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Deathstroke

Deathstroke

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Deathstroke
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  • I think that's fair killer played early match with 3 perks and took risk and is rewarded with one certain kill at the end. Survivors don't always need 4 man escape and that's fine.

  • New wiggle system is terrible and I think everyone should agree with that. The old wiggle system some very rare cases made difference that you could wiggle out but best thing what it did that it made it feel worth to try wiggle and made it rewarding. But there is no any reason to nerf bubba or remove him he is one of the most fun killers to face and could rather use few buffs.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324587#Comment_3324587

    you wouldn't have to face 4 blights or nurses in a row if the other killers were viable

    Nurses are still rare and most other killers are viable but just not easy wins. Most blights just tunnel and camp at 5 gens and run strongest regression perks. Even he is designed to do opposite and chase multiple survivors. It does not matter to these players if killer is viable to win other way they just want fast easy wins. He gives you unfair advantage that's why people play him. Spirit is probably one of most balanced killers but with her it takes bit more work to win so no-one plays her.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324637#Comment_3324637

    I do the same thing if I am stomping at 5 gens, I will slug people on death hook instead of killing them 1 or 2 times, and if the killer is really struggling I will usually try to throw them a semi free hook.

    I just had game where I was stomping survivors at 4 gens and 3 were on death hook. But then I started to "tunnel" jill because she was only one not hooked twice. I could went after others but decided to give them chance and I didn't want to yet finish someone off at 4 gens. But jill had otr, ds, adrealine and dh combo and all those second chances let them make comeback and finish all remaining gens.

    She got away while teammates came to take her hit while she was coming to exit. I did get what 3 hits on her while she was injured. I only chased her roughly a minute After game I got messages from survivors EZ. Im thinking finishing off now one survivor before giving mercy I would want to watch replay though how they did 4 gens in just bit over minute. Survivors response seems that they just want try hard killers who don't give an inch.

  • 20230125_192250.jpg 20230125_192426.jpg 20230125_192305.jpg 20230125_192336.jpg

    Because moments like this are beatiful and for trolling ofcourse. It's just meme at this point but to clarifyi this is not my usual playstyle only whem im lazy or survivors are toxic.

  • I haven't noticed that big difference. Maybe solos are bit more effient and now you can see if your teammate does something useful. I had teammate only blessing/cleansing totems and opening chests whole match... My killer matches has been recently even easier than before update. I had only one rough game in eyrie were solos did gens well but still got 2K. Well though I have only played Oni, spirit, wraith and bubba after update.

  • @[Deleted User] said:

    First the survivor need to be injured, the perk activate 3 seconds later and is only active for 20 seconds. Not to mention that the survivor get a little icon to show this perk is active so best to avoid vaulting pallets. What more do you want?

    Guess you'll complain about Spirit Fury next?

    Once killer got value agains't me with that perk clown hit me me while I was going upstair of eyrie main building and I dropped the pallet from one side and instead breaking it he went around and I had to vault it to not get downed but instead the pallet broke and he got me I didn't even realise he had that perk at the time but well played by him to get value from it.

  • Some killers are too strong like blight and nurse but most are fine if they don't hard tunnel at beginning of match which is usually gg in soloQ. Some games killers just dominate and everybody dies at 3-4 gens it's feel unbalanced but swf can fix all 5 gens in just minutes and killer only gets few hooks maybe one kill if lucky so that feels also unbalanced. Maybe this game should have some catch up mechanic if killer is stuggling he could get speed boost and gens could go slower. And if survivors are struggling gens could go faster. Better matchmaking would probably help too. Personally as killer I try to make some games balanced by playing fairly and pretend to be worser so survivors have chance to escape.

  • Mmr exist but it's not working well... Some games you face very sweaty survivor teams and take the L. Then matchmaking puts you agains't beginners and that match can be over before you notice as you most likely sweat yourself after rough games.

  • @MyelinXCVIII said:

    No. It's been discussed a lot and it's a terrible idea.

    It's good idea if done right after match you should be able to decide if you don't want to face same killer again for next match. However after that you would not be able to decide it. It would add more variety and you would not have to face 4 blights a row.

  • @sizzlingmario4 said:

    The problem isn't the timer, the problem is that a 3 second stun is often ineffective especially against S tier killers or those that have other ways to slow you down (eg. Clown throwing a bottle at the floor before picking up the survivor with DS).

