Deathstroke
Deathstroke
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@Tsulan said:
Bubba doesn´t have a overwhelming high kill rate as of now (or like forever). So with his only power (defending a hook) gone... yeah, pretty much.
But then again, some people might still suicide against him, since old habits die hard. So who knows.
Maybe they remove bubba chainsaw tantrum that is especially problem for beginners and it would promote more chasing. Even experienced bubbas suffer from it.
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@Emeal said:
I'm so worried about the balance of this game beyond the novelty of the experience.
Imagine a new SoloQ player vs a group of Killers on Discord, my God.
My worry is that there are too many killers compared to amount of survivors. I would like for example 2 killers vs 5 survivors then you can kill often more than two. But when it's 3vs4 you can only kill about one...
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441032#Comment_3441032
Double standard, if the killer can do kills "too fast" basekit than so can survivors with gens. They are both either side's objective.
Call it whatever made up word you want, both are just doing the objective efficiently and quickly. Tunneling a gen sounds fine to me because you're focusing that gen over all others the same way tunneling a kill is focusing that kill over all others.
But in the end what made up word we call it is just semantics, the idea is the same. The words don't have concrete definitions either, so both can be valid depending.
In my experience, gen rushing originally meant just focusing on gens, it wasn't until much later that I started seeing people adding 15 flavors of perks and items that need to be present to be considered gen rushing.
But your exposure and experience are valid as well.
Survivors don't have another objective than gens to do so just doing gens can't be called gen rush. Killer has multiple ways to do objective camping/tunneling/slugging even 3 genning and spreading hooks and that can be placed in many categories some spread hooks until it's neccessary to tunnel some want 2 hook everyone some are very tactical about it and spread hooks between 2 players to get 2 kills quickly.
Survivors only has that one thing they can do. So that's why I call gen rush only if survivors bring tools to make them faster if it's not swf. Like I said gens are done bit too quickly so I would like to see them increased to 100s at least if it's swf. SoloQ can rarely make gens anywhere close to effiently and they suffer the most about tunneling.
Without perks or toolboxes I would call gen rush when survivors do only gens and don't save their teammate until last second and this is mostly done by swf. Well soloQ leaves that teammate definetely to get second hook. But killee can usually punish this kind of behaviour. Unfortunately survivors can't punish killer from tunneling unless it's swf again.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438297#Comment_3438297
You've got the analogy wrong. Using your interpretation, I could easily argue that killers cannot win without killing survivors.
It is possible for survivors to repair all 5 gens even if one survivor is not on the gen from start to finish. (They start the repairs and someone else finishes it).
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Imagine that while 3 or 4 survivors are alive, the killer is barred from ever hooking the same survivor twice in a row, and that the basekit Unbreakable prevents prolonged slugging.
Now imagine that while 3 or 4 survivors are alive, ONE survivor cannot get a single gen to 100%. It stops at 50% and another survivor needs to come and finish the other half. Two survivors working a gen together could 100% repair it.
They could even add a special item that survivors can hunt down and take to a gen to actually solo it the full 100%. Maybe even re-work the Brand New Part addon to let the survivor repair 1 gen all the way to 100% solo without having to go hunt for a Part.
The survivors get to play longer because they aren't being tunneled. The game lasts longer because the gens aren't flying.
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The biggest complication is regression. If a survivor gets a gen to 50% and leaves, the killer kicks the gen and leaves, and a different survivor hops on at 40% to add their 50%, is the gen stuck at 90% until the first survivor returns (or a third survivor shows up) to finish the last 10%?
Maybe the solution is to make 50% a checkpoint. Generators repaired to 50% cannot regress below 50% just like completed gens cannot be regressed, currently.
Not bad idea but you can't tunnel gens remember literally the definion of tunneling got nothing to do with gens. The word you're looking is gen rushing. That is problem but not as big as tunneling which happens nesrly every game but both should be solved. Just repairing gens is not gen rushing but using perks, toolboxes and swf to coordinate and make them faster is. But problem also is right now gen repair times are too short they should increase them to 100s and nerf toolboxes and Bnb. On big maps gen could be increased to even 110s.
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@Pluto_1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440536#Comment_3440536
My goal is not to ruin someone's game. My goal is to win. Don't come to me with your "two hooks on everyone before a kill" crap.
