Deathstroke
Deathstroke
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737079#Comment_3737079
And I know that she did need the changes because I played her for hundred of hours. One of the only 2 killers that has to find poorly placed lockers to reload. Has her power completely gutted by indoor maps and map clutter. Has the third lowest kill rate in the game in general MMR and Top 5%.
The simple fact is she does not meet the 60% kill rate and as a result needs buffs to meet that target.
Most huntress mains I seen have said she didn't need changes. She definetely should not been priority over many other weaker killers like myers and freddy. Huntress is hard killer that's why lower kill rate than average and I think it's not always good to balance around specific kill rate. Reason for buffs was yes that and they probably wanted to make her easier for casual players. But then they should really buff nurse now.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736890#Comment_3736890
Well, now you're just trolling me with that last line :p
Im not you have to tell me why tombstone is not balanced? Judith tombstone takes very long time to get and at that point you know 100% myers has it and he is slowed down. Tombstone piece is stronger but you can just jump to locker, vault pallet or window or fix gen anything else than run in open and you are fine.
If myers does not get tier 3 quickly you can always jump to locker and he has to slug or hook you. Giving one free hook is not big deal agains't weak killer like Myers.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736448#Comment_3736448
That’s not entirely true. From a business standpoint they absolutely do have a slight bias towards survivors, there are 4x as many survivors as there are killers and keep the game afloat. They would honestly never admit that because that is bad for business, but if we’re using common sense it’s obvious.
Not only in terms of balance either but cosmetics as well. Certain killers have been in the game 7+ years and have less skins than survivors who have only been in the game for 3 years.
Something that also proves it were the Huntress changes, they reverted the movement speed solely because of survivor “feedback” and not because of any stats or metrics and I was told that directly by the devs on my post. They kept the other changes because they didn’t receive as much backlash but eventually nerfed her belts too.
Definitely a bias, an understandable one, but still one.
I don't think huntress needed changes in the beginning. She was most balanced killer before her buffs.
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@ChaosWam said:
This has been happening long before Chaos Shuffle.
And to be fair, a few people had asked for something to be done on a mechanical level instead of buffing DS, which now anyone who tunnels will just eat the DS and continue to tunnel because it's most likely still going to be the faster option. And you can't buff DS further because of those who attempt to weaponize it with off-the-hook bodyblocks with OTR and rushing to lockers hoping the killer activates it with a grab.
Well they just nerfed ds and I think tunneling increased instantly after that happened 5s was fine only bit too much for m1 killers. 4s would be fine if it disables killer power for short around time so then ds would actually punish S-tier killers. They should definetely give ds 80s timer like otr too that 60s goes too fast and I have to let killer down me often.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736104#Comment_3736104
Most of those killrates are due to the average pub player being incredibly bad at the game tho. If you and your team are good at the game a killer like trapper should NEVER get anything over a 2k and im talking this 2k is done by the best trapper there is on a good map and prob camping basement.
However you will see some soloQ teamates go down like flies against trapper. As a way to see it, dividing numbers is NOT hard, its incredibly easy but if you judge how hard it is based on the results kindergardeners get when they try to divide you will conclude its something incredibly difficult.
Versing most m1 killers is a free win IF and its a big IF the team is good.
But how often killers throw games themself going for 8 hooks etc when they could just tunneled or they make bad decisions and mistakes. How much better you say average killer is compared to average survivor? Kill rates surely would be lot higher if killers played more optionally and not for fun etc.
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@Pulsar said:
There should be a middle ground in-between Alc Ring C33 Blight and Freddy.
I believe the Killer with the best set of addons is Wraith. Strong addons, fun addons, meme addons, unique addons. He's got them all, and he's balanced.
I think best add ons goes to Myers. He has most versatile ones and they can completely change how you play him and agains't. Tombstones are balanced too they're very easy to counter.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736602#Comment_3736602
He is not going to be a lot weaker after that small nerf to Mage Hand. He will just have some fair counterplay on the survivor side, if the survivor has enough distance to Vecna upon eaching a pallet. But it's not the biggest deal. He is still going to be a strong killer after the nerf, likely still A tier.
I hope your right.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736589#Comment_3736589
Perhaps you may be low mmr. This is not like this at high level.
Nope on killer im definetely high mmr if it exist. The map is small and don't have many good loops so chases are not hard to end and easy to start. You can easily build up pressure and perks like jolt hit almost every gen on map. Had that equipped in one of the matches.
On survivor I played games on good swf who escapes 90% of times. We lost there twice. People I played with have beaten lilith omen twice out of 3 times. We were missing one good member but matches we played there we would easily won in many other maps. SoloQ was worst there well it's not good in any map but clearly worser solo perfomances from my teams than normally.
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Maybe he suggest too many buffs but vecna is gonna be lot weaker after mage hand nerf. What they could do is to buff FOTD it's too easy to avoid and crouch. Mage hand had enough counters already expect the enduring stuff. Vecna has big cooldown on his spells so at least some of them could be bit reduced.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736530#Comment_3736530
I once had a match against a twitch streamer whose video I watched back after the game and I was quite shocked that they considered my character toxic!