    Imo, the stun should be 5 seconds, but decreased by 0.5 seconds for every gen completed (up to the first four gens completed where it'd be 3 seconds again, then after the 5th it's disabled anyway). So if you tunnel at 5 gens, you get the old 5 second stun, but eating a DS at 1 or 2 gens isn't as punishing.

    Odd thing that agains't me nurse waited 60s in front of locker to ds to expire...

  • @Jensen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323259#Comment_3323259

    In my opinion its not that important as it is for killer. I would call it pretty mutch the standart that the survivor wins the first chase. Its compareable with a doubledown of the killer at the start. a doubledown, brings a killer at least 3 maybe 4 downs and the survivors have done nothing on the gens.

    But thats a double down. The killer is in the same situation when Since 3 other guys were making gens you only have maximum 4, but more realisticly 3 gens left until you have your first hook.

    Remember that the survivor only have to do 5*90=450sec gen. If you fail the first chase, and hook on the 2nd, 2 Survivors did the whole time gens. And one did like 50% of the time a gen. So your first hook comes like at 90sec, that means 2.5 gens are done when you are at your first hook.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323027#Comment_3323027

    I agree with both. I dont say that i have a solution to the problem, just wanted to ask you guys how you think about the situation

    No it goes both ways quick down for killer and is usually win. Ofcourse sometimes survivors can make comeback but so can killer. Usually I only lose that kind of game by going for multiple hooks like trying to 2 hook everyone before killing. Usually I achieve that but still 2 or 3 survivors can escape as that still takes lot of time and is not optimal playstyle for killer.

  • @[Deleted User] said:

    Wut? Killers have a perk that explodes a gen for 10% and puts survivors in timeout for 25 seconds. That's just one killer perk. You can't possibly think one side has a monopoly on second chances. I refuse to believe someone genuinely thinks that.

    But killer has to kick gen and down survivor to activate that with hard work. Survivors get their second chances free...

  • @Blueberry said:

    The timer is fine as it is. All DS needed was deactivating in end game. They should move the stun back to 5 seconds, 3 seconds even against an m1 killer is a lot of the time useless. 90% of the time I get hit with a DS they go instantly back down before reaching anything and that’s on m1 killers.

    Go down close to a good pallet or tile and you should be fine.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323566#Comment_3323566

    Hahaha so I did.

    DS...eh. I still see it plenty, and I see it in comp. 80 seconds though...sure? Hell, could make it last until you perform a conspicuous action.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323560#Comment_3323560

    5s was a bit much to be honest.

    Well forever would be too long and bit too annoying to face as killer so im thinking 80s would be enough like otr. 5s was bit too much for normal m1 killers. But im fine it staying 3s if the timer is increased well maybe it could be 3,5s like otzdarva suggested some time ago. Myself I think it could disable killer power for few secs so it would do something agains't nurse.

  • @Bot_Salvo88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323048#Comment_3323048

    It is a lose lose situation. If you swing they dead hard. If you don't swing because you're waiting you eat a pallet.

    If a survivor sees that you're waiting and he has dead hard, he can drop the pallet and still have dead hard for later.

    Debends how far you are if he can react to lunges but mostly new dh is used on prediction as it does not have I-frames at least on console. It's hard perk to use exactly correctly now so it's fine the counterplay also is not super easy. Those who are very good with predictions are annoying to face though and on pc it seems to activate faster than on console.

  • @Little_Kitten said:

    1) I play for fun. I don't mind being killed by a killer who masters his character and against whom I have no chance, as long as he doesn't play like a #########

    But sorry, if I see a big Bubba (for ex) hardcore camping me, I move on to the next game. That's it.

    I only stay if I'm playing with my team, so they can make the maximum BP.

    By not doing my QTE, I penalize the other players? Honestly, I don't care. The same way I never resent a mate (who I don't know, when I play soloQ) who commits suicide because the killer plays like a ######### and hardcore tunnel/camp. It's just a game.

    2) Ban players who "commit suicide".

    Ok.

    How can you prove that it was an intentional action?

    You can't.

    "But yes, it had to be intentional, come on!"

    Okay, proof of that? Were you at their house? Behind their PC? Did you film them not pressing the "Space" key?

    Amen;

    You're ideal survivor to face as basement bubba.

  • @Little_Kitten said:

    Like I said on another thread :

    The current nurse, despite her range and recharge add-ons, can well be challenged if the survivors on the other side are competent and organised.

