Avatar

Deathstroke

Deathstroke

About

Username
Deathstroke
Joined
Visits
4,462
Last Active

Comments

  • @Saiph said:

    The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.

    Can't equip them every game otherwise you run out of them eventually. I could run them personally like 200 games but what after that? I don't see reason why average player could not use them as often in their games. They just run out of them sooner if they don't have good supply. And the healing speed was nerfed from syringe so it takes lot longer so it's lot harder to heal succesfully mid chase.

  • @Sava18 said:

    I mean I was doing fine before I mained blight as a nemesis/ph/bubba/hag player with mid tier builds, even with how op the survivor meta was when I finally got good at killer. Current state of the game is far more friendly to killers than that was. Although if you are playing something like legion/wraith/freddy then realistically I don't know how you would be allowed to do very well.

    Although, this playbase is terrible and as someone who actually went out of there way to learn and get better, I progressed far past average far faster than an embarrassing amount of players in this game did. I feel like a vast majority of this playerbase either doesn't go out of their way to learn from outside of the game or simply came into video games late and it takes them far too long to learn.

    Most don't have good pc and many players play on old consoles. I think cross play should be turned off you would probably get better opponent's as result and I would be happy not to have to face pc killers or survivors. Pc right now has so many advantages over console. Tell me what should I do when I mindgamed and avoided 6 rushes of blight but he just get the hit with last rush when I run out of options to avoid it what could I do?

  • @Dbdfan398 said:

    I play survivor and killer equally. Killer has become much harder in my MMR.

    People still heal really fast ( this was meant to be the slowdown to combat gen regression destruction ? )

    It doesnt matter if I tunnel, or try to spread pressure. Gens are being done so fast I cant keep up.

    If I hear a gen is 50% done, what am I meant to do? Are we actually meant to just let it get done?

    If I go kick it, it does 2.5%, the survivor runs away and I chase them, another one gets right on it. Its lost like half a second progress. I go back, kick it again, survivors swap and vise verse. Then I have to just commit to one of them, and while I am the gen gets done.

    Im feeling stuck as killer. I can only have fun on the top top tier killers now, and even those matches im literally sweating IRL. if theyre nerfed I think id be done as killer.

    IMO this game is really losing its FUN factor. I am sweating in matches, but what for reason?

    Tunnel only if it's easy target but don't over do it. Early game you could try multiple targets/hooks and if good opportunity rises then tunnel. Camp if someone is about to reach second stage or about to die just try to take advantage of every survivor mistake. First chase has to be quick because if not gens will fly at lightspeed.

    I personally use now pain res, pop, plaything on lot of my builds. I win most my games but get destroyed in games I lose often. There seems to be no middle ground for me I try to improve to be more consistent but things sometimes are just agains't you the game is still survivor sided.

  • Well I don't mind him but I would like to see more variety it's always same killers every game so dbd gets boring. I only face wesker, doctor, blight maybe nemesis sometimes and that's the list...

  • @Sava18 said:

    It doesn't matter what killer I play or what exhaustion is the best. DH is simply boring to play against, the mind game isn't skillful, it relies on the killer's to mess up unless at a max range lunge for a pallet.

    While people like to say dh is better vs blight, 99 sprint burst simply outclasses even uber-god-ultra-validation dead hard.

    If we are talking about killers in general then it's still better because you can drop chase without worry when you please.

    Dh is better it gives much more distance and that is much better agains't blight you actually make it to next pallet. Sprint burst blight can just ignore like it does not even exist. Nurse gets punished from sb more because she has usually only one blink to try counter it and dh is hard to time agains't her but agains't blight it's pretty easy to time once you get used to it but sometimes bad connection screws you. Dh nerf was gigantic buff for blight. He was certainly killer that got most punished by it.

  • Well if you want to win what is acceptable way for survivors. Spread some hooks don't camp/tunnel 5 gens still left. Tunnel only when you really have to most survivors should understand ofcourse some will complain even if you 2 hook everyone before killing.