I am quite possibly the most feeble, skill-less and general potato in DBD but they didn’t like that I finished off a gen near them whilst they chased another survivor. Then when that survivor got downed, I used For the People (not with. Buckle Up) because that survivor was on death hook.
I mean of course I can understand it can be frustrating for killers in that situation but the game is full of frustrations - but I don’t think these necessarily equate to being toxic so was take aback honestly. I finished the gen off because it was close to completion, I used for the people cos I had health states to spare where the teammate could have been sacrificed so used the perk at disposal.You played well and were good teamplayer = toxic
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Most often survivor who get hooked first and then tunneled and downed dc:s or suicides. Happens maybe 1 out of 8 games. Or when someone dies at 5-4 gens remaining at least one other survivor often give up 1 out 3 times.
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I have played survivor side muted but killer I at least have bit of volume. I play killer too seriously so I could not probably do that and just chill.
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I have find the map fun and more in favour of killer. Teleporting add new mechanic and I don't lose sight of survivor using them as long im close to them. I won all my matches there few gens remaining and on survivor I escaped maybe 1 out of 4 or 5 times.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736205#Comment_3736205
A perk should not be nerfed because of “bad luck”.
Survivors shouldn’t be informed who the killer is at all. I’d go so far as to say that there should be no lobby either. Once 4 survivors queue up, killer gets matched and they immediately load in without seeing each other.
Yes it would be better if no-one gets information who killer is but I have no idea why only pc and ps but not xbox or switch. I say it very unfair advantage imagine knowing killer is ghostface for example before match and be prepared but xbox players will know that once they're exposed.
I don't agree with lobby thing killers would tunnel/camp more as they would expect everyone to be good. Seeing the lobby gives chance to killer prepare and he is the solo player so he should have that chance.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735999#Comment_3735999
At some point, the average SoloQ survivor needs to actually be responsible and improve their skills and not be a detriment to their team. And as has been said before, if they can’t, Distortion is an option. There is no reason to immediately go down at the start of the match unless they’ve massively misplayed.
Sometimes it's bad luck to go down and even good players can go quickly down to S-tier killer with lethal. I agree soloQ players should improve but one thing I find is unfair pc and playstation survivors get to know before match what killer they are going to face. We don't know that on xbox.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735999#Comment_3735999
2 things. First off, for a Hillbilly to get an immediate down, that survivor has to mess up monumentally. That means it's more a skill issue than a perk issue. Second, if it's 2-3 killers that are problematic with a perk maybe it's not the perk that is the actual problem. This could easily be fixed, if the 3 of them started with their powers on a cooldown like some other killers do.
Survivors should have bit of time before first chase start.
Why? The killer already has no early game. Why should survivors be rewarded for that even more? Especially since in most situations you have a pretty good idea where survivors spawn anyway, which means Lethal Pursuer makes little difference in that regard. It is however good when you spawn in the middle of the map and can only guess. Because guessing wrong already puts you behind so much, that it's an uphill battle right from the start. All caused by RNG (the killer's spawn is dependent on RNG and the survivor spawns depend on it).
I don't expect these killers getting nerfs and it would be unfair to nerf them just because one perk is too good on them. So only option is to nerf the perk or limit is on these killers which I don't think will happen.
Without lethal finding survivors is fine they has chance to hide if they run to killer early it's their fault. Lethal is fine with slow killers but with them it might be just wasting perks slot and corrupt often is better option and decent killer will find survivor quite quickly anyway.
People clearly want to misunderstand when I say survivor need bit of time in start of match. Enough time they can move around maybe go to close gen that's about 10-15s.
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@magical571 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735999#Comment_3735999
easy fix, add an initial cooldown to their abilities (nurse, blight), just how killers like dredge do. I'ts way more reasonable to add such a small change that actually fixes the issue, than to change the perk for everyone. Other than that, if you are having a problem against lethal pursuer on anyone that isn't those two, then it's really on you i'm sorry.
most of the time by the point you reach a survivor's location, their aura has already vanished, not to mention, good teams (regular decent teams, not swfs or anything special) won't be all three grouped up in one gen, they'll start spreading (and the best generators aren't necesarily those close to you at the start, you might aswell save yourself the posibility of a three gen and aim for a central one).
And it's not like lethal pursuer makes the killer undetectable….it only makes it so you don't waste 30 seconds on the wrong side of the map (at that point, if that's what you have an issue with, then let's remove killer altogether, or why even have those initial gens be a thing if we aren't allowed to interrupt you early? let's have a gen done by merely logging into the match)
They may know were you started (if you didn't bring the one perk that counters all aura reading perks at once without you doing anything, distortion).Now, they have to do something about it in the usual fashion…
Are you not looking around or paying attention to the terror radius? and if they didn't pair lethal with other aura perks, then it does absolutely nothing for the rest of the game, you now know their are a three perk killer. and aura read builds are considered weaker for a reason, distortion, in just one slot will already counter them fully unless the killer is doing something funny like stacking 3 or 4 aura read perks. just something like lethal pursuer and nowhere to hide isn't nearly enough to eat through distortion's tokens. And if they do so, then they won't have any gen regression/block, no chase tools, no hexes etc.
