminus's case) activation requirement and the fact that killers have less perk slots in total compared to the survivor team.

    They are not examples of good design. I see multiple Adrens in most of my matches. Don't even remember the last time i saw Terminus or Bloodwarden

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626268#Comment_3626268

    Boons by design are to benefit the whole team no?

    I’m not saying we plop back CoH untouched. I’m saying we can make self-healing work in some capacity and not keep the perk gutted like it is.

    Self-Healing with infinite uses to the entire team at the cost of 1 perk slot is overpowered.

    The other boons are not strong enough to be an issue under these circumstances.

    Hot take: Current CoH is perfectly fine and viable. I still use it in some of my builds and get good value from it.

  • Champion of Light looks like a pretty decent perk. Deadline looks like a fun perk too. Lowering the dependency on rng for skillcheck builds is a very welcome effect. Will be using this perk a lot.

    The boon looks very underwhelming. But i am glad this mechanic has not been abandoned.

  • Nurse is too high. Her skill floor is higher than the others but the ceiling is not that high. I would not call her easy to master but definitely not one of the hardest either. I would drop her at least 2 tiers.

    Wesker has the opposite situation. He is very easy to play at a basic level but it takes a lot of skill and practice to learn his advanced Techs. His hugh-tech being the hardest in the game. Would rise him 1 tier.

    Trapper requires a decent amount of map knowledge. Surprisingly he is not easy to master. Would switch his place with Wraith.

    Hillbilly is at the top tier where he belongs. Shame that he is on the weaker side despite being so hard to play.

    Nemesis has some complexity to his M2. Don't think he should be this low. At the very least he is harder to play than Xeno.

    Myers requires some stalk management so you don't run out of your power. (why is this even a thing? There are better ways to balance Tombstone Piece) Would place him at least 1 tier higher.


  • @Pulsar said:

    I didn't really think Ormond needed changes.

    It's already got deadzones, not sure what else they could add.

    @Skitten56 said:

    Knowing BHVR they are just going to take what is one of the most balanced maps in the game and make it smaller and likely less balanced. Its a large map sure but it is balanced by its large deadzones and easy visibility. Killers just need to be strategic on it and know that if they are a low mobility killer they need to write off some corner gens to reduce the patrol area while also taking full advantage of large deadzones that are made.

    Deadzones don't really matter when the survivors can see the killer coming from a mile away. They have plenty of time to pre run. The visibility of the map helps the survivors more than the killer. Especially if its a stealth killer.

    And a map being so big that you are encouraged to ignore huge parts of it is not balanced. This issue is going to become even worse once the 3 gen nerf drops.

    There are quite a few maps that are worse than Ormond but i would not call it balanced.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617013#Comment_3617013

    Demo is good chaser. So no i disagree with you here.

    Nemmy, Xeno and Wesker are also insane chasers but yet, they are abusing this perk.

    Pig and Trapper needs help, that's true. But this help should not come by perk. They should buff their base-kits. This perk is maybe not problem on Pig and Trapper but it's definetely cheating on other m2 killers.

    STBFL is a bad perk on these killers (aside from Trapper and Pig)

    All 4 of these M2 killers are better off using their power as often as possible. Farming STBFL stacks is going to slow down your pressure and chase so much that its not worth the benefit. Simply using their power is stronger.

    Using STBFL instead of another good perk on these killers makes them weaker. I would not call that "abusing".

    Nerfing the perk is not going to affect skilled players of these killers but will harm actual M1 killers like Pig and Trapper.

    The perk is specially bad on Nemesis (needs to get to tier 3 as soon as possible) and Wesker (Will down survivors much faster with their power. And needs the infection for the slowdown and extra lethality). How often do you even see them use this perk?

  • Only change this perk needs is a notification to show up and reveal the perk after 3 stacks or so to help Solo teams. That way the obsession knows about it and can counter the perk.

    @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616690#Comment_3616690

    Nooo what about poor demo/wesker/xeno/nemmy players who can't use their power 😭😭

    STBFL is a bad perk on these killers. Relying on this perk when playing M2 killers can teach you some bad habits. Its better in the long run to have tougher matches while you learn to use their powers.

  • @BugReporterOnly said:

    Most should be capped at 3 uses with a cooldown in between each use per match. Use the active ability button on most and there can be some exceptions like Adrenaline which is a one time use perk to begin with and Dead Hard which is designed to not be used more then 2 times.