  • @MikaelaWantsYourBoon said:

    BHVR is balancing game around SWF now but they are not getting Solos into SWF level. So yeah solo and casual players will have pain in this game now. This game is not for them anymore. BHVR does not care about them.

    My suggestion is just play killer. At least you won't be stomped every match. Most of your matches you will chill and have fun.

    They should add 2 killer mode that would be fun. Playing killer alone is not fun agains't team of 4 it's too much stress.

  • @Xernoton said:

    Ahh yes. 4 escapes is the only acceptable outcome of any match because otherwise survivors could feel unhappy. Let's buff survivor movement speed to 20 m/s.

    I think he is not anry because they didn't get 4 mans escape but because he looped the killer 5 gens and his team just left him to die. If anyone though of the survivors deserved to escape it was him in that match. I usually sacrifice myself in endgame for my teammate who looped killer 5 gens because they deserve the escape more than I do.

  • @DragonMasterDarren said:

    You kill survivors, that's your slowdown

    I think hooking is slowing down the game? Killing is just completing your objective.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411097#Comment_3411097

    Then that's just a bad Blight

    Them being on console has little to nothing to do with it

    But they always on console and even P100 and still struggling. Usually they are close hitting a lot but just miss as console the hit box seems to be way smaller and you can easily spin their hits. I never seen bad pc blight they always at least decent.

    Those who play blight on pc play him on easy mode with all the setting they can do dpi on mouse etc and hug tech etc. Those who play him on console play him with nightmare difficulty. So obviously pc blight should be nerfed but on console he needs buffs. He is nearly imposible to play so ofcourse 99% of console blight are bad with him and probably keep his kill rate low.

  • @Sylhiri said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411125#Comment_3411125

    But that's just another bandaid. It doesn't fix the problem. Tunneling would still occur and it will feel just as terrible as before.

    Killer doesn't need a catch up mechanic or a "make my life easier" mechanic. If you do poorly in a game you should lose, for both sides. You should design the game so that both sides have an equal chance at winning.

    I have to disagree tunneling does not feel bad when you know killer needs someone out if he wants any chance to win when it's 1-2 gens left. You had chance to do gens, saves even chases so that's fine and if you play well you can still make him lose and escape.

    But when killer hard tunnels you 5 gens left that feels bad because he easily could win other way and you are not able to play the game normally at all. Then it's just trying to buy your team as much time as possible but usually these killers camp you as well making the have difficult so often you die on hook as well. Sometimes you can escape if you play very well but usually you're dead because killer only wants you out.

  • @Sylhiri said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409962#Comment_3409962

    If tunneling was removed from the game then there would be no need for quick gens (except maybe, maybe if camping increases). Tunneling is a big reason gen speeds stay like it is right now.

    Increasing gen times a lot would be boring for survivors. I rather have some middle ground solution hard tunneling should be nerfed where killer only chase one survivor and pretty much ignores others even at 4-5 gens. But when it's 1-2 gen left, killer need's someone out and that can involve tunneling.

    I suggest tunneling survivor between after first hook should be made difficult. Then gens could be increased bit to compensate and killers should be rewarded more for spreading hooks. Sometines now when you spread hooks you notice you're losing and need to tunnel someone out and that's fine. Because the survivor had chance to play the game normally and eventually killer needs to kill survivors if he wants to win.

  • I've seen only one about average blight on console but all other dozens I've seen have been incredibly bad even those with with P100 on him. I quess we should just let survivors bully console blight? I usually loop them all 5 gens.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409819#Comment_3409819

    But this is a game in the first place. Just because it has horror elements it doesn't mean the game can't be balanced in a way that broken gameplay styles will be abused.

    It would be the same as any other typical horror game that, if you die, you just reload a save.

    Invincibility is completely fine for this.

    How about that invicibility wears off once killer hooks another survivor. Then it's not tunneling anymore. But killers would need to be buffed if this would be put on game as you don't win often games going for 8 hooks before first kill at some point you need someone out and usually tunneling is needed to do that. Sometimes I get lucky and get someone out without tunneling as my 5-6 hooks which is even now viable strat but that does not happen often. So we have to expect killer getting minimium 6 hooks before first kill if tunneling was removed from game.