And you have your own tools as survivor, as mentioned, you'll hear them coming, if not see them…and in a good scenario they'll down one person, ok well, maybe hear that terror radius going straight your way and run sooner? loop better? i swear the ones that get picked up by lethal are usually those claudetted that will stick to a teammate forever without prove thyself, and see their mate running, yet they themselves will go behind a rock… it's far from a guaranteed down, they still have to chase you the usual way…And survivor players shouldn't assume they'll never get caught early, lethal pursuer or not.
Can it be frustrating? of course, but clearly this isn't the game to play if something like getting picked up early is such a dealbreaker, since the game itself is ok with it, in smaller maps you'll spawn an inch away from the killer, one whisper away from their terror radius.That's lot of text and not things I find problematic like I said blight, nurse and hillbilly maybe spririt it is. I don't expect these killers getting nerfs and it would be unfair to nerf them just because one perk is too good on them. So only option is to nerf the perk or limit is on these killers which I don't think will happen.
Without lethal finding survivors is fine they has chance to hide if they run to killer early it's their fault. Lethal is fine with slow killers but with them it might be just wasting perks slot and corrupt often is better option and decent killer will find survivor quite quickly anyway.
People clearly want to misunderstand when I say survivor need bit of time in start of match. Enough time they can move around maybe go to close gen that's about 10-15s.
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Well rank mode should match you with similar MMR score then it could work. But good players would still play casual mode to get ez wins.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733658#Comment_3733658
Its not an excuse. Nobody likes to lose, and they especially don't like to lose when the team is being super toxic, teabagging at the gates, and calling you racial slurs at the end of the game.
Just because something is rare, doesn't mean it is good. And because of that killers are going to over index on going against that type of team. It doesn't matter if "most players are solo queue"
Imagine there was a killer offering that did the following:
- The killer permanently moves at 200% movement speed
- The aura of all survivors is permanently revealed
- The killer is able to mori all survivors immediately
- All survivors are permanently exposed
- All survivors repair speeds are reduced by 50%
- The killer gets max bloodpoints in all categories.
But, this offering had a 1% chance to appear in the bloodweb.
That means that statistically you'll see this maybe 1 out of every 100 games, and maybe less as some killers might not use such an offering. But, do you think that survivors would play chill all the time and just say "oh well" when they run into a killer with that offering? Or would they play assuming that every killer is going to run that offering?
Lastly, nobody flips it on the survivors side. Why is it that the killer is the one that has to "play nice" why can't the survivors "play nice" at not gen rush, or flashlight save, or pallet save, or use DS offensively etc.? Why is it always on the killer to "play nice"
Even good swf is not that big buff though as those offering you suggest. Maybe offering giving 120% speed would be enough already to beat them if you're good. Maybe ability to mori one survivor after hooking them once etc.
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@Xernoton said:
Wrong. Lethal Pursuer is a healthy perk in its current state. Every perk the killer uses for information is a perk they can't use for slowdown and info perks do absolutely nothing by themselves. They only become useful when the killer actually does something with that information like using it to find and chase survivors.
The killer can only chase survivors they can find and the less information they have, the more they will rely on what little information they do have, which means camping becomes more prevalent as does tunneling as a logical consequence. You cannot expect killers to walk around the map and look for survivors anymore. That doesn't work.
The pace of the game does not allow for that. Survivors spread on gens and progress the game so fast, that the killer has no time to lose. Walking across the map without actually finding someone is easily 10-20 seconds of free gen time for up to 4 survivors. That is a total of 80/450 charges, which is about 1/6 of the progress needed. Keep in mind, that could happen multiple times per match.
Lethal Pursuer is a perk that helps the killer get into the game faster than they otherwise would. I fail to see how that is a problem. It doesn't work in chase and it doesn't directly affect the survivor experience. It does however help greatly with inconsistent spawns and it allows the killer to play smart because they can see all 4 survivors at the start of the match, which serves as an indication of their position after the first chase.
Lastly, I want to point out that all killer perks can be divided in 3 categories. Info, slowdown and chase tools. Slowdown got nerfed and is also complained about, chase tools are unfun to play against because the only interactive part of the game becomes very one-sided and now info perks are complained about as well. What is left? Distressing?
Lethal pursuer is problematic in beginning of the match with killers with mobility blight, hillbilly and nurse. They can down survivor almost before they get loaded in the game. In soloQ match is instantly lost when first down happens in under 20s. It's too strong. Survivors should have bit of time before first chase start.
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735419#Comment_3735419
Starting chases early is not fun for you but that isn’t true for others. Again, if a Killer gets a down before one or two gens are completed or it’s a skill issue on the Survivors part and not a problem with Lethal Pursuer. Survivors have plenty of opportunity to spread out and get on gens. Killer can only be chasing one person at a time and everyone is notified when someone is being chased. It’s not the perks fault if Survivors choose to take their time to even start working on gens or if the first Survivor is bad. That’s a problem with matchmaking.
And yes, Distortion provides plenty of benefit, especially to people who can’t loop. It wouldn’t be so popular if it didn’t.
The starter has points many loops are rendered unsafe to make chases shorter and expecting average soloQ survivor to loop killer long in current game is not realistic. Survivor should have bit of time in start of match not instantly get chased by blight. Match is already lost right at the start and that is not good for balance or the game.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735900#Comment_3735900
I dont think Vecna is an extremely powewrful killer like other heavy hitters like Plague or Oni. He doesnt even reach Wesker if you ask me.