    Exhaustion perks are fine. And they create fun gameplay. No changes are needed.

    Except Smash hit. It is still terrible.

  • I think people are misunderstanding the stay injured strat. There are times when staying injured can be powerful/the best play. Like when you are about to finish an important gen and want to avoid Pop or Pain res hitting it. Or its the last gen and you want to setup an Adrenaline play.

    But the crowd that refuses to heal no matter the context or that legit believe healing is weak are just playing poorly or mad that healing is actually balanced now. Killers that feel the need to stack 4 slow down are also playing poorly.

    The counter to these types of survivors is playing a killer with good chase or using good stealth/terror radius perks to get easy quick downs. Or punishing the injured survivors by pressuring hooks. Good luck getting a proper hook rescue while injured against a killer with lethality.

    The issue here is that low tier killers struggle to get fast downs and keep up with efficient survivors. Against a basic m1 killer you can get away with not healing. But strong killers have the tools to handle it.

    Also Botany and We'll make it are still amazing perks.


  • @MikaelaWantsYourBoon said:

    Just curious about everyone's opinion on that.

    No heal meta mostly means survivors are ignoring even objectives like healing and doing gens even if they are injured.

    Do you think this meta is bad or good for game?

    The stay injured strategy can be very strong when done correctly and at the right time. Its especially strong against weaker killers.

    But survivors who are literally never healing are misplaying. Very risky against stealth or if the killer is proxy camping. And you can't do much to help a tunneled team mate if you are injured.

    I play stealth Wesker often and i am quite happy with survivors that refuse to heal. Its hilarious the amount of players that get caught off guard by the Glasses addon/Tinkerer and Trail of Torment.

    @jesterkind said:

    I'm fine with it.

    If survivors choose not to heal, I can leverage that as killer. If they do choose to heal, they're probably taking more than the eight seconds it used to take for one survivor to heal themselves, so that's fine too.

    I'll say that I do have an issue with people acting as though they're being forced to stay injured because "healing is so useless now", as people love doing with no basis in reality, but that's a separate discussion to the outcome of that decision.

    "I'll say that I do have an issue with people acting as though they're being forced to stay injured because "healing is so useless now""

    Yeah. I use at least 1 heal perk (usually Botany Knowledge ) in most of my builds and healing feels perfectly viable and strong to me even against Sloppy.

  • @Pulsar said:

    This.

    https://youtu.be/DcafiMonlE0

    No insults to anyone in the match, they clearly have different priorities and that's fine.

    That being said, when you get teammates that don't do gens and then do things like this, it's extremely demoralizing. You have a Killer that excels at camping and I'm put into an instant-loss scenario through zero fault of my own.

    That is exactly why a lot of people are burnt out of DBD. Lack of meaningful agency and feeling like their own skill doesn't matter, be that on Killer or Survivor.

    I can see why you would be burned out from the game. Being farmed and tunneled does suck. Hopefully it gets better but in the meantime i recommend running Lucky Break + Overcome.

    This combo lets you escape chase pretty consistently so long as you have a los blocker. Making you less likely to be tunneled.

    The killer gets almost no pressure from the chase and if you bring a good medkit* you can heal your self fast enough to still have Lucky Break for the next chase. You can also use Deliverance since you are unlikely to be hooked first with this combo.


    *If you don't mind running some stronger addons with your medkit you can use the +10 charges addon + Syringe with Botany Knowledge. Even with the efficiency penalty you still have enough charges to use the syringe after 1 full self heal.

  • There are some potentially fun modes there. Like random perks, Disgustingly scary fog or the 2v8 and 5v5 modes. But what concerns me are the questions that came before.

    They asked about separate queue times. I fear that separating the pool of players like this is going to make the already bad matchmaker even worse.

  • @savethekillerforlast said:

    Survivors are not healing anymore. Everyone are tunnelling generators. They are hearing your terror radius and starting run away. You chase them, other generators will repair so fast. You leave, they will back and repair generator again.

    Meg and Feng perks are not fun for killers.

    Exhaustion perks are so strong. Why only nerf for killers? Why no nerf for survivors?