That is the most extreme option 2 hooking everyone not one I mentioned. There are many options in between tunneling at 5 gens and hooking everyone twice. Spreading some hooks can mean 5 hooks before first kill and it's lot more consistent strat than just tunneling one survivor and ignoring everyone else completely. It allows time to identifyi possible weak link and you don't put all your cards on one target. Both sides definetely can have more enjoyable game that way. Spreading some hooks should be encouraged by devs and rewarded.
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I have prestiged my favourite survivor feng I own to P100. On killer I have not found my favourite but im thinking about myers because he has most versatile add ons.
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@Pluto_1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440185#Comment_3440185
That wouldn't work because then the games would be nothing more than chases from gen to gen.
What's different between me tunneling someone and two survs camping a gen? In that case it greatly benefits my game to tunnel one of them out. And I will with a great big smile on my face.
You ruin someone's game not something to celebrate for me. Gens don't have feelings and losing one gen is not big deal but rushing multiple of them ruins killer game so in that way they can be same. But that was not point of my answer survivors has nothing else to do than gens. Killer has multiple options and those other options should be encouraged. Spreading hook progress the objective just slower than tunneling usually. But doing gen only 50% does not as killer can take all that progress away.
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Well if survivors would only fix gens 50% and then going to another gen. Killer would go to kick that gen and it would regress to 0%. So how is that fair? When killer hooks survivors he progress his objective and gets pernament pressure. So that is the big difference. So if we rework gens that survivors can only make them 50%. Killer ability to kick them should be removed. But I think best option is not that but to increase gens to 100s or add secondary objective. Then nerf blight and spirit.
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@Xernoton said:
Yeah, obviously. Myers is so strong that there are, like, 3 maps where this can actually help him. Please nerf.
Seriously, Scratched Mirror sucks on every outdoor map and even on indoor maps it's not super good. Vanity Mirror can actually work but it makes him a M1 killer with the power of seeing auras on command. Only, that is not going to help him much in chase because he gets slowed to be way slower than the survivor (23%) when he uses it. And he still has a TR.
You have to use monitor abuse perk and rabbit add on which reduces terror radius in tier 2 with vanity mirror then it's almost like playing with mirror but with 115% and normal lunge. Just I think his aura reading should have bigger range.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433387#Comment_3433387
Probably the latter. Doc is pretty good at punishing even small mistakes, which makes him very oppressive against unseasoned survivors. He's definitely not overpowered though.
If you can manage to maintain a bit of distance, mind game him here and there and pre drop some pallets you should be fine against most Doctors. Also, playing him helps a lot to see his shortcomings.
Doc still most popular of the old killers probably I see him occasionally. Usually few games a row which is weird.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431634#Comment_3431634
I remember when people said 'we'll buff the solo survivors and then buff the killers'
solo survivors got hud and killers were left without a buff
now: "We will nerf the tunneling and then buff the killers"
I think this will be repeated until it reaches last year's figure of 4500 survivors / 45 killers in line
I doubt killer population never been anywhere close to down maybe something like 1 killer agains't every 5-6 survivors at lowest. Devs said they want killers to have 60% kill rate so they will buff killers if it goes below that and it certainly will. Before hud changes and eruption nerf kill rate was well over 60% and probably 80% on soloQ so changes were neccessarity to bit improve the situation. I think killers would probably get buffed after that but it didn't happen as killers started to tunnel more which keeps kill rates artificially higher now than they really should be.
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Facecamping change is kinda sad when playing bubba but other than that it sounds great. Now just tunneling needs to be nerfed. After that killers can be properly buffed.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430763#Comment_3430763
And it shouldn't be a thing.
Just like some player has hard time for hearing terror radio,so they need to make a visal notice, because it shouldn't be a thing for not hearing that.
What I mean it's skill issue for me sometimes when I hear injured sound I go to look for wrong direction and the lose the survivor. But giving visuals would help and I think many else also can't always locate where sounds come so it would be buff for hearing killers as well. Like the heart beat is for hearing survivors.
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@That_One_Friend said:
Mobile has this implemented pretty well: instead of killer instinct, its red soundwaves on the edge of your screen pointing towards loud noises (healthy survivors running, injured survivors, generators with progress, survivors healing, etc.) Nothing a player with normal hearing would be able to use as an advantage.
Would be decent buff for me I have hard time sometimes locating were injured sounds come from and I would be able to play spirit. I don't have any hearing issues.
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I think that most toxic behaviour in the game. Killers who do it probably have irl problems and bring them to the game but this is very small portion of playerbase. Every game has toxic players and some survivors are close to that but they don't really have tools to do anything like that. It's not what normal killers do.
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@Gibberish said:
This is exactly what the Finisher Mori would prevent honestly.