    The future nurse; the one of 6.5.0; will no longer have these addons, and can therefore be put in even more difficulty if the survivors are competent and organised.

    The nurse of 6.5.0 does not need to be nerfed 😉

    The survivors need to get better against her 🤗

    Yeah she still does her being stunned longer than other killers would be perfect solution. Other killers are punished from getting stunned why should not nurse be? Current stun just is way too short for her.

  • @EntitySpawn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361625/playing-killer-is-frustrating-because-survivors-are-gods-in-this-game

    Matchmaking has seemed very odd to me personally over the past few days since iv been playing again So maybe that's what you're experiencing?

    Because if its happening to everyone else as well you'll have people like me who youd class as mega sweaty, versing killers we just shouldn't be versing and am having easy games. Just a thought and my experience as survivor recently but that may just be me.

    Though survivor has always been easy and the stronger role imo

    I only face sweaty killers even I keep dying to them in soloQ. My killer games are lot more chill and I can go for 8 hooks before killing anyone. Only occasionally I have sweaty game.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322579#Comment_3322579

    No. Most of the time I played a 12 hook game and almost never tunneled. And camping as Nurse doesn't make much sense if the survivor is not close to gens being worked on and so boring that I almost never did it (endgame is an exception ofc)

    Well usually solid/good nurses I face don't facecamp but blink on gens or search close area and blink back to hook to get trade or prevent save completely. They have good intuition when save is about to happen so it's pretty miserable to play agains't. It would be totally fine for me if they would blink back to hook once save has happened but they even do that playstyle if it's only 3vs1 at 5-3 gens. They want fast wins I understand that but they could easily win with other way too.

    I've been once tunneled also prestige 70 god nurse she searched whole map to find me and I went to hide in basement that was weird and eventually she found me after that she slugged other 3 survivors in seconds. Maybe if I would hide better and other 3 survivors could done gens. I was not even obsession she probably got mad that I had dead hard only think I can imagine.

    Good that you're one good nurse at least who goes for chases. I face them rarely it's weird that usually the worser the nurse I face more likely they go for just chases. They don't even tunnel often. I don't know if it's wrong word to say those nurses good I face like well actually very good nurses like you go for chases or slug whole team in seconds. That is at least much more skillful.

  • @Marik1987 said:

    I am done with this. I dont care anymore. If u play at the daytime (right now), you have literally no chance of winning against these squads I get. They do 5 gens in under 5mins while Teabagging mid-chase and Bodyblocking. Always 2 guys at the gens, tunneling them asap, ignoring everything else. Prove Thyself, Commodious Toolbox, Boon Circle of Healing and the most broken sht I have even seen... new Deadhard.

    Its time to move on to Nurse every fckin game, cant wait for this Midchapter and her 7-Blinks.

    If I want to play something outside of Nurse, I should wait for the evening, when all the noobs come online.

    Deadhard BROKEN as fck, 3rd health-state for everyone. In these lobbies, they almost never miss the timing. Adrenaline at the end = Free Escape, because the others have already 99% the gate till this chased survivor is there. Dont forget the Free Escape off hook with 10sec Basekit-BT and Bodyblocks, Reassurance to coordinate perfectly. Its absolutely impossible for killers to do sht then.

    I can really understand why EVERYONE is tunneling hardcore and says, without Tunneling its absolutely impossible to win. I just need to watch "Comp.DBD" to see this one playstyle in every single game to get at least a 2K.

    Now, with Basekit Unbreakable incoming, this will become absolute garbage. One "Killer-Patch 6.1.0", while survivors gets a buffed Deadhard, a 10sec Basekit-BT, still sick gen-speeds with their OP-Toolboxes, hell no. This game - for killers - has become way more worse than it was before.

    "But Marik, the killrates have increased, so killers needs nerfs, not buffs". Yes, they increased because Noobs cannot handle Eruption etc., because they dont know when to "let the gen go". In my lobbies, you have that little things called Voice-Call: "Im going down, let go". Boom!

    Tunneling, Camping, Tunneling, Camping, NOED. Thats it nowadays. You did a splendid job BHVR, but unfortunately, BOTH Sides are pissed now. But hey, soon even Solo-Survivors, which granted killers better stats, will become more efficient with your Icon-System. While all that happens, most of the killers are totally useless against these squads I encounter. I have 2.200 hours in this game, why the hell do I get guys with 9.000 hours, 6.000 hours, playing like Comp.-Teams, tunneling Gens asap.