    Perks that modify your terror radius or give undetectable are great against people that refuse to heal. And they don't have MFT to bail them out anymore (a survivor perk that got nerfed recently). There are balancing issues in this game but Lithe and SB are fine.

    @MikaelaWantsYourBoon said:

    People told me i am overacting when i said SB and Lithe are next lol.

    This is just confirmation bias. One random person complaining does not prove that killer players are out to get lithe and SB. If you where right there would be a lot more complaints like this and more people agreeing with them.

  • Bad killer players giving up against good survivors after inflating their mmr by tunneling inexperienced players is hilarious to me.

    On a more serious note i don't think the mmr system will be changed for them. It is working as intended after all.

  • @Disco said:

    I encounter this issue a lot when I play Wesker because of his huge terror radius and it's really frustrating. People rate Wesker as a top tier killer but I honestly do better with lower tier killers like Legion, Wraith and Pig because they are much easier to play and no one pre runs them as hard as Wesker. When I watch my fav streamer play Wesker they never seem to have this issue though and idk why or how.

    Wesker's M2 is really strong, but also difficult to use beyond the basic level. Getting more practice with his power should get you quick chases even when they pre run. You can also try and reach them from directions they do not expect. But that is not always an option

    Something that helps me a lot with this killer is the Undetectable status. Its legit pretty strong on Wesker and it does help against pre runners. You might want to experiment with perks like Tinkerer and/or Trail of Torment.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602487#Comment_3602487

    Tunneling gens also disallows the killer from playing the game. If you aren't regularly losing 3 gens in the first chase due to efficient survivors, then you aren't at high MMR. Which is fine, but we are just pointing out how different our experience is.

    It is normal for us to have chases that last 20-30 seconds, and still end up with only 1 dead and 5-6 hooks at the endgame hoping to hook the last one in the basement to at least secure a draw.

    The level of gen efficiency you describe only happens at the higher levels and is not something solos can do consistently, on the other hand Tunneling happens at all levels of play.

    This is why one is complained more than the other. The amount of survivors getting tunneled is higher than the amount of killers getting "gen rushed". This is not a double standard.

    I am curious what killers you are playing that you normally struggle to get a draw. In my experience losing 2/3 gens early is common but not a big deal unless i am playing a low tier killer. After the first down you can snowball a lot of pressure.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602277#Comment_3602277

    Oh, I get it in solo queue too. Sometimes the killer is convinced the solo squad is a SWF and that is a problem for them for....some reason. Granted, someone on console would never experience a postgame chat meltdown either way. My point was more that an experienced player would have probably encountered complaints from both sides of the coin.

    I get it though. Nobody is going to be happy over a 4k at 5 gens or a 5 gen run.

    Yeah that's a fair point. You are not wrong. But getting to that level as a solo survivor is not easy. Which is why i imagine tunneling complaints are more prevalent for average players. And might give the false impression that there is a double impression.


  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602005#Comment_3602005

    There is no double standard. I play in a SWF that gets called gen rushers in postgame chat every other game. People complain about it just like people complain if I tunnel somebody. My Steam profile comments are a mix between "tunnels at 5 gens. Plays Nurse. Touch grass," and "Only knows how hold W, pre-drops."

    My opinion: people really need to play both sides more, and most people that say they play both sides don't actually play both sides all that much. Players complain about efficient play equally.

    To be fair a sweaty swf is really strong (and less common than aggressive tunneling). Makes sense you get those complaints. But Solo survivors are not going to get this kind of salt very often. That does not mean that they don't play the role often.


  • @Reinami said:

    I see threads on here all the time about how much people hate it when killers tunnel, but nobody ever talks about it when survivors do it. Why? Survivors can hard tunnel gens just as much as killers can tunnel survivors. For example.

    • Rushing a nearby gen right as the killer picks up a survivor
    • Refusing to heal each other or themselves in order to gens
    • Completely ignoring totems (and ironically then complaining about NOED at the end)
    • Completely ignoring chests
    • Not body blocking
    • Leaving teammates on the hook to work on gens

    These are just a few examples, but in general survivors can "tunnel" their objective just as much as killers can, yet nobody says anything about it.

    Because they are not really equivalent.

    I understand where you are coming from but the reality is that you don't need to tunnel in order to win against the majority of survivors. Especially when using a top tier killer like Nurse or Blight.

    The average solo survivor is barely hanging in there so when they get singled out and removed from the match early on it feels awful.