First and foremost: I find it absurd, that the killer is nerfed, when the release hasnt even been a week ago. This is just plain bad consumer practise. It was bad with Alien, it was bad with Chucky and its bad now with Vecna. This has nothing to do with the nerfs being justified or not. Its about selling a product and then changing it, so people that bought it, bought something that is not what they paid for just day later. It makes people not trust in the characters anymore. Why buy something if it is just fun for you the first few days and then gets nerfed.
Dont get me wrong, Xenos cooldown nerf was fine, however, things like this should be adjusted BEFORE the product is sold. Not days after everyone has already paid money for it.
I genuinely hope that this will not make this killer a lot weaker. It would make BHVR look extremely shady.
Yeah they should waited like few weeks to see if survivors learn to play agains't him propelly. Mage hand has many counters so I don't think it needed nerf expect the enduring stuff. If vecna lift the pallet up when you pre drop you can drop it down immediatelly again. And if vecna is so close he can get the hit when holding pallet that's fine survivor miss played and basically every other antiloop killer get hit in that situation and even if they don't they have much slower cooldown to use their ability again.
I think alien didn't need as long cooldown it has now it just punishes console players more. Nerf was fine but it was too much. Alien power can already be countered by turrets so it needs to be strong.
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@TheArbiter said:
I'm pretty sure it is, I mean the killer can stand in the middle and see both gates, would be nice to have at least a 10% chance to escape
Killer might let you escape so maybe you have that 10% chance. I think some maps it's fine to quarantee kill for killer as some quarantee escape. Killer closed hatch already so he should have way better chance to get the kill.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735172#Comment_3735172
Yes, but it has to be through the special mini-mori. Once the survivor who is carrying either the Hand or the Eye is on death hook and you down them, you get a prompt called "Recover Artefact" which instantly kills the survivor in question. It is similar to Pyramid Head's "Final Judgment".
You can see in the Survivor's portraits on the left side of the screen who has the special artefact. It's a unique slot that appears either above or below the usual 2 icons, and has a different colour as well.I seem to be very unlucky as almost no-one in my matches is picking up the hand or eye and in one match someone did pick up one but I got only 3K... If I would realised it then I would played harder to secure 4K. I just tried farm with last 2 survivors to try make them pick up one of the item but they didn't get one from vecnas chest.
Do you happen to also know what is the new secret achiement?
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I have not been able to get this achiement for some reason so do you have to mori the survivor who has the hand because I have just sacrificed them.
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@UndeddJester said:
I'm confused, the ps4 and ps5 games are linked on PSN. If you upgrade to PS5, all of your trophies carry over on to the ps5 version. They automatically pop.
There was that massive bug that gave trophy progress every time you booted the game when they implemented it…
Or am I missing something?
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734816#Comment_3734816
I don't believe they do all 'automatically pop'.
If it's something like "throw 500 hatchets" or whatever, then it will pop the next time you throw a single hatchet.
But if it's a unique condition, it won't trigger until you acheive that unique condition again.
I got to keep all my achiements moving from xbox one to xbox series would think playstation has same thing?
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@albertoplus said:
The only problem i have with flashlights is that when you pick a survivor, you can just try to counter a possible blind by picking the survivor facing a wall, but that doesn't happen when breaking pallets for example. It has absolutely no counter.
And no, "bruh dont break it!" is not a valid counter.
You can fake the pallet break so they at least waste their battery and then break it. Survivors lose distance after blinding so sometimes you can even get them instead if they would just run away. So it has some downsides to survivors too. It's game mechanic and I quess survivors has to have something fun.
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Look up if they're chaining blinds that counters it. Constant blinding is annoying but it's game mechanic we just have to accept or you can use lightborn.
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@Tzimiscelord said:
Thanks.
I guess i will prestige artist then.
Do you recommend me prestige people to level 3 to ahve the insta tier 3 perks, or one is fine and climb from there with other characters?
If you play lot of different killers you could P3 artist to get perks available for them. But if you do want to update other killers P1 is enough. It might best to get few other killers to P1 before P3:ing artist. Like bubba and pinhead for example. Pinhead has deadlock blocking gens and plaything to make survivors kinda have secondary objective.
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Prestige Artist you get pain res and grim embrace to slow down gens. They might be best gen defence perks at the moment.
Bubba would be good after Artist because BBQ which shows you survivor auras futher than 40m away when you hook someone. BBQ works well with lethal too. Bubba other perks aren't bad either knock out is good for slugging and franklin's is good counter to flaslights and other items.
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I have had very different experience and he has been fun to play. Won couple games and lost one game when I tried adepting him. All vecnas I faced have beat me in swf and soloQ. So to me he feels quite strong killer.
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@tippy2k2 said:
…what?
Killers are always faster than survivors regardless of what platform they are on. Some killers are faster than others but except for Nurse, every killer will be faster than the survivor, especially running in a straight line. Looping can help as not every killer is adapt at running around loops with the larger hitbox but even then, they'll eventually catch you.
Maybe they mean more delay. Pc can use powers faster with lower imput time, 120fps and faster controls to use. As mentioned console is clunkier to play so that can make it seem pc players are faster.