    Cant wait for that Basekit Unbreabakle. "But think about the new players and the casuels u would like to say?"

    I dont go against these survivors, so why should I care?

    Hex-Builds are garbage, because the totems are in front of a roof, so everybody can see them. Oh dont forget that awesome Totem in Shack everyone literally spawns at it.

    You wonder why killers bring 3 Gen-Regression-Perks every single match. I will lift the secret: "BECAUSE THEY HAVE TO!" We dont have anything left besides Pain Resonance and the Call of Brine/Eruption-Combo. Nothing. Playing without Gen-Regression? Sure, I can do that, but I know the outcome by default.

    @Survivors: Dont blame the killer for tunneling every game. This game is created to do it. Tunnel one out before the 4th gen is done. Tunnel the 2nd out before the exit gates are opened. Use the Altruism survivors love to do to grab someone off the hook and go for the last person. Thats the way. Mixing hooks? Dont tunnel? Yea, if u play against noobs who fail skillchecks, yes. Besides that, mixe them if u want to lose.

    Hell, give us a fckin break, please!!!

    That what happens when you sweat every game. Mmr thinks you are very good killer and puts you agains't best survivors in swf. Good thing that you are losing your mmr will drop and you face opponents who are on your level. Actually best thing you can do is to win without hard camping/tunneling because otherwise you continue to face survivors who know how to counter that and it stops working. Ofcourse if there is good opportunity to take someone out, slug survivors or camp hook state you should take that if your aim is to win.

    Personally I have stopped sweating as killer because I want to have fun and not it to be stressful job so I have changed my goal. It used to be 3K every game but now I go for 1-2K and try 9-10 hooks and 30K+ bp. That has lowered my mmr and I face sweaty teams lot more rarely. I had to take few 4K and 3K:s while survivors were throwing some games too badly. Killer has become almost too easy for me hopefully it stays that way as I mostly play soloQ and right now sometimes I lose 10 games a row and it's just miserable almost every killer is tunneling and camping. Today survivor has stressed me as badly as killer or even worse because at least I know when I lose one match as killer I will win next match. As solo survivor I have to suffer sometimes many matches before that happens. I do wish they just add 2vs8 mode that would be lot less stressful and fun.

  • @FMG15 said:

    I've decided in October to play my current main (Nurse) exclusively barebone to improve my game sense and overall skill on Nurse and I've gootten some interesting results. However I will play her with perks again in the near future. There are multiple reasons for that:

    1. I've been "losing" a lot of games recently. And in most matches it's not because I performed poorly. On some of these matches I performed amazing. Sometimes up to 5 hooks before the first gen popped. Yet I still got at least 3-outet. If survivors are simply gen jockeys they will get the gens done at an insane speed unless you run atleast 1 slowdown perk as well.
    2. Playing the Nurse without a loadout in almost every game can feel very frustrating and punishing. Doing it occasionally maybe as a warmup game is probably better.
    3. I think I've reached what I've wanted to acieve by playing her barebone. My game sense improved dramatically and my muscle memory has gotten pretty consistent.

    But even though I will play her with perks again I will probably not just go full ham and play the strongest stuff possible. But atleast one slowdown feels kinda necessary. I also want an information perk like BBQ so I don't have to waste time to find the next survivor. My build will probably be: BBQ, Pain Res/Pop, Agitation (to counter body blocking) and a 4th perk. What else is there to say? Well, if you think you need to improve with a killer like Nurse try playing her barebone for a little while. Not as long as I did but maybe a week?

    How you play most good nurses I see usually hard tunnel and camp because they want quick wins did you use these tactics at all. Weaker killers has to rely them but still most often killers I see camping/tunneling are nurses and blight even if they're very good prestige 40+.

  • I don't think 10 hour can do that if 10000 hour survivor plays seriously but 100 hour killer already could that is enough experience to bit understand the game but definetely not enough to beat 10K survivor consistently. We are just talking about one survivor team of 10K survivors is going to destroy almost any killer as at that level they should. I would be worried if 10K survivors would lose to 1K hour killer consistently. However 10K killer should be able to beat any squad too and stomp any below 2K hour survivors.

  • 5 days on killer. I reached iri 4 in 3 days so I had bit of bad luck some games not to reach it even faster. This happened during last anniversary. Survivor I reached iri 1 in 9 days.

  • I would give killer basekit corrupt invertion and for survivor basekit ds with automatic skill check.