  • Yes tunneling/camping wins games and in fact now you need to tunnel or camp to win if you spread hooks you end up getting 8 hooks but not single kill. So at some poing you have to tunnel and take someone out or camp if there is opportunity.

    Just played 2 games other with 9 hooks and 1K and other 4K with 11 hooks. First game I intentionally did not tunnel and always went after different targets I had opportunities take people out with camping or tunneling but didn't so then I notice I have 8 hooks but all gens got done and everyones alive so I was only able to get 1K.

    Next game I decided I will tunnel/camp if I get opportunity. So I got 5 hooks and notice 2 gens left so now is time to get someone out and one survivor was on struggle phase on hook about to die and I had 99 tier 3 on myers so I decided to camp and popped the tier 3 on rescuers. Then hooked them and won the game quickly. Now if I didn't camp/tunnel same would happen like in last game 8 hooks without any kill.

  • @Shroompy said:

    Blight it self is mostly fine, but there's a few changes Id like to see:

    The hitbox of his swing from a Lethal Rush be slightly reduced, that thing is the size of Mothers Dwelling and the amount of hits I've seen that had no reason to connect is absurd

    Blighted Rat becomes basekit, most people run either the Rat or Crow anyway so this would incentivize running other add ons (of course if this is done, nerfing the Blighted Rat and Crow to compensate would be ideal)

    Adrenaline Vial is probably one of the most slept on add ons in the games history. Use this with Shredded Notes and you have 6 rushes that come back in roughly 5 seconds. How would I nerf it? Idk

    Alchemist Ring either needs a new effect, or a downside. Personally I'd go with the latter to make it more high risk high reward by making it take longer to regen tokens

    Compound 33 just needs the pallet breaking removed

    These changes should only be added on pc all those things are balanced on console and survivors anyway spin blight every hit so you can't reduce the hit box on console.

  • @Robotfangirl67 said:

    I also have to disagree with Otz’s because while yes Blight is strong. But I would argue that he’s not as strong as say they say. I mean when I play with Blight I would win sometimes. I would also lose some games with him too, a lot. But this from my own experience from playing on console. I will say that maybe yes Blight may probably feel better on PC, I don’t know. So anyway from what I seen of seen from videos of PC Blights like console Blights they also struggled sometimes.

    What I’m trying to say is that you also shouldn’t relied on win-streaks or data in general. Cause sometimes data for the most part is usually wrong. That everyone’s experience is different when playing and that’s okay. Cause everyone plays and learns and differently.

    On console he is garbage compared to pc and could use buff. But pc blight absolutly should be nerfed. Hugh tech etc are broken on him. They should really but limit on how much dbI you can use on mouse.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407022#Comment_3407022

    Exhaustion perks are fine vs Nurse and Blight but they have always been quite punishing to the killers like Trapper and Wraith who are completely turned off when a survivor drops a pallet in chase.

    Um wraith literally almost counter's sprint burst if you don't uncloak completely.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406090#Comment_3406090

    are you for real? "abuse" a 0.5 second ability that you just have to bait out? I'm honestly baffled at how some killers can't grasp how to bait a 0.5 ability but a 100% guaranteed sprint burst right as you swing for them and miss is ok ? LOL

    Dh can't always be baited out there are many 50/50 situations and around pallet's it can be uncounterable in some specific situations. I don't think dh is death even now you still can use it 2 times instead max 3 usually before.

  • @lifestylee said:

    https://us.v-cdn.net/6030815/uploads/7Y5KZ7ZMTAYH/image.png

    https://us.v-cdn.net/6030815/uploads/C0I0NGB3DZ5A/image.png

    When genkick and eruption was still really good.

    Around 60% kill rate, before the survivor hud icons were added.

    Not sure if this patch would help get kill rates up with regression being alot weaker overall.