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@Femtrapta said:
It feels like everytime someone mentions gen repair speeds (base time, speed-ups, slowdowns) its always met with "Well it's our objective to do them and get out they shouldn't take forever"
I just want games to last longer than 7 minutes so we can have some good chases. Even as a survivor who LIKES doing gens I at least want one or two chases with the killer, even if I go down in 30 seconds. Chases are what makes the game fun, games should take even a tiny bit longer so we can have more of them in a match
@ad19970 said:
Right now the game is in no position to have it's objective time for survivors increased. Killers are already doing well, and increasing survivors objective time would also just further buff tunneling and camping, which are already too strong in the current state of DBD.
I think the main problem really is that doing gens just isn't the most interesting part of DBD, which is why survivor players don't want to spend even more time doing exactly that. A second objective would be the only proper solution to prolong matches.
Right now, you can definitely make sure matches take longer than 7 minutes, if you have at least 1 or 2 slowdown perks equipped and know how to apply map pressure. Just going for chases though probably won't result in long matches against very good survivors.
The fact is there is not often many chases because killer chooses so too. He camps/tunnels one or two survivors out and last 2 gets hooked each once or not at all and only chased at the very end of the match. Killers often try to end matches as soon as possible which result in less chases. In soloQ survivors can also give up in this situation. Resulting in even less chases. SoloQ these matches are rarely winnable.
When I play killer I always go 12 hooks so there is more chases but I am guilty to tunnel too as 8 hooking survivors before anyone dies is very hard stragedy to win. Purely going for chases leads to gens flying. But I don't think 5-4 gen tunneling is neccessary which happens quite often in soloQ. I think now tunneling is bigger problem than gen speeds. If tunneling is bit nerfed weaker killers could be buffed to compensate and keep kill rate close to 60% but with more hooks and chases in matches.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731551#Comment_3731551
I was rather saying that someone will have to pay for everything. For a nerf to the entire regression, another useless perk and another killer who will be forgotten in two weeks. This is simply the law of balance in the universe. When you take something, you must give something in return.
And who will pay for all the SWF? Of course not. All the anger of the killers will fall primarily on the solo survivors.
It's not me who wants easy games.
I want to have a chance to win in a fair game. To win in the current mode, you must consider any lobby as SWF. It means acting accordingly and playing as if your life depended on it. Because if you make a mistake in your calculations, you simply won’t be able to catch up with the SWF if you played with them as solo survivors in a relaxed manner on a fan build.
Yes, it's harsh and unfair, but what can you do. This is the current game under the yoke of SWF. Always prepare for the worst.
I'd love to go solo mode with hooks, where they would add built-in Decisive Strike, Off the Record and Unbreakable for the survivors to protect them from camping, tunneling, and slugs. Because it guaranteed me fair games without connection, where I can play with hooks. And those who still want to camp, tunnel and slug would go to the SWF mode.
I also have a similar rule regarding solo survivors. Any killer camper will not prove otherwise. That's if he doesn't come for me personally. So somewhere the killer is camping with a survivor.
That's fine mindset but not all games are winnable some you just lose without much of chance unfortunately. But it goes both ways. I would say more games on survivor are unwinnable. You can really never know how match will end so I just go out there do what I can get some hooks if I win I can play more fair way. I take considerarion other side but if I lose I play as hard as I can next games to win. Today first game I got destroyed by swf 3 gens done in first chase which was only 30-40s long. Then went to play next games much harder and now im on 5 wins streak.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731253#Comment_3731253
It’s still less consistent than hooking yeah, but with Knockout maybe not so much. It also has the benefit of avoiding all the hook related perks. Like if you count how many perks not hooking prevents from activating each match it’s actually a lot. I agree your premise, but the specific killer can alter that a lot as some have more synergy with slugging such as Onryo for just one example that may push slugging over hooking. I think mad grips a meme perk personally. Agitation is one of those perks that I think the community highly over values. Very, very rarely have I ever been like, yeah Agitation had a huge impact here. If we’re using it for consistent scourge hooks that also seems silly. Two perk slots to make one perk slot function how it should sounds like a bad deal.
Yeah I know some killers are really strong on slugging every onryo used to slug to eventual get the condemn mori. I haven't faced them anymore though it did seem like lot of effort still.
Well my build will debend on update but if sabo becomes meta I might have to use those perk I actually meant iron grasp instead mad grit. I don't know what the situation is on ptb how bad it is? As Im on console. But I just want be able to hook.
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I just always predict where survivor is going to spin I can hit them maybe 9/10 of times but that one miss can cost at worst the whole game. I have gotten better with experience on it. Sometimes I wait it out on open but not always you can do that. Killer is just harder for us console players so I feel you pain.
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@Blueberry said:
It's extremely good. It saves you pick up, carry and hook time on every down. Which people don't realize is a lot of time and pressure lost. People tend to overestimate how devastating it is in solo queue and underestimate how good it still is against swf.
I don't necessarily think there's an issue with the perk at all, but if people want it equalized for solo and swf we could drop the Blindness entirely and replace it with a very heavy recovery speed slow down and being healed off the ground slow down. Essentially the goal here would be to make it waste just as much time getting them off the ground as it would have wasted with their team running around looking for them.