    From killer perspective I would remove dh but I like it too much as survivor... I don't think eruption need to be removed just reworked maybe causing 25% lose of proggress from gen.

  • They're not the same current dh is more like pain res you can somewhat counter it. Eruption is worser there is no counter play for solos it's more like old dh or even worse.

  • @thrawn3054 said:

    Console has alot less buttons to work with. That said I agree that at least some on the unused buttons should be usable.

    Yeah if I at least could repair gens and heal from different buttons that would be already huge help.

  • @Seraphor said:

    Unless you spend all your time facecamping... why should you feel guilty?

    Exactly facecamping every match is bit questinoable. Like I feel bit quilty if I start facecamping at 5 gens but I don't do that often so it's fine to do it sometimes. However camping once gens are done should not even count like why should not killer try to secure kill.

  • No bubba is one of the most fun if not most fun killer to face. If I play survivor and face him my reaction is "yes it's bubba." Sometimes they just facecamp and hit u on hook but that is kinda funny too. He is also one of my mains as killer im quilty of facecamping with him because the meme but usually I chase with him.

  • I think BHVR has actually done good job with hackers now. There was lot of them last fall but I haven't seen any in months.

  • @[Deleted User] said:

    Hard to say without a VOD to review. But the common thing in those games is you, not the survivors. If you're hard tunneling, you're leaving 3 survivors to do gens uninterrupted. It's not a good strategy against coordinated players unless you really know what you're doing.

    Yeah those games are the fastest as there is always risk that it backfires even if you get one survivor out quickly. If it takes 3 minutes that's about 4 gens done and they have started to work with 5th one. Even if you get fast down with bubba in less than 20s in match and get him basement and camp till he is death at least 3 gens get done and they start working on last gen as well. However if you change playstyle and start to defend gens it's still possible to comeback as 3vs1 is pretty easy to snowball.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319791#Comment_3319791

    You can honestly only Depip with a 4K when you are killing all 4 Survivors with a Tombstone as Myers. Other than that, I have never seen a 4K with a Depip.

    On the other hand, as Survivor, you basically have to escape to have a chance for a Pip at Iri Grade and often enough, not escaping means that you Depip.

    Furthermore, Pipping will be easier as Killer with the upcoming Patch. This includes safety pipping, you will only need a 1K to Safety pip.

    I have depip woth other killers too with cannibal I chased one guy whole game downed him with noed and the 2 survivors completed the last gen close to me so went to down them. Then got last one soon after. I hooked 3 of them and one bleeded out as I never found him. Result was entity displeased and lose of pip.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361288/depips-shouldnt-be-a-thing

    While I will agree that the requirements for safety pipping could stand to be adjusted, my suggestion would be using bronze safety pip values for bronze/silver and silver safety pip values for gold/iridescent, and adding a minimum saftey pip for when a DC occurs.

    Persnally I dont think getting rid of depips altogether is the right idea. Currently the only punishment there is for the person who gets hooked first and suicides on hook is the depip.

    Lets say you are in a killer match, I can often tell a few minutes in roughly how its going to go. Now if you know your going to lose (0k less than 4 hooks) and not pip or depip because the survivors are much better than you, what is the incentive to continue trying in the match? Sure there is BP but that is gonna be minimal anyways, If you are trying to pip up your best option is to get out of the match as fast as possible by not interacting with the survivors so they finish gens and you can get to the next game faster.

    The same logic applies on the survivor side as well. All that removing the depip would do is increase AFKs and hook suicides by people trying to pip up especially as you get closer to rank reset.

    Well safety pip should be at least made lot easier you can depip as killer while you get 4K and still depip even if you escape as survivor...

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318602#Comment_3318602

    So if you have three people near the open exit gates and one dude across the map hooked, you always just leave right?

    You never go back for that person for the 4 man out?

    That is not at least most boring thing in the game is it? Sometimes it can be most fun part of match. It can all play to killer's hand if survivors mess up the save. Smart thing for survivors would be just leave if the survivor is hooked other side of the map. I would compare it to hatch race rather killer trying to get that last kill but it's not quaranteed just like that 4 escape is not.

  • Probably most recent when I knew survivors were completing gen and I travelled there ready to strike them with chainsaw as bubba and got them down while they did get the gen done that move won me the match.

  • @OrangeBear said:

    Playing bubba and the survivor drops the pallet on the wrong side, so i chainsaw the survivor and then immediately break the pallet. Instant down + pallet break, so satisfying.