Just end the match as soon as there are no standing Survivors left.
This prevents:
1) Killers deliberately bleeding out Survivors, just to be an ass to the Survivors.
2) Survivors crawling 300 miles across the map to where the Killer cant find them to deliberatley bleed themselves out, just to be an ass to the Killer.
3) Survivors going to areas where there is no hook within carrying range, forcing the Killer to bleed them out, just to be an ass to the Killer.
No finisher mori it does not count on xbox sacrifice stats. I want my 4K:s to increase my sacrifice total.
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@[Deleted User] said:
For orginal poster
Personally I don't think Wraith is weak. He's certainly no blight or nurse but then neither is any other killer in the game!
How close other killers are to that level is entirely subjective & based largely on opinion biased & skill with or against said killer.
Example I'm a pretty good trapper I 4k a lot & I certainly don't think he's the weakest in the game, but I can see why a lot do.
Wraiths do kill me a lot to be fair, its one of those killers that seems to have my number! Its also the killer that has hard targeted tunnelled me out more than any other even letting all others go afterwards several times! (Guess wraiths really hate me)
I congratulate any killer who can play well & consistently 3k without tunnelling/ camping (I don't either fir the record but I also don't care if I "lose")
Your opinion is as valid as anyone elses but just like everything in life not everyone will agree with it.
Good luck in the fog 🙂
Wraiths hate you because your meghead 🤣
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@TheWheelOfCheese said:
I've said this in other threads, but any incentive not to tunnel needs to be as effective as removing a survivor from the game or most killers who tunnel will continue doing so.
If someone is intending to steal $20 from you and you offer them $5 not to, do you think they will accept that?
If some kind of reward would be given by spreading hooks most killers would stop tunneling as they don't enjoy playing that way. Some would continue no matter what but if we get most to stop then that's already more than enough.
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Depip definetely should be removed I didn't even reach gold on either side because of them and I just stopped playing for pips. I took many 3-4K:s on killer with no pip or even depip. On survivor I depipped even some matches I played well and got maxium what was possible but killer ended snowballing at some point not to mention when you get facecamped/tunneled. Pipping/safety pipping is just out of your control on survivor most of the time sometimes on killer too. Worst part is this mechanic is pointless now as grades only show "playtime" and are not to show skill and do not affect on matchmaking like ranks.
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@DBDVulture said:
Compared to last patch killers lost the ability to contest generators. For sure I could hold 3 gens on most of the maps for a very long time. If I delayed the game 90-120 seconds or longer with my single slow down perk then I won.
But they gave my perk a 75% nerf without touching gen rush perks. So now I largely ignore gens and instead guard the survivors. I play to kill to people and "win" when the survivors mess up and I get three kills or four if they really mess up.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419911#Comment_3419911
We'll make it is stil super strong so no that's not true sorry. DH was nerfed pretty hard but in the right hands it still saves a ton of time - meanwile 100% of the gen regression perks do less than they did last patch. What about Pain Res? Well 25% only four times seems nice until you realize you could keep chain hooking people for 15% and make it effective about 8-9 times.
Doing some simple math you'll see that -100% is not as good as -135% progress. Also having it fewer times means you get nothing for tunneling one person out. The problem there is that tunneling is required vs good players.
When was the last time as a survivor that you got all gens to 33% before ever getting one generator to 66% progress? That never happened because it would be massively inefficient to do so.
Why would you ask the killer to play inefficiently - so you could have fun at their expense.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419896#Comment_3419896
Tell that to the profiles of the people I have to play against thanks to MMR. I dont look at profiles to find the "Weak link" because some people smurf. I look at profiles to screen lobbies so I dont play against 3-4 man SWF.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418366#Comment_3418366
Imagine if survivors had a "side quest" they were required to do after completing one generator before doing the next generator.
No that's not a thing - they just go from one gen to the next.
I had to relearn how to play the game and I've been playing since 2016. Gen regression was vital for killer for 2-3 years and now it's irrelevant. Oh ok.
That would be like if we had the change proposed 2-3 years ago where survivors could heal twice and never again no matter what. That didnt happen because : "survivors didnt like it."
Dodging lot of lobbies and going agains't the weaker teams probably means you have good winrate increasing your mmr way above average. Another reason why chechking profiles should not be a thing. But still there should not be enough good teams to put agains't you all the time. But sounds in your case mmr might actually work.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427455#Comment_3427455
Your mistake here is trying to classifying different levels of tunneling. Tunneling at 5 gens and Tunneling at 3 gens are not different. If the survivor team is unable to get gens done before they lose their first teammate, then of course the game is going to be harder for them. Matches that end at 5 gens are always the fault of survivors as there is little reason a team of 4 survivors with 3 survivors free of immediate pressure is unable to get at least 1 gen done.