Using slugging has it down sides too it means you don't get emblems score on devout category so it denies likely pip. But with hooks you get pips and reach better grades. Reaching red grade is still big goal for many. Also bleedouts don't count as kills on xbox at least so winning that way does not have any real reward and also less bp. So hooking even it's more risky way to win now on is still superior way to win. I personally probably use agitation and mad grip to get my hooks and sacrifices to entity.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730232#Comment_3730232
Couldn't bhvr just make a blanked statement in the start screen saying "all characters portrait are atlest 18 years old" and thats it? I mean they woulndt even need to change the character. A 16 year old and an 18 year old look just the same.
When i started to play i was under the impression feng is still a teen.
But to be honest i dont get why people even make such a fuzz about kids being hurt or killed in games
It debends most 16 years old can look younger than 18 years old it's still critical deveploment age some even still look children. So they should bit age her up.
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730237#Comment_3730237
it’s because of legal reasons in some specific states as far as I know.
it’s kinda weird for a game that’s basically a slasher horror movie turned into a game as most slasher movies have teens between 16-18 as victims..
Those horror movies have always 30 years old acting them though. So I always though they were adults at least over 20.
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I decide which I play by how I feel like with alien im going to sweat more. She is my current main. But then I also play regularly dredge, unknown, knight, Myers, Bubba, Wraith, Oni and Trapper. Other killers are not on my rotation currently even I have them all just use them for daily or tomes.
Demo, chucky and pyramid head used to be on my rotation but the latter two are too clunky on console. Lot of ppl say chucky is easy to play well I didn't find him easy on controller but I gave up on him bit early. But I didn't have reason to continue learning him when I could have instant result with other killers.
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Oni was one of my first killers and got him as he seemed so powerful. He is also cool killer and has amazing design. He was my favourite killer and put him as picture when joined on forums. But I rarely do play him anymore but picture still stays maybe I change it soon.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728975#Comment_3728975
No. Disagree. It is definitely possible for survivors to get all 4 out against a variety of killers that camp if done correctly. There are situations, Bubba for example, where it is not possible but against a ton of others you can the 4man out.
I dont know how you gopt to your 70% when it is literally completely random where the hatch spawns if no offering is in play. It could spawn at the survivors- or the killers feet or across the map. No consistency whatsoever.
You also forgot one important aspect that relates to this. Consistency. If the killer wants a consistent chance at getting the 4k, like for their adept as an example, they do not want to leave their chance up to luck. They want the most consistent chance of success. Sadly this means slugging for the 4k.
I never siad, that the killer is entitled to 4k or the survivor being entitled to escape.
I don't say is not possible but it's hard if the survivor is hooked other side of the map. You need killer to make mistakes too and need to be swf. Solos in this situation just leave maybe one goes to make trade and killer gets then both... In the end saving in endgame benefit killer quite often too.
My roughly estimate is 70% time killer does find hatch consistently before survivor. Killer moves 115% speed and many can teleport with power for example which gives better chance. That's about how often I find it before survivor and sometimes I find the survivor searching hatch and down them.
Well adept is different situation but it's rare reason to slug for 4K. I haven't seen in while anyone even adepting but most of the slugging happen because killer feel they need 4K. Even the chance is very good still get 4K if they don't.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719951#Comment_3719951
"They"...
Nice tribalism.
Both sides want to win. Both sides want the best possible outcome.
As @Huge_Bush already mentioned: if the killer camps the last survivor in end game, the gates are open and all survivors are still alive, why do they try to safe the fourth almost every time?
3 escapes is a win for the survivor team and a loss for the killer.
The only difference between both scenarios is, that if the killer tries to secure a 4k, the survivor input is pretty unfun whereas the situation of the survivors trying to get the 4man out is usually less boring.
This means, that it ultimately comes down to one side feeling entitled to not be slugged. If the hunt for the final survivor would be more interesting and less stale, I don't think there would be so many complains.
There is way to kill final survivor without slugging finding hatch first or the survivor that lot more entertaining for both sides. In my experience killer has about +70% chance to find hatch first that's pretty good percentage should it be 100%? Is killer entitled to 4K always?
Slugging wastes time and usually end other survivor bleeding out and killer still find the hatch most of the time and get the 4K anyway. So again there is mess boring way for killer to get last chase and 4K it's just not quaranteed. Neither is save in endgame killer is pretty much quaranteed 1K.
Sometimes that altruistic gives chance for even more it can turn thr game 3-4K for killer would think that is not bad thing. It's different situation survivor and killer role is not equal other is team and other is alone. I suppose only specific scenarios like survivor being hooked other side of map/basement where saving is not possible or when bubba is camping and survivors keep doing trades desperately trying get everyone out can be considered somewhat equilavent of slugging.
Cause outcome will be same most of the time killer still get 1K survivors just waste time but slugging is still worse of these two evil because at least with trades everyone gets bp and killer even chance for more kills. Rarely do survivors achieve 4 escapes in those scenarios. Most of the time survivors just leave they know there is no chance. But if survivor is hooked at exit that just would be cruel to leave them not even try saving them.