    Side note but i see A LOT more tunneling (and camping) when playing with my inexperienced and more casual friends. Pretty sure you don't need to tunnel to beat the P1 Meg that hides from the terror radius.

    On the other hand preventing Gen Rushing/Gen "Tunneling" is a lot easier. And even if you get a really good survivor team that is above your level you still get to play the match and get chases. It doesn't feel as frustrating as being tunneled out.


  • @HugTechLover said:

    It would increase lobby dodging by other survivors. All self care gamers would be endlessly dodged. Meme build people would be dodged. You get the point.

    It would be a nice touch, but I think the possible negatives would outweigh the positives.

    This issue could be solved by making the feature optional.

    Another solution is making it so people who lobby dodge too much in a short spam of time can no longer see perks from their team mates in the lobby. Make this punishment ramp up in duration just like the dc penalty.

    But to be perfectly honest its hard to feel sympathy for people running selfish or troll builds. This is a team game and most solo queue players are already struggling even without these kinds of builds on the team.


  • @Evan_ said:

    And here's me who only sees 'ggs' and fair (but sometimes tough) plays from either sides for about 50 trials before seeing a teabag or 'ggez'.

    Can't tell if it's a regional or mmr thing.

    I think its mmr based, at least based on my experience. When playing solo or using a killer that i main i get either friendly or indifferent players.

    But when i am playing with my less experienced friends or with a killer i barely play (and i assume i have low mmr with them) the amount of players that bm is considerably higher.


  • @CountOfTheFog said:

    Even if I'm not near a generator and am using Distortion, she can send the crows to me? How does she know where I am? This happens every time I play against her.

    Most recently it happened when I was in the shack with Distortion and there was no generator in the shack. Like ######### lol 😆

    Hard to tell for sure without seeing the matches.

    Assuming its not just bad luck or subtle cheating it could be game sense. Artist can keep track of survivors locations pretty well with her birds. Keep in mind distortion does not help against killer instinct or the birds swarming you so she can still track you. She could have guessed you where in shack based on your last known location.

  • If i am playing seriously i give hatch or gate if the survivors where chill and fun or if the match was unfair in my favor. For example:

    1. if someone gave up early in the match. Annoyingly common when i am playing Wesker.
    2. If the match snowballs too much in my favor
    3. One survivor was really good at looping or at least playing smart but is still losing because their team is throwing the match. That good survivor is allowed to escape
    4. If one survivor is clearly newer and struggling i will play nice towards them specifically. This is not very common though.

    If the team is playing to win with meta perks and good gen efficiency i will match their energy. No free escapes at the end.

  • Given enough time you can find complaints about almost any perk in the game, especially strong ones. Most players have no issue with SB and Lithe. They are both balanced.

    On the other hand MFT was complained about frequently and got nerfed because it was legitimately problematic.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586658#Comment_3586658

    Why did you comment with such passive aggressiveness? Unnecessary. Lol

    1) Before you can argue this, define “powerful”. Nurse and blight are not “powerful” as they come. A baby nurse or baby blight is highly subject to being bullied. To get to my level of “powerful”, I spent countless hours learning his power.

    2) Ok? Did I say it was the only skill expression? Skill expression is limited on simple killers. And that’s how it should be. There is nothing that separates good pigs/Freddy’s/trappers, etc from other good pigs/Freddy’s/trappers, BECAUSE there is no mechanical skill required to use them outside of general skills in the killer role. But with chase oriented m2 killers, good general skills combined with mechanical skill floors / ceilings allows you to become a more lethal killer, as it should.

    3) Where is this “personal issue” you’re insinuating I have? Are you projecting? Did I say making these killers stronger would affect me negatively? All I said is there absolutely should be a gap between the weaker, simple killers, and the stronger, more demanding killer, because it makes sense.

    If you want to debate this further, please do not put words in my mouth.

    Sorry for my tone. It did come off as aggressive.

    About them being powerful: Both of these killers have enough lethality and mobility to outperform every other killer in the game by a wide margin while also trivializing solo players and most swfs. They are powerful killers.

    Blight/Nurse being mechanically demanding does not change the fact that they are strong (to an unfair degree) . MFT was also bad on unskilled players, while being too rewarding and too strong when used by skilled loopers.