    Eruption was not popular back then so nope. Devs were happy back then with those kill rates eruption rised to meta around october-november and kill rates probably rised closer to 70% so it was rightfully nerfed to ground. After that kill rates might have gone down as survivors learned to gen rush and they got better using dh. Tunneling though got more common as well. But now I expect soloQ kill rates rise significantly with healing and dh nerf whereas swf will just gen rush even faster and kill rates will lower agains't them.

  • Corrupt invertion is better if you have idea where to find survivors. It slow down gen rushing significantly. For me lethal is good getting to first chase but that 2s aura read extension is not big deal unless I play nurse. I only run lethal with her.

  • @xni6_ said:

    they are completely different in effects and usage

    lethal probably feels more impactful because you can actively see its effect

    but corrupt's effects from the early game ripple throughout the entirety of a match, and it usually has a much larger impact but because you dont actively see it you dont feel it as much

    if you want to test it id recommend running a killer you like, with a map offering that only has one map in the pool (dead dawg i recommend), and just run a build, that includes lethal, then the same build but swap lethal for corrupt and track the results (amount of hooks, amount of gens done, length of game, amount of kills) between the 2 games to compare

    if you have friends that would be willing, for even cleaner results, run a kyf lobby and have those friends be your survivors, same perks and items between the 2 games

    Even better would be play 10 games with both builds and then review the result.

  • But anyway nurse is fine she was nerfed very hard last time startruck on her was too powerful but range was fine at least on console.

  • @Crowman said:

    Saying Nurse has a low skill ceiling is pretty deceptive when her skill floor is the highest in the game. Like sure mastering a nurse is easier than mastering killers like Blight and Artist, but she's still a harder killer to play than both of them.

    Nurse harder than blight? I have to disagree on that even I don't like blight. But with nurse I 4K 90% of the time and with blight usually lose 0-2K and im on console. Certainly he is lot easier on pc with 4K dbi on mouse but so is nurse.

  • They should keep it at 70 days as that is more than enough and those who finish it earlier don't have to wait the new rift then so long.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403713#Comment_3403713

    "we take the example again with the killers that make it difficult for players like the pig. trappers or even killers who use stacks like xenobites. killer basically has been designed to be overpowered with all its abilities"

    I'm not really sure how else to interpret this.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403715#Comment_3403715

    I'm totally down for points #2 and #3, but you can't seriously tell me that Tombstone Piece is okay. Being able to boot someone out of the game 45 seconds in isn't healthy or fair, especially because you don't even have to interact with that player in order to get stalk out of them.

    Judith's Tombstone is at least properly balanced (slowed speed, generally has to be paired with inf T3 for an even longer windup) even if I don't think it creates very fun games.

    Survivors have to misplay big time to myers get someone that quickly out. Tombstones add ons have lot of counters so yes piece is fine I think judith could be buffed that myers can mori survivor hiding in locker. It takes lot of time to get tier 3 especially with it. I think it's just lore accurate myers to kill survivors.

  • @Laluzi said:

    ...If you're claiming Pig and Trapper are overpowered and overwhelming for the survivors, it's going to be difficult for people to take your claims seriously.

    I don't think you can really compare perks to addons. While Myers' tombstone addons are definitely outdated and long overdue for a rework, and there's other stuff like Alchemist's Ring that need changes, that doesn't have anything to do with Dead Hard and CoH, and their previous omnipresence compared to single-killer issues.

    Updates often favor one side or another, but it's just the rhythm of how these things work, often addressing groups of similar problems at once. There's been plenty of killer-friendly patches and plenty of survivor-friendly ones. It's all part of an ever-evolving game.

    Also, yeah, as said above, several dominant killer meta perks got whacked or altered this midchapter as well. This wasn't an especially lopsided patch - definitely not compared to the likes of 6.1.

    Tombsones are fine and myers just should be buffed never run out of stalk. Also his tier 1 should have normal lunge.

  • @slipttees said:

    update DH 0.5 to 0.8

    Im fine with 0,7s if survivors get limitation not to be able to drop pallet or vault window for few secs after activating dh.