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I always use windows of opportunity but I learned I don't actually need it. Ofcourse it helps bit but that only because im so used to running it every game.
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@OneGoodBoyDemo said:
I think that BBQ and WGLF should have the bonus BP again.
And prove thyself that carried my bp earnings on survivor before the nerf...
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724411#Comment_3724411
Are you genuinely suggesting survivors shouldn't be allowed to try and protect each other? I get it if you're saying they were abusing basekit BT or something (but in that case literally just tunnel and that counters that strategy pretty quickly) but suggesting protection hits shouldn't be a thing seems pretty dramatic and unnecessary.
I'm NGL this comes off as pretty entitled. "I was playing a mid killer and wasn't camping or tunneling therefore survivors should have let me hit them and shouldn't have been allowed to protect each other" like come on you know that's not how that works nor should it be.
No but im saying it's too strong few bodyblocks are fine but swf can do them too effiently and always at right time.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/414941/do-you-think-survivors-swf-need-nerf
You we're against a good tream and got a hell of a great game, it sounds like. Games where my BPressure goes up can be thrilling and why I play. I'd have loved to go against that team you found. I dont understand why people complain about 'good and fair games'. Do you really only want to stomp stomp stomp? What a boring view.
Also, even if you could hypothetically get solo to swf level this is all under the assumption that they would buff killer to swf level…which is a stretch in itself, much less how ridiculously long that would take based on the games track record.
This part stuck out and had me think for a moment. Buuut… and Im probably gonna get pushback lol. But what killers aren't up to task to take on SWFS? M1 killers always get talked about as being the weakest group of killers. I'd like to know if there are killers that are SWF level and good to take them on? I've not run into a lot of seal team 6's, but its usually an easy tell if the team is on comms or not. And I've yet to encounter a 'omg I just got STOMPED'. Not indicative of anything I suppose as Ive no idea my MMR. I assume its the usual: Nurse, Blight, Spirit, etc.
But I play Trapper. Only Trapper. And I do quite well. Maybe I need to do some customs with some friends and just see how tough it can be. This sounds like fun actually lol
The idea is you have 4 modes of play:
- Ranked mode
- This mode is only for killers and 4 man SWF
- Casual Mode
- This mode is the current mode we have now, but you are unable to play as a SWF of more than a duo. And each match can only have 1 duo and 2 other solos, or just 4 solos. It should not be possible to have multiple duos.
- Modifier Mode
- These are where the fun modifiers go.
- Custom Match
- Current custom match parameters
I love this idea. Needs tweaking as 2-3-4 man SWFS still need to be able to rank if they desire. But man a ranked queue sounds amazing for the game. Too many people want to just play to have fun and can't get that due to tunneling/camping/killers/repeat/toss in some survivor shenanigans (yes bias lol). Separate modes could fix that instead of only being able to go to customs.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724431#Comment_3724431
Am I mistaken? I probably am. But was this a post to talk about balance when you were in… a chaos shuffle modifier? I just need clarification on whether to take this post serious or disregard as trolling. Ty!
The biggest problem was how stressful the game was. Not any other game makes you stress this much in the match I was. Biggest problem in match was the bodyblocking in solo no-one almost never does that so it could be made bit weaker once tunneling nerfed. I maybe hope devs buff forced penance... Maybe killer is not for me but I hate those kind of matches.
Yes it was chaos shuffle but so what they also had some disadvantages maybe I did have more and I just pointed out some perks could helped me. I did maybe have chance to 2K but again it was so stressful.
- Ranked mode
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@Blueberry said:
Well first I think people shouldn't be referencing "well you got 7 hooks". In reality you got 4 before gates powered. 3 more hooks at end game when you have nothing to do but stand at the hook isn't really a measure of balance, it's just some default freebies at the end. The game balance is generally measured better in how well you do during the 5 gens. So 4 hooks is what we're looking at for balance. This is one of those cases where people are too focused on end result rather than what the purpose of looking at those hooks is, which is balance. Hooks that don't measure balance aren't important for what we're looking at.
The answer you get here is gonna depend on the persons view of the game. Your most common answer you're gonna get is "buff solo to swf level". The issue with this is that is never going to happen and is an unrealistic goal. The main problem with solo queue is people being bad at the game and poor matchmaking. It's not a balance problem. You can't fix bad people with balance changes and matchmaking is forced to be bad because of how poorly the game is balanced. The poor matchmaking covers up the games problems. Also, even if you could hypothetically get solo to swf level this is all under the assumption that they would buff killer to swf level…which is a stretch in itself, much less how ridiculously long that would take based on the games track record. So while this is the most popular answer you'll get I think it's a utopian type view point that isn't realistic to happen and even if it did would take yearsssss.
The significantly more practical answer would be a simple action debuff on swf. Easy to do and fast to implement. This would better bring swf to solo level. Before people get to it, no, it's not punishing people for playing with friends, it's simply equalizing the advantage they are getting. Even if it's "just buddies having a match and messing around, nothing sweat", still, that is a massive advantage even with a casual and chill mindset. This answer to me is the most practical and logical but it's also disliked by most people.
There's also the third option though which is a separate ranked/unranked queue to solve the problem.
Of course if people don't play killer at a higher level they aren't going to think swf is a problem at all since they aren't experiencing the problem themselves.