    Yeah happened me too kinda but the survivor actually vaulted to me...

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317716#Comment_3317716

    Sorry but nobody wants to play most of the M1 killers at high MMR as they are just ineffective. Either we need to completely gut SWF Nurse AND blight or buff old killers that are pathetic. Making all the non movement speed killers have 120% speed would go a long way to making them interesting.

    Considering Horvath wanted to make Billy into a 110% killer I can't believe that Blight is full speed. Furthermore it's just insane he has pallet break built into his power. Remove either one of those and he would be a lot more fair compared to the other ~28 killers on the roster.

    I think buffing them right away to 120% is too much they should try first 116 or 117% that would already allow many hits which you would not get otherwise. Something to travel around map would be good too. Many of those old m1 killer need other buff as well myers T3 should be more threarening and he should nevee run out of stalk. Only killer which I think should start as 120% is Oni because survivors just pre drop every pallet and when you finally get your power 3 gens are done.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318009#Comment_3318009

    Yeah, I see this fallacious argument a lot.

    You need to count the 2 minutes from the time of the hook, not start of match. I can easily lose gens BEFORE I ever touch that hook with Bubba. If say, 3 gens pop because it was a 90 second chase, then they only have to do 2 gens in those 2 minutes.

    Well you need good first chase that's all. Wasn't average first chase like 40s so let's assume you perform at least that so usually only one gen pops when survivors work it together. Then it's 120s for them to do 4 gens. Usually at least one comes to check if bubba is camping so that is less times on gens. Once that camped survivor dies it's usually 1 gen left which is soon to be done but that should be enough to get someone down and hooked. 3vs1 is lot easier to turn to your advantage so once you have one survivor on hook and last gen pops then and you can go find another and down with noed which usually catch them bit off quard as they expect you to camp. Then it's just finding the last one who usually just leaves at that point.

  • @WesCravenFan said:

    Because Bubba camping is game throwing. Your team has to massively screw up for him to get a 4K, even with Deadlock.

    You know why people REALLY hate Bubba camping? Because SWFs are obsessed with the four man escape. Absolutely obsessed. They froth at the mouth if they can't save their last man. Drives them insane.

    When my friends and I play, we are happy for one of us to throw ourselves on the grenade for the 3 man escape.

    But the hardcore SWFs will REEEEEEEEE about "counterplay".

    Rarely survivors finish all 5 gens in 2 minutes. Deadlock should prerry much quarantee 2K maybe even 3-4K if you use noed as well.

  • @steamed_hamzzz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317777#Comment_3317777

    Fair enough it may be hard to balance, but they could at least try. Maybe something like

    “While in close proximity to a hooked survivor, after downing one person, any subsequent survivor hit by the same chainsaw sweep will be put into the deep wound state”

    this would still allow trades like other killers and make some rescue’s possible

    Well that is reasanoble idea but what would be the range of this effect?

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317893#Comment_3317893

    It works more than ranks did.

    And...50 hours actually makes weird sense - that's when you're right out of 'new player protection' MMR and probably your most volatile - a few 4ks and the system might think you're a smurf.

    And will usually only face bad killers, once their MMR settles.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317873#Comment_3317873

    1 - And, once their MMR settles, will probably play against bad killers.

    3 - Ah. That's fair, but just be warned about how it might come over.

    6 - Bamboozle is a nice perk...but incredibly circumstantial. I can think of maybe 2 maps I'd get regular use out of it. STBFL - I think even solos are starting to figure out how to counter it, and it's very mediocre on M1 killers. To really get it to work, you ideally want a hybrid. Lethal is great, but I find that any info beyond NTH becomes redundant, and FOR's duration is already long enough not to need Lethal. Regardless, that's a handful of options.

    9 - Agreed, but aside from letting them see perks in lobby, I have no idea how.

    10 - I see it as part of the fun. A rival adds a certain chef's kiss to a game.

    12 - Sure. But A. Avoiding AFK crows is still essentially an exploit and B. I'm not talking about that scenario. I'm talking about people dodging AFK crows while stalling the game out.

    13 - Shrug. It is what it is. And you cannot deny that killer perks and survivor perks at the very least *have been* approached differently from a balance perspective since release.