    My understanding of your stance is that simpler killers "should" be weaker than Blight/Nurse/Wesker/etc due to having lower Mechanical skill requirements. Am i misunderstanding you here? And to what degree should they be weaker?

    Because if that is your stance then i fundamentally disagree. Not only is mechanical skill only a portion of skill but thinking the game should be unbalanced like that comes off as very unreasonable. Especially if these simple killers being strong does not affect you negatively. Hence the "personal issue" comment. But It was a rude comment . Sorry about that as well.

  • Pretty much any big gap in "strength" between the best and the worst of something. Maps being the worst one for me. With the gap between solo and swf in second place.

    @HugTechLover said:

    I would say quality / accuracy of matchmaking.

    There’s no reason I should still be getting paired with some of the players I get matched with. The skill gap is mind blowing sometimes, on both survivor and killer.

    I will challenge you though. The gap between strong and weak killers is not a problem. It’s how it should be. You cannot justify a killer such as trapper, wraith, pig, or Freddy… being as strong as blight, nurse, or wesker, simply because of mechanical skill floors/ceilings.

    @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586153#Comment_3586153

    Because the mechanical input/skill requirement is massive.

    "I will challenge you though. The gap between strong and weak killers is not a problem. It’s how it should be. You cannot justify a killer such as trapper, wraith, pig, or Freddy… being as strong as blight, nurse, or wesker, simply because of mechanical skill floors/ceilings."

    1. No amount of "mechanical skill" justifies how powerful Blight and Nurse are. Even if they where as difficult as your comment implies.
    2. Mechanical skill is just one aspect of skill expression. If you are a skilled at the game you can demonstrate said skill even with the simplest killers in the game.
    3. Balance is more important than whatever personal issue you have here. Freddy/Trapper/Pig/etc being made stronger is not going to affect you negatively. But it will make the game better for those that enjoy these characters.
  • It can be pretty strong on killers with good mobility and chase. A small cooldown nerf should be enough. Its not warping the meta or anything like that.

  • Its a fair buff but Stake out would be better overall even with these buffs. You could use them both with Hyper focus + a good toolbox i suppose.

    would prefer If "this is not happening" also increased the chances/frequency of getting skill checks while injured in addition to its current effect.

    I like Skill Check builds but they are not consistent unless you are using an Item. Hyper focus helps once you get a skillcheck, but if you are unlucky it will take a while before you get your first check. Having a perk to help get that fist one would be nice.

    1. The devs are actually doing a good job lately.
    2. Healing is still powerful and perfectly viable.
    3. Adrenaline is overturned in metas with fast gen times.
    4. Solo survivor is not that bad once you get out of low mmr.
    5. The survivor role is not weak at all.
    6. Repeated cases of giving up on the hook should penalize you with a DC penalty. First time a player does it they should be given a warning. That way you avoid the "but what if its a new player trying to 4%" argument.
    7. Victor is awful to play against if the killer player is decent and i am glad Twins is not popular.
    8. Lucky Break is very underrated.



  • @Chocolate_Cosmos said:

    Had match when I pick of someone facing directly a wall, someone dropped well timed flashbang (out of sight, can't be directly below me since I am facing wall) and I get insta blinded and Survivor escapes. Does this mean no metter what you do, you can't protect yourself from flashbang if someone is close to you? That sounds kinda stupid.

    Seems like flashbangs ignore your line of sight, just a small area effect or something. That's OP in right hands.

    Flashbangs can blind you seemingly from out of sight yes. I also think its stupid but its likely an unintended feature. My understanding of this is similar to DredgeyEdgey's comment. It can be dropped below you from behind to counter the wall facing.

    @Xernoton said:

    Flashbangs are less consistent than survivors encountering Twins. They can blind you from behind walls (had that happen to me a while ago) but they will also fail to do their job when you're staring right at them. I swear, everytime someone uses a flashbang, some BHVR employee rolls a dice to decide, if you get blinded or not.

    I had a few swfs get the timing consistently on me even while i was facing a wall. Honestly its a pretty strong item with Background Player. If they know how to do it you pretty much need to slug. Fortunately this is very rare.

  • Its a large but deserved nerf. MFT will still have a niche in more agressiva or anti-tunnel builds but won't be nearly as common. I think that is fine. Further adjustments are still possible before it makes to the live servers in case it ends up being too weak.