At the end of the day, you are simply calling killers bad because their opponents messed up.
There is huge difference between tunneling 5 gens left and 3 gens left. They're completely different situations. When killer tunnels 5 gens left he has gone to the match with a plan to tunnel first survivor out as quickly as possible not even trying to win with more fair way.
When it happens 3 gens left killer could already gotten multiple hooks but decides now it's time to take someone out because he wants to secure win or survivors are gen rushing and killer can only try to win by tunneling. Either way it can be considered fair tunneling.
Yes it has truth to it that killers who tunnel at 5 gens left are not often good because killers who trust their skill don't often do it and don't find it enjoyable way to win. Unless it's blight/nurse going for win streak. Usually killers who are good don't even need to tunnel in order to win. Even im not good killer still win probably half my games without tunneling.
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424875#Comment_3424875
This unironically. SWFs can consistently stack bloodpoint offerings making it take significantly less time to get to P100. You would go insane going for P100 purely in solo queue the entire time. Also, I don't bother dodging P100. I've played against enough sweats and bullies that it doesn't matter anymore. They usually mean less points though. Most P100 squads last second switch when I'm not really paying attention anyways.
You don't have to play only soloQ to get P100 you can play killer and use the bp on one survivor. And probably most who play soloQ at least sometimes play with friend. Someone who is P100 probably plays soloQ too while his swf is offline.
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@Veinslay said:
P100 on a survivor indicates SWF more than anything, so I'm not surprised a lot of killer players dodge them. It's unfortunate because it messes up the matchmaking system and causes mismatches due to backfilling. This happens to me all the time.
P100 has nothing to do with swf most of the time. If it's full P100 lobby that yes indicates swf but if it just one or two probably not. More often lower prestiges are swf.
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@RareFantom47 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423644#Comment_3423644
I don't think Moris count towards Xbox statistics. They may just be added to the total survivors sacrificed. But I'm really not sure, I've never checked myself.
They don't I check mine constantly.
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He is strongest killer in the game so you don't have to be good to 4K with him on pc if you can bit use his power. His mobility alone makes him good killer and you can play him just as normal m1 killer too.
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@That_One_Friend said:
ikr. I refuse to tunnel, I always try to 12 hook everybody. Whats sad is that I know that if I tunneled or camped, I could have easily won with a 4-3k instead of a 3 man out, since 12-hooking generally allows survivors to somewhat reset if you're not constantly downing people.
You could try spreading some hooks but if you have opportunity take someone out do that. This way your odds of winning are still good. 2 hooking everyone is kinda throwing the game even I understand it's noble thing to do.
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Yeah im still silver on both sides. I usually do not gain pips on killer as I face good survivors and I can't afford to spread hooks if I want to win as they gen rush so quickly. So I get lot of 3K:s with no pip and sometimes get casual survivors and gain few pips but then get even better survivors than before and lose pip.
On survivor im slowly getting pips but occasionally lose them but still im only silver 2. When I used to play more I could reach iri 4 but after that it was nearly imposible to get higher grade. I once tried 2 weeks to reach higher grade and only got to iri 3... You just need swf to have chance and you purposelly have to throw games as winning too much result in depip as well.
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@RareFantom47 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422841#Comment_3422841
Whenever you perform a Mori, the survivor is considered dead as if they were killed by sacrifice. This is to ensure you gain the points for the kill, even if the survivor isn't dead on hook. So once a survivor dies, by your hand or the hook, you gain the proper amount of blood points. Just make sure they don't bleed out on the ground and you'll be fine.
Still does not count on xbox stats only sacrifices to entity counts towards you're sacrifice total. Yes you get bp in game itself and your mmr increases.
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That would only affect casuals and not do anything for actual gen rushers. So no they need to decrease the proggress make it add 10% on it's own and extra 5% if you hit both skill checks.
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@[Deleted User] said:
+1 for “us vs them”, let’s keep it going, eh.
Camping and Tunnelling are considered legitimate strategies by the developers and they’ve been in the game for several years.
It’s a case of deal with it or stop playing. That’s what it boils down to. There are things in place to reduce the effects, but eradicating it is near impossible. So have fun advocating for that.