    15 - Generally...it gets the killer one more hook. Maybe two or three if they camp and survivors play the 'slowly work our way towards the gate' game. I'm not saying do it against an IT3 Myers or a Bubba.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317864#Comment_3317864

    1. Shrug. It's not their fault - but it's not exactly the killer's fault either.
    2. Oh, I expect them to be annoyed. But...I guess what I'm saying is that toxicity is a big circle, and that it generally comes from having folks be toxic to you.
    3. -
    4. Keep in mind I'm speaking mostly from my own experiences here. I never tunnel unless I have to - and I still routinely get cussed out for tunneling.
    5. For some reason, I think a lot expect a free unhook. I have zero idea why else they do it.
    6. Here's the thing about that. It's point 1 again. It's the same reason I don't run Eruption; it may turn games I'm winning into a stomp, but it's not going to do much against that organized team which will give me hassles.
    7. It's a great perk - until it isn't.
    8. Unfortunately, 'obnoxious' generally means 'strongest'. In cases like Knockout then...yeah. That perk is horrible to face in solo and crap otherwise.
    9. -
    10. It's tricky. If you're tunneling on Nurse or Blight then yeah, that's a bit excessive. Especially if you're obviously having no trouble downing folks. But then you get that game where you're Trapper on Eyrie.
    11. -
    12. In my last 250 games, and ton of stream games I've watched, I've seen one person staking out a 3gen from the start and I don't think I've ever seen it in the wild. But yeah, that's basically griefing.
    13. Good...bad...this isn't really something that you're going to change.
    14. -
    15. I see quite a few who'll ease up if they're stomping, and I see more who'll let the last survivor go or duo get gate.

    Just remember, it's not so much about trying to counter every team you face. It's more about setting yourself up not to get spanked by the crazy SWF who might be the lobby you're looking at.

    I would not give killer free hook the risk it too big that it backfires. Once I did give to huntress free hook while looping her 4 gens all teammates went down while trying to get save while she facecamped. Only if killer start to farm I would give hooks.

  • @Phasmamain said:

    I’d leave Judith’s tombstone but just make harder to activate. Tombstone piece on the other hand needs to be removed.

    His other add-ons need changes too. His duration add-ons are out of whack (Hair bow is by far the best)

    Judoth tombstone is already hard enough you have to stalk survivors very long to activate it and you're slower too with it. But change what it needs is that michael can mori you from locker. Tombstone piece is fine to be countered by lockers.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317096#Comment_3317096

    Flip side is BHVR seems completely incapable of giving some Killers even vaguely desirable addons otherwise, and then you get bloodwebs full of complete junk. Spirit's actually the perfect example of this--take away MDR, and you have a few decent purple ones (and DCB can't really go due to what it does), green being nearly a complete waste of time, and yellow having some that give a few nice numbers but are completely forgettable.

    And Nurse doesn't inspire confidence that they'd just try to fix problematic ones.

    It's a roll of the dice whether you'd get Pyramid Head's dearth of anything at all noteworthy aside from range or a pass that leaves you with some completely bizarre effects that aren't even desirable.

    "Balance but everyone's iris are now as sucky as Pyramid Head's" is a horrible monkey's paw.

    Pyramid head should definetely get some new add ons. Well im not sure what he excactly should get but something at least which are worth to use and his iri ones are just joke. Oni should get add on pass as well. He should have iri add on to start with his power.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315851#Comment_3315851

    Doctor would be "fine" with 120% movement speed along with all the other non teleporting/movement speed killers.

    Blight and Nurse need to have their obviously broken addons removed to do other things. Most people know the addons that need to go.

    Killers like Nemesis that have almost no viable addons need to have an rework. And even that would be easy.

    https://us.v-cdn.net/6030815/uploads/M65K8HGG29C5/image.png

    Remove the 60 second duration so that if you are contaminated then you are oblivious.

    https://us.v-cdn.net/6030815/uploads/W432S4QPY9F5/image.png

    Change the hindered effect so that if you are contaminated then you are -2% movement speed.

    https://us.v-cdn.net/6030815/uploads/BKII4ANLP11I/image.png

    Change this addon to either : injure survivors who open a vaccine case/deep wound an injured survivor who opens a case OR -1 supply case in the trial.

    https://us.v-cdn.net/6030815/uploads/DCDXFM8EJPUW/image.png

    Change this addon to -2 supply cases from the trial

    https://us.v-cdn.net/6030815/uploads/UD2OA0LKSEUQ/image.png

    Change this addon to : -3 supply cases from the trial.