    I would also like to point out that Nerfed DH/Medkits and the reworked versions of Skull Merchant and Sadako where deemed as useless by many players but ended up being viable when they made it to live servers.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576065#Comment_3576065

    Dh for distance wasn't because it was....well, DH for distance. It was just that OP.

    I don't think the slightly newer DH was that oppressive. It did have unlimited uses going for it, which I think helped it a lot.

    Current DH has a maximum usage of twice per match, whilst causing Exhaustion so you can't use other Exhaustion perks, it's still ping dependant and it's Killer dependant.

    Dh for distance was much stronger and more reliable. No disagreement here.

    But my point about the more recent pre nerf DH still stands. A failed DH usually results in a down. That is a rather large downside. If the perk was as unreliable as you say with such a big downside then it would have been bad and unpopular even with unlimited uses.

    Even the current limited DH is still fairly popular. Its not really at the top of the meta but definitely still viable.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576022#Comment_3576022

    A perk that relies on ping is fundamentally bad, especially in a game like DBD where the Killer has general action priority.

    That's not to say that they shouldn't, just that it's a fact of DBD.

    If what you say is true then DH would have been a bad perk even prior to its latest nerf and would not have dominated the meta. Having more uses of a "fundamentally bad" perk would not make much of a difference after all.

  • When people comment that repairing separate generators is faster they are speaking of the total time required to repair all of them.

    Doubling a generator will complete it faster but there is a penalty to the repair speed. Those survivors are not repairing at double the speed (even with the now nerfed Prove Thy Self). if one of those survivors was on a different generator then the amount of progress per second would be higher.

    Furthermore if the killer shows up he will be pressuring multiple survivors at once, so there is a risk to it.

    I do think its work doubling up on an important generator. Like one in the middle of the map or a gen that is part of a strong 3 Gen setup. Or at the end of the match. But generally speaking its more efficient to solo gens.

  • Tunneling or camping when the situation call for it is fine (and harder than it looks if the survivors are good). But if you feel like they are necessary to win then you probably need to work on your fundamentals (Pathing/Spawns/Mindgames/Builds/Pressure/etc).

    I think players who default to camping or tunneling as a "must" are doing themselves a disservice. If you do this you will win more but will eventually hit a point where a lot of your opponents are good enough to handle camping/tunneling and you won't have the skills to keep up with them.

    Ever notice a killer that does poorly in the match, and it feels like they don't belong in your lobby? To the point where you can accurately predict that they will have noed? That is a similar principle. They won a lot by using a pub-stomping crutch and increased their mmr but never properly learned how to play well.


  • @Grigerbest said:

    So you have to play match normaly and collect orbs.

    Then you have to open a portal, go inside this portal and bring the energy to the "ghost" to get some buffs...

    And then you need to exit a portal, then you have (probably wont even happen) find this ghost on a real map to get the same buffs for like 15-20 seconds? Or get survivors run over those ghosts to get them some debuffs.

    While you doing ALL THIS, survivors just doing gens and getting out.

    I'm so sorry, but event sounds like a huge chunk of a wasting time on not very benefit buffs, that probably not even going put any effect on your gameplay.

    The haunts that manifest on the normal map are pretty unreliable and underwhelming, you are not wrong there but It does not take that much time for the killer to enter the void realm, get the buff and leave. And the buff you get from the void realm is pretty decent.

    1. The stealth you get from freeing a haunt is quite strong on any killer that does not innately have stealth. Specially Wesker.
    2. You can also use the portals to traverse the map without being tracked via your terror radius.

    Not the most powerful or exciting mechanic but i like the change of pace it brings. The concept of having a separate realm to enter mid match has a lot of potential too. Hopefully this idea gets refined for future content.


  • @pandorayr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561814#Comment_3561814

    Seeing auras always is too much information Windows of Opportunity and Zanshin Tactics needs a cooldown immediately and unlocking the potential to see auras only in chases.

    Now the survivors don't try to memorize where each window or pallet they simply run from pallet to pallet and it can be very frustrating.

    Pallets have a very simple pattern as to where they spawn or can spawn. Experienced players can already tell where to find pallets without seeing their auras. Windows is not doing much if the player is already good.

    Zanshin is awful on every killer other than Clown. It does not need any nerfs.

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