  • Definetely not I still have 400+ cakes on my killers and survivors.

  • It's almost perfect for me. It good thing you have to buy each level because if there is stuff you want cakes etc you can buy them normally.

  • Nope I play to have fun over winning every game and that's just creates situation where both sides need to sweat like crazy and it's not just game anymore it becomes job and im at night questioning even why im playing if im not having fun and feeling bad because tunneling still ruins that survivor game. But sometimes when survivors have wronged me or im in bad mood I hard tunnel someone out in next game no matter the situation.

    But normally I spread some hooks and if good opportunity rises I take someone out sometimes with bit of tunneling. I mean should I go after deathhooked meg or only once hooked claudette? But if survivors gen rush I switch to hard tunneling and I would not even call it by that anymore because survivors are doing it too rushing their objective. So you just rush you're objective too.

  • @roundpitt said:

    In all of my Killer games since they nerfed it, I think I’ve seen this perk used twice. And every time it has been used, I downed them almost immediately afterwards.

    Playing as survivor, when I tried using the perk, every time I struck the killer, the killer would almost immediately down me again unless I was downed in a pallet dense area.

    Against nurse or blight, DS was completely useless. Regardless of where I was downed I would immediately get down within seconds afterwards.

    Prior to the nerf, survivors had been “weaponizing” the perk. So I understand the need. But I think a bit more finesse was needed.

    My suggestion is to increase the perk’s strength the longer and closer the killer stays to your hook.

    Perhaps every 10 seconds the killer stays near the hook the stun duration increases by 0.5 seconds. And if the killer is within 6 meters when the unhook animation ends, DS gets another 0.5 second stun duration.

    And if the killer stayed within 6 meters of the hook for 50 second but the survivor gets rescued and then manages to DS the killer he gets permanently banned a max 5 second stun.

    It's not that bad but it could get buff make the timer 80s instead 60s. And the stun duration could be increased to 3,5s which otz suggested and well it could disable killer power for few seconds so nurse and blight would get bit punished.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402270#Comment_3402270

    Just because OTR exists doesn’t mean DS should have low value. Yea, I agree that OTR is a lot better than DS. So make DS comparable in value added.

    Ds is better if you're good at looping. Otr can be immediatelly hit away from hook ds can't. It also removes deep would so you can use dh after so you could pretty easily loop killer 2 minutes with ds and dh combo making tunneling bad option. All gens could get done once you're hooked 2nd time.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402180#Comment_3402180

    I won't pretend to know how it's like for skilled survivors against Oni and vice versa, but I will say though that I personally don't believe in "if you buff killers they play more fairly". I see how people can have that opinion but I personally don't share it.

    I did play ghostface today after long time and versed low level survivors so I went for 8 hooks before killing anyone giving them chance to win. so many killers would play fair if it would be the power role. Some do tunnel no matter what happens but im fine it getting nerfed if killers get buffed overall.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402180#Comment_3402180

    I won't pretend to know how it's like for skilled survivors against Oni and vice versa, but I will say though that I personally don't believe in "if you buff killers they play more fairly". I see how people can have that opinion but I personally don't share it.

    At lower levels oni get his power easily anyway I don't think it made nog difference there other than you didn't have to tunnel/camp as often. Agains't good teams it helped because they make hits very hard and gens get done in blink of an eye anyway.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401828#Comment_3401828

    Wasn't fine against the lower half of players, so it wasn't 100% fine

    Plus I feel like something making a killer less strong than nurse and blight is not a very compelling argument...

    That's certainly an opinion though

    It allowed playing more fair agains't lower players so I see it win/win for everyone else expect good survivors who actually had to bit work for the win but that's not fair they should have ez wins.

  • @HugTheHag said:

    They didn't killswitch Oni when he was glitched with double blood orbs (cough cough AOT cosmetics cough), so their definition of gamebreaking is pretty flexible.

    They didn't kilswitch Twins either throughout their "frozen in place all match" glitch if I remember correctly, so maybe it's only game breaking if a certain % of players are affected ? Merciless Storm is not exactly a popular perk.