Tunneling and camping got buffed after 6.1 that is problem and they are more common than before. They are most unfun tactics for survivors so that is problem. Something needs to be done. As now games are gen rush/tunnel and camp I play less and less but there is not game like dbd so I still play it and maybe one day I hope they nerf these tactics at least a bit.
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Camping and tunneling both needs nerfed they are more powerful and common stragedies than ever before so even killer main should see that is problem. But nerfing them alone is not solution gen rushing has become more common as well as survivors has adapted.
It does not help survivors best antitunneling perk ds was nerfed and killers best perks for spreading pressure were nerfed as well pop/ruin. Killers need rewarded from spreading some hooks so they don't have to force kills.
Gens should be increased to 110s in 4vs1 scenario and lowered to 70s in 3vs1 for example. Tunneling could be nerfed by adding basekit ds and camping by removing hook grabs and increasinf hook timer to 80s.
Idea to make you can fix gen only 33% does not make sense to me hooking proggress the game and killer gets pernament pressure from that but whereas killer could just go kick that gen and it regress to 0% meaning survivors get nothing.
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5s is bit too much make it 4s then it's good enough for antitunneling but not too good where survivors use it offensively.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422838#Comment_3422838
I need to call doubt on 'how massively nurse was nerfed'.
I mean, it is appreciated that she cannot slug an entire team because she uses noed or she cannot burn a Midwich offering with an agi-starstruck build and make the four survivors play a no mither game but she is far from weak, very far from weak.
She maybe lost to Blight the strongest killer title but the main problem with her design that is how her power nullifies entire game mechanics like no other killer does still remains. You can change her addons, remove the range ones, make her attacks special and she will still be insanely strong.
Nurse feels barely threatening anymore like I said now I escape always agains't her. Sure she is still good if you're great at her but before even bad nurses could down whole team so I call that massive nerf. She feels bad to play too now without range the blinks are just too short.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422838#Comment_3422838
yeah that's my experience as well. Blight is faster at grinding hook-states then nurse is now which makes him the best killer. you can still loop blight but if your teammate are bad and go down, then you will lose faster vs blight then Nurse.
Nurse is still consistent at grinding hook-states which is why I think she is 2nd best killer still but she is slower at winning meaning that you can more easily gen-rush nurses then blights. Her internal cooldown of blinks and removal of instant down has decreased her downing speed potential. She is still very low counter-play in term of 1vs1, but her ability to erase you in the chase is a slower. Its kinda weird. they didn't need really nerf her ability to down but rather made her ability slower at downing you. My imagination and analogy is imagine old legion that took 4 hits to down, its like nerfing nurse that now she needs 5-6 hit to down you but you still lose the chase eventually. Personally I wish they would took different direction into changing her blink potency instead of time efficiency to down. For example, decreasing her blink m/s to 150%-200% m/s from 300%+ but return her ability to instant down. Kinda like reverse range add-on's. She is balanced I guess so no need change anything.
I just hope they bring range back she felt smoother to play with them. Instadown on her was too powerful but fun though.
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Yes but it will just not count on xbox sacrifice stats.
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@Murgleïs said:
In pubs Blight is way stronger than Nurse. His map pressure is insane (Nurse is slower) and his lethality is on par with Nurse.
As the game progresses, Blight is stronger (less pallets) while Nurse pressure is always the same.
I think nurse is only better anymore if someone really insane plays with her like supalf because how massively she was nerfed. Whereas blight has got none and nerf to dh for example was lot more bigger buff for him than for nurse. Dh was/is very hard to hit correctly agains't her whereas easy agains't blight.
So before latest patch blights usually had to go through 3 health states before downing survivor but now only 2. Dh I think made blight more balanced/fair. After patch I have not escaped agains't blight but usually agains't nurse my whole team escapes with no problem.
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I would been fine with dh nerf where you see who has it and who does not that would taken away most frustating part of it waiting it out even when someone does not have it. Other problem was that it was too common and you could still drop pallet almost immediatelly after using it unsuccesfully. So if those things would been fixed I would been fine with how it was. Lithe and bl are annoying to deal with now though because there is nothing you can do but at least you can lunge now.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418638#Comment_3418638
And i am wanting 5 vs 5 mod. Which means every team will have 4 survivors and 1 killer.
Teams will have blue and red lights. Objectives will be same except the gate part. If blue killer kill all red survivors before red killer or blue survivors finish all gens before red survivors, blue team will win.
And yeah, each team will have their own generators, hooks, totems etc. Maps will be bigger ofc.
I would go to kill red killer if I was blue killer.