I didn't actually camp in endgame until they opened gates as it would not work agains't them I kept pressuring them and got them all injured and 2 down eventually but couldn't found where the last 2 were healing but that was after they had used pretty much all recourses and they could not bodyblock anymore. Technically 8 hook state as the one I got died to second hook. I wish I had some endgame perks like noed/no way out but this was in chaos shuffle mode.
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@Yharwick said:
So it was an extremely cracked team and you still had 7 hook 1k on a mediocre killer like wraith? That doesn't sound like that bad of a result in all honesty and I feel like most of your stress came from playing Wraith who has to respect pallets and doesn't have very many tools compared to most other killers.
I'm not really seeing anything that suggests they did anything overpowered or anything. I feel like if you play the same team on the same map with Billy, Oni, Huntress you probably wouldn't be feeling the same way.
Their bodyblocking was overpowering I could had chance if they didn't do it so optimally. That should be nerfed once tunneling get addressed. I didn't even tunnel or camp in that match so it always punishes killers playing fairly. I go that far and say it's survivor equal to tunneling.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723891#Comment_3723891
Which is not something that happens in an average match.
In order to recover from that, you'd need to be chased for at least a gen, if not more.
That's a pretty massive ask in today's meta.
First chase is very important but it's possible from recover with great 2nd or 3rd chase. Difference is even with average first chase 2 gens can pop. Debends on team effiency usually when I have good chase teammates waste time healing when they could popped gens. So then they only do one or two gens maybe. But 90s chase should not be required if it's 4vs1. In 3vs1 it is when only 2 can work on gens in best case scenario.
@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723898#Comment_3723898
I disagree. Good chases aren't an absolute rarity, even against strong killers. You also don't need to be chased a whole gen to make a comeback after a bad start, not in my experience. Of course it also depends on how efficient survivors are working on gens. But no, that's an exaggeration in my opinion.
If the killer hard tunnels things become harder as well, admittedily. But that's an issue of tunneling being too strong at the moment.
Again, very bad reason to immediately give up and screw over your team.
I agree it does not have to be amazing chase to turn game around. Survivors often get at least 1-2 gen done even if killer is dominating. So then just keeping the killer busy 30-40s without getting hit can change the game if your teammates are efficient. It might not make it certain you win but it does give chance.
I had that kind of chase agains't billy today unfortunately he gave up but we got in situation where it was 2 gens left and everyone still alive. We ended up losing but teammates did critical mistakes when it was 1 gen left and we did get them all done but just too late when it was 2vs1.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718385#Comment_3718385
If someone is on their second hook before a gen is done, the survivor team is bad and deserves to lose. I can't remember the last time it happened to me playing as killer, because I don't face babies.
Where are these supposed buffs to tunneling, anyway? Because I'm updated pretty well, and I haven't had 1 neuron fire in regards to killer buffs. DS is 4 seconds now? Congrats, you just got an already strong meta perk buffed by a net 1-second. It shouldn't have been 5 in the first place. Do you know how game-losing the perk is to be hit by, just in principle? And I'm getting hit with 1-2 a game, and almost still winning. Imagine if the perk was balanced, and I could reap the rewards of thousands of hours of experience and "getting some thick skin." Nope. Survivor will continue to be buffed to where, and I called it, milquetoast survivors can beat veteran killers.
Survivor team does not deserve to die just because they did one mistake and that's why there is 3 hook state for each survivor. Many killers use lethal pursuer which can lead to quick down. I get down/hooks once in while at 5 gens and I don't face babies just outplay the survivor. In soloQ well quick downs happen even more.
Ds from 5s nerfed to 4s. It's big buff for many killers nurse, blight and spirit can now instantly down survivor easily again that 4s is barely anything to them. Whereas 5s actually allowed chance for survivor. Tunneling will be very easy with these killers and not difficult with most killers who have antiloop powers. It now only really punishes weak m1 killers. Ds with 4s could work if it disabled killer power for 5-10s.
It's your own fault if you're getting hit it by that much. You either tunnel or survivors abuse it which is easy to tell and you could slug them instead. Ds could be only better balanced if it punishes every killer the same amount. 5s is still not lot for S tier killers but is too much for m1 killers and does anyone play them expect console players... Ds forces killers to think whether tunnel or not so it's healthy perk for the game.
Recently survivors have been getting nerfs lot more than killers it's not 2019 anymore. Many killers are buffed even if they don't need one (huntress). Slow down was buffed before so now it's just toned down bit. Devs balance around 60% killrate and given how much killers have been getting buffs we are probably above that.
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@Krazzik said:
If there's other survivors still in the match then I can kinda get it that they're 'wasting the killer's time' so that the other survivors have time to open the other gate or heal up, but when all survivors are at the gates or have already escaped, there's no real reason besides to be toxic.
"I wanted to give the killer some extra BP by letting them hit me" - Firstly the killer barely gets any BP from just hitting a survivor or even downing em, and that category is the easiest to max out anyhow. Also the vast majority of survivors run out when the killer gets anywhere close to them anyway.
If they actually let killer get some bp that's fine for me one squad let me down them with bubba power and I got almost 4K bp from that. But those who left before you can hit them are really annoying.