    Oni bug was 100% fine and should stayed. It made him more viable agains't good survivors and balanced. He was still with it way weaker than blight and nurse.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399804#Comment_3399804

    Yes, we are. @edgarpoop explained it quite well in his reply:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399880#Comment_3399880

    The funny thing with this whole situation is that most actually good killers that I run against when playing with my swf run 1/2 slowdowns at most, but they're able to pressure the team at a whole different level. You don't see good nurses, blights or other strong killers with stacked slowdowns because they know that in most games it would just be a guaranteed stomp. Meanwhile, when we go against top tier killers with stacked slowdowns, we almost always get a 4 or 3 man escape, mostly because they usually just rely on those perks and don't really have an efficient macro gameplay.

    I'm talking as someone with 4k hours, and usually I'm the one with the least amount of hours in the group I play with (with the average being 8k hours). We don't bring boons, we don't use DH or strong meta builds, yet...

    https://us.v-cdn.net/6030815/uploads/1XIY11QJPURQ/image.png

    The average game against "tryhard nurse/blight" goes like this, and other than the green medkit I wouldn't call anything excessively meta in our builds

    The whole point being that killers excessively relying on slowdowns are way more common than survivors bringing a whole genrush build, and usually they're just bad players who can't pressure the game at a level required to win against a good team

    The game is just extremely survivor sided that's all. When I used to play with my P100 4 man swf and all of them knew to just do gens and loop we almost always escaped even without communication and gens got done in less than 5 minutes often. We only lost to if killer managed to hyper tunnel or to sadako with comdemn stragedy with specific map offering or knight 3 genning. But if we would communicated we would done even better.

  • @MrDardon said:

    I'd just make it work twice on unhook and increase the stun to 4 seconds.

    Make the stun 3,5s but disable killer power for 5s for example so then it would not only punish m1 killers but every killer equally.

  • @Iron_Cutlass said:

    Ive said this before, but I think the game should not be balanced around kills but should instead be balanced around hooks.

    The ideal thing, for me personally, 8 hooks; anything less is a tie/loss.

    That would be good but devs said they balance around 60% kill rate.

  • Like I said killers are just usually lucky to get 2K out of bad games so obviously it's loss. In kill rates this looks fine and just keeping them at 50% makes this game extremely survivor sided not to mention how often survivors just give up. So developers should aim for 65% kill rate minimium unless they want to balance game around hooks then I could see lower kill rate fine. I don't think killer getting 2 hooks and then few more at endgame to get 2K as a draw. I did suggest 70% kill rate not higher. I think it has to be achieved by nerfing swf:s.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400345#Comment_3400345

    survivor's only change is an increase in 8 second healing when using med-kit. your not going notice 8 seconds of more time healing from med-kit as killer.

    DH is strong perk however few players can utilize it consistently for the perk to major impact a match. when only 0.05% of player-base would produce game-changing impact from the perk, your not really going to notice much in regards to this perk.

    The survivor changes will be unnoticeable in a few months. What will remain noticeable in a few months is killer having no regression perks or consistent generator defence perks. The few perks that vastly improved killer winning chances are low impact perks. I suspect that survivor will have one of strongest updates that they have ever had.

    You're saying dh is bad perk even now? I disagree it's too strong it changes game completely if used succesfully. Most survivors do get value from it at least once and usually in first chase so the nerf will make first chases shorter.

  • @C3Tooth said:

    Im here to tell you why 60% kill rate is the perfect number.

    https://us.v-cdn.net/6030815/uploads/IC8CUY40EOFQ/image.png

    60% means in 10 matches, there are 4 matches with only 1 escape, 6 matches with 2 escape. The chances for 2 escape is greater than 1 escape.

    If the kill rate should be 70%. In 10 matches, there are 8 matches with only 1 escape, far greater than the chance for 2 escape. You know what happens after? Survivors dont do Gen, they only hide to get hatch escape because the result is the same: 1 escape.