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@The_Scarlet_Witch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418282#Comment_3418282
His tier-3 vault is fine in its current state.
Could still be quicker remember they removed vaulting perk speed stacking so I want tier 3 vaulting speed back to that max speed. It just would make Tier 3 more threatening.
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@robrob909 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418525#Comment_3418525
What group of 3k 4k hour survivors are playing with a 100 hour survivor? Not every group is a swf but most are obvious and all have similar hour. I don't believe this point it's simply not true
Most people don't have 3-4K hours in the game. My point is killers tunnel even when they play agains't babies so tunneling in many cases got nothing to do with survivors being too good. Many play soloQ so that scenario is even very likely and killers can check people profiles who they play agains't to identifyi the "weak link" by seeing who has the least hours.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418525#Comment_3418525
Those players shouldn't be facing each other in the first place.
However, letting the weak link go and get a free/easy escape makes it worse for them, boosting their mmr so they are queueing "out of their league." Just like sweating against the gen rushers and getting kills tells the SBMM system that you need tougher opponents and only makes things worse for yourself.
I didn't say it was problem killing that weak link problem is when you don't let them play the game I feel always very bad if I tunnel bad player out but I rarely do that. Often if I tunnel someone it's the strongest link or at least someone decent so that's fine for me. Yes im quilty letting baby survivors escape too but usually by hatch so that should not boost their mmr.
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I have some days that way and some days almost the opposite. Today I had good day. But something maybe wrong because I was facing also below average killers today while playing survivor.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418515#Comment_3418515
Texas will 3 killer vs 4 survivor
HSHS online reworked into 2 killer vs 5 survivor
Killer Klowns will 4 killer vs 5 survivor
Notice the fact, you wont get solo killer in these games, so all of them team based game rather than good asym
Im hoping dbd getting 2vs4 or 2vs6 or even 2vs8. 2vs4 survivors would probably have to make lot faster but 2vs8 killers would kinda struggle. So I think 2vs6 would be best.
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My teammates often don't know you are supposed to do gens or are too scared. They are too busy finding totems or hiding instead. Well I managed to escape some games while repairing 4 gens myself. At least my team fixed the last one...
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@robrob909 said:
Try playing killer against 3k 4k hour survivors not tunnel and let us know your experience.
But the problem is that usually is not the case. Killers often tunnel the player with less than 100 hours "weak link". Which I think is not healthy. Neither is those 3-4K survivors effient gen rushing which killer can do nothing.
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I don't think killer is meant to play casually you play agains't team of 4 all alone who try to win so you can't afford that if you want to win as well and you just don't have time to sit back and relax like survivors have.
If there would be more killers or less survivors then you could mess around and have fun while still winning. Now only if you get one quickly out and make the game 3vs1 then you can play more casually. I have no problem winning most my games because I play to win and use best stragedies.
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Yes I have gotten it few times even while dying. All you need to get it is friendly killer or long game.
But never ever on killer probably closest was me getting once 39K bp.
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@The_Scarlet_Witch said:
As a Myers main I can vouch that his add-ons need a rework and his base-kit power needs buff's desperately. I always run Tombstone piece as its one of the only effective ways of winning as Myers. As for a rework ideas or add-on changes we won't get them any time soon as the devs said in a stream that they were happy with how Myers is. Which gives me brain damage thinking about it. As for a rework i cant think of anything, so buff's are the way forward tbh.
- Increased pallet breaking speed
- Reduced pallet stun time
- Increased FOV
- Maybe being immune to being blinded while in tier 3
I would not want myers even to be reworked though just buffed. He should have normal lunge in tier 1 and probably 110% movement speed. To not make him have bit better start. That would also make playing mirror myers feel better. In tier 3 he should be stronger like the example you mentioned but also vaulting could be even quicker than now.
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@OhMyLumi said:
I agree that med kits needed anerf.. but come on.. all med kits healing at same speed.. regardless of rarity is silly.. up it even just a lil bit for self healing on higher rarities pls...
Or more charges for higher rarity med kits at least for purple one they are rare anyway.
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@scenekiller said:
No disrespect, but all of this is nonsense, and I knew this would eventually come up once DH was nerfed into oblivion.
I'm tired of both sides trying to take everything even remotely fun out of this game.
Lithe is worser than dh it has no counter play it allows survivors to make mistakes in many loops when they would otherwise go down. I have always hated lithe the most it just was rare before. Dh just was more annoying because everyone used it and you had to bait it out even if no-one had it...