    https://us.v-cdn.net/6030815/uploads/PHSTVDTIG5VE/image.png

    Change this addon to: Increase Zombie Movement speed by +1.5m for the remainder of the trial whenever a generator is completed. Increase Survivor Zombie detection range of zombies by +2 meters whenever a generator is completed for the rest of the trial.

    https://us.v-cdn.net/6030815/uploads/E4C4QOHVAYOH/image.png

    Change this to read: A zombie within 6m of a survivor reveals the survivor's aura. When a survivor leaves the zombie's radius their aura is revealed for 3 seconds.

    https://us.v-cdn.net/6030815/uploads/JRUVV8SJBKX7/image.png

    Double the effectiveness of this addon on a map larger than 9000m². Double it again (4x) on a map larger than 10000m². In other words : +8m detection on large maps.

    https://us.v-cdn.net/6030815/uploads/YX0FU87HM0UJ/image.png

    Double the effectiveness of this addon on a map larger than 9000m². Double it again (4x) on a map larger than 10000m². In other words : +16m detection on large maps.

    https://us.v-cdn.net/6030815/uploads/41OMJCQTAL5S/image.png

    Change this addon to cause the broken effect for 60 seconds on injury. If a survivor is not injured then the broken status is applied the next time they become injured.

    115% speed is fine some killers just need something to go around map faster maybe giving m1 killer 150% speed boost after hooking someone. If you struggle in chase to get hit bloodlust kicks in to help as well. First they should immediatelly make that huge buff but start with something slower like making killers 116 or 117% and see how that works. Blight should be nerfed to 110% though he does not need to be as fast as sadako who has no antiloop whereas blight can make looping nearly imposible.

  • @Sometimes_Sage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312317#Comment_3312317

    Like I wrote in my second paragraph and then reitererated multiple times towards the end, it's about the fact that one side is reduced to efficieny over game feel, not about which side is numerically stronger.

    Also, waiting out the immunity on someone who is blocking you isn't countering them, it is doing exactly what they aim to force you to do.

    No they are aiming you to hit them immediatelly unless they have otr if you wait out that 10s they're easy to tunnel. And you seem still pretty new to the game so let me tell before it was actually very hard for killer to get trade while camping hook before 6.1 patch if you hit survivor going for unhook they could just dh or the unhooked could take protection hit with bt now that is very rarely possible.

  • @TigerSnake said:

    Like the other guy said, Decisive Strike was originally 3 seconds, increased to 5 cause of Enduring, but never was reduced back to 3 despite them saying they’d change it. Perk works just fine at 3 seconds, so let’s leave it that way. 5 seconds was obnoxiously long.

    It was rather too short caude it still didn't stop tunneling.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316781#Comment_3316781

    60% killrates means 6 out of 10 survivors are killed = 60/100. 100 survs shows up in 25 matches, so its 60 kills across 25 matches. 60/25 = exactly 2.4 kills per match. it mens that avarage killer kills 2 survivors in 3 matches and 3 survivors in 2 matches in circle of 5 matches. If we concider killer wins with 3+ kills, then killer win in 2/5 = 40% matches. Then 60% killrates means every survivor die 60% of the time, so escape occurs in exactly 40% cases. So 40% matches survs win and 40% matches killers win... But it is not etirely true. As survs are not a cooperative team, but competetive sole escapers, this means that some of them win in 100%, some only in 40%, and some never. Remember avarage killer kills 3 survs in 2 matches which means 1 of them escape and thus - won the game. Killer win or los is never strictly tied to survivor win/los, unless survs plays as a swf team, but even then its not as simple, some survs do not concider killer win if any surv escape for example.

    I think the kill rate was shown to be 61% so my math should be right. Sometimes I get 1K one game and then 2× 3K:s a row so I won 2 out of 3 matches and still performed below average kill rate. Dc:s are also exluded from stats so kill rates are most likely even better if those matches would count. Those survivors who say 3K is not win for killer are probably salty that you beat them they would probably made excuses why you're 4K was not win too because you didn't play the way they liked.

  • Sometimes when I farm with survivors they refuce to leave and instead show hook me there. Maybe once I have been given mercy kill playing normally when I was demogorgon and someone name was morime-demopuppy.

    When I give survivor hatch it's not only about showing good etiquette but because that makes me feel good. But if the survivor is teabagging and being unsportmanlike ofcourse then no hatch.

  • Maybe making survivor repairing speed to go down to 50% for 25s. That way the survivor can still keep playing instead not being able to do almost nothing. The regression could be increased to 15% to compensate for the nerf so it would be still very strong perk.

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