    The chance to get 2 escape must be higher than 1 escape so Survivors feel they should do Gen.

    Spoiler Spoiler Warning ▲ ▼

    In coming killers comment "remove the hatch then"

    Killer could get 6× 2K:s and 4× 4K:s and have that 70% kill rate (still loses most games...) 4K is most common result already when killer wins. Im fine with 65% kill rate too but it should definetely be closer to 3K than 2K as usually those games are heavily survivor sided with just few hooks I can get 2K but never had chance to win or even get 6 hooks out of 12.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372269/what-you-think-would-be-good-kill-rate-balance-the-game-around

    Am I missing something? Are you saying a killer should be able to get a 3k with just a few hooks because of tunneling instead of a 2k...?

    You need usually at least 7 hooks to get 3K so that's in my opinion is balanced match. 2K you can get with 3 hooks and that match is not balanced but heavily on survivors favour. Tunneling keeps kill rate artificially higher compared to amount of hooks.

  • Im survivor main but play killer enough to see how survivor sided the game is once you face competent survivors.

  • @Shroompy said:

    Killrate shouldnt be the main point of balance

    Hooks should be. 8 to be exact

    Yeah but devs only look at the kill rate and 70% kill rate would mean more hooks.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399372#Comment_3399372

    Then you just change the playstyle into hook meg,leaver her be untill she gets unhooked,loses her ds and the next time you find her just tunnel the living life out of her.Remember you can bring a mori to bypass the new anti tunneling feature.The game becomes incredibly killer sided as a resut.100 seconds gens + deadlock + any other slowdown you want to bring on top gives you to much time.

    You also ruin the game for the casual playerbase,killers are already dominating,most are not even tunneling they just conclude the game by winning chase after chase since survivors don't know how to loop.

    Which side is it getting unplayable survivor or killer? And that is not tunneling if you leave the meg alone for over minute she can do gens, heal and totems in meantime. I would use that minute to chase and hook someone else and then get meg if I find her. Many killers already win this way but it's harder than just tunneling someone quickly out and should be rewarded.

    Perhaps gens could go back to 90s or even 80s once first survivor dies if 100s gens with deadlock are too much. But I see them perfectly fine when game is 4vs1. Even casuals can bit of loop and I don't think game should be balanced around bad survivors. Because then good survivors will just whipe the floor with killers.

    Gens speed just now feel way too fast so I think increasing them is neccessary and nerfing also toolboxes, bnp:s and gen perks. Gen regression perks will be nerfed in next patch too so I think tunneling will just increase and gens will go even faster. So both gen rushing and tunneling need to be adressed. The game for me was better state last summer tunneling happened more rarely and gens didn't go so fast.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398959#Comment_3398959

    If you make tunneling unviable you either make the game unplayable at high mmr or you either change dbd to its core.I'm talkling insane buff perks,on top of further basekit changes.Right now spreading hooks does nothing as killer,the only reason killing someone is impactful is because in a 1 v 3 you can snowball,generate enough pressure to have no one on gens(1 hooked,one in chase,one going for unhook + heal)on top of allowing you to camp for a 2k if things go south.

    How ds and longer speed boost makes tunneling unviable when there is 100s gens and deadlock? Tunneling will happen just slower but survivors also win slower so it will still be very viable.

    Now most killers spread hooks so these changes will benefit them which is the idea. Still tunneling is good option after someone has been hooked twice. Personally I have many games where I don't tunnel and get two survivors out about same time. I can lose more gens doing so than tunneling but even if it's only 1 gen left 2vs1 is easy to win and that strat will just get even more viable.

    High mmr is not consistent thing and is already unplayable if you get good survivors and these changes would actually help good high mmr killers who tunnel more smartly and know how to pressure.

  • The thing with daily challenges is you can just cancel them and get new one if is killer you don't like to use.

    So giving bigger bp bonus for playing least played killers would be good addition. I have seen point that then you are punished playing killer you like to play but that is not true you are just rewarded playing different killers.

1 … 27 28 29 30 31 … 69