Deathstroke
Deathstroke
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I agree moris should stay I always let last survivor go so I will never mori anyone anymore then.
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@Config said:
What if someone is on a pallet, what should u do? Let someone get the save? Chase them so they can do it again? And remember the guy on the pallet will already be up if u are not playing blight, nurse or a fast chase killer, which is going lead to even more nurses blight and so on. And what if they have sould guard, they can get endurance and take a hit for the guy being chased? This is absurdly problematic, and if u are playing any killer that benefits from slow balling now they are pretty much dead. Twins, oni etc. And if u want to make a comeback on a team, forget it, now u can't. This is the super bs. Hopping it doesn't make to live game on this state. Just allow the killer to have a yellow memento Mori and that's it.
Good because now they have to buff these killers Oni is too weak and shoukd start with his power. They probably will still increase the timer but im fine with it if Oni getw buffed.
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That happens after 45s being on ground you should picked up him before that. I think it's healthy change and prevents slugging for 4K but tunneling qnd camping still needs to nerfed first and then buffs for weaker killers (below S tier.)
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Wesker, wesker, wesker, wesker, wesker and wesker. Hope he gets nerfed to be less popular.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3199226#Comment_3199226
It is a bad argument. We shouldn't ignore unhealthy stuff in the game just because it's attached to a weaker killer. Myers needs basekit adjustments and an addon overhaul. He should get those things regardless if Blight's addons have been touched. DBD is constantly being updated so it doesn't really matter if 1 thing gets adjusted before the other.
Moris got changed before keys did. Both were unhealthy and they both got changed
Myers add ons are fine he has to work for them and survivors can easily counter them by going to locker. Nurse, blight and sprit who are 100 times stronger than myers has most broken add ons in game so if anything should be done those three add ons should be nerfed.
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@Xord said:
I'll add that while tunneling is an "efficient" way to get 4 kills (and by efficient I mean a baby killer can easily get 4 kills by tunneling 4 experienced survivors), it is often compared to "survivors playing in an efficient way".
The main problem is that the killer's objective is to kill survivors, but the survivor's objectives aren't to kill the killer.
The point of balancing should be that both sides have fair chances to win, and fair chances to actually play the game. If you're being tunneled, you don't get to play the game really. In order for the game to stay healthy, tunneling need to be a sub optimal way to play. When killer queues will take 30 minutes and eventually no one will want to play the game, tunnelers will have all the opportunity to defend tunneling as a viable strategy, as the servers will be offline anyways and no one will care anymore.
I think your suggestions are too much based on bloodpoints, but I think many players would rather get 4 kills than lots of bloodpoints.
Personally, I would suggest those changes:
- Since Kindred has been confirmed not to be given baseline ever to survivors, they should add icons next to survivors. (I think behavior mentionned that a while ago but I'm not sure if it's officially being worked on). icons should show if survivors are being chased, working on generators, being close to a hooked survivor, healing, or being healed. They shouldn't know the position of other survivors, but they should have a good idea of what's going on.
- Remove unhook grabs, and reduce the huge delay that happens after an unhook, when both survivors can't move for a few seconds. I feel like unhook speed is a useless mechanic exactly because it doesn't reduce that anyway.
- Camping: Give survivors a generator repair speed bonus after X seconds of the killer staying close to the save. That speed should increase with time, and decrease with distance. The maximum value should be high enough to represent a major threat, and the distance shouldn't be too high. Ideally, this should be cancelled if the killer is in a chase. (to avoid survivors looping near the hoog and abusing reassurance)
- Tunneling: Give survivors a generator repair speed when a survivor is killed, based on their hook stage. Not sure about the values, but if a survivor is deleted while all others have never been hooked, the repair speed should be heavily increased (50 or even 100%)
- Decisive strike should be baseline, and/or the perk should be a major threat. Again, lots of possibilities here. Maybe a 3 second baseline and 6 with the perk. Maybe a 2 seconds baseline? Maybe nothing baseline but 6/7 seconds with the perk? Overall, a killer committing to tunnel should be punished.
Overall, let's make tunneling never a viable option.
IF you're gonna say that those changes would make killers too difficult, then fine, let's work from there and buff killers if needed. I'm all for killer being more viable, I loved last patch in that regard. But it shouldn't mean that survivors have a terrible time playing.
I had competive blight tunneling my teammate in less than 2 minutes in game at 5 gens. We tried help but he ignored us gave him free downs and tunneled wiggled out but he still went after him. After that he hard tunneled me out. There were 3 cakes in the game so it really sucked he has to play most scummy way possible. He wanted easy win at 5 gens I get it but he could done it more fair way when there were so many cakes. Well maybe there should be game mode survivors killing killer so we could get revenge.
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@ReviloDBD said:
Hello,
Just wanted to make a quick post about this topic because I have seen a lot of different threads right now about Killer's Kill Rate being "high" at 61% with the new stats released, and Survivors complaining a lot that the last patch has benefited Killers too much etc.
I would like to preface my message by stating that I do consider myself a Killer Main (it is what I am better at) but I play Survivor and Killer about 50/50, especially nowadays with the new BP incentives program.
I am also a Killer that does not enjoy Camping or Tunneling, and usually go out of my way to avoid doing these things in a match whenever possible, often to my own demise. Part of the reason is because I do play Survivor enough to know how annoying and unfair camping and tunneling can feel like, and also because I simply don't consider it to be a fun playstyle.
I have over 1k Hours on Killer, and I don't consider myself to be "PRO" but I know that I am well above average at least in my general skill level.
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The honest truth is that even now after all the changes that are supposed to benefit "Killers", facing higher MMR Survivors is still completely impossible for a Killer.
Perhaps the Solo Q deaths have increased (unfortunately) with the new updates, but the Survivors that actually know how to play well together, SWF or even Solo, still dominate the match every single game.
At my current (Fairly high MMR, but definitely not the top) I usually average only around 1K, sometimes 2K if I am lucky on most of my Killers.
I've gotten pretty good on Wesker, I normally get downs with him fairly quickly and he's become one of my favorite Killers to play... yet I just played a match earlier today where 1 Survivor managed to run me for 4 gens straight. I did everything that I possibly could to down them but they had really amazing map knowledge and enough pallets and good window vaults to keep me from succeeding for 4 Full Gens..
There are Killers that are MUCH worse than Wesker at getting a down for sure, and yet there are Survivors good enough to run even Wesker for 4 gens with a decent player behind the wheels.. so yeah, these sort of things, along with people bullying with bodybockling, hook bockling, head on, flashlights, and other mechanics seem to happen all the time..
So I guess the point of my post is just to inform you guys that Against GOOD Survivors, Killers are still very weak. This hasn't changed.
I don't mind, it's just an observation and clarification, I don't think a lot of the people who complain about Killers actually know what it feels like to face against High MMR Survivors as Killer... if they really knew, I bet they wouldn't be complaining nearly as much as they are doing now.
PS. (Yes, I will admit, that against other Survivors, Killer does feel a bit TOO easy to play sometime, this is true, but its all dependant on the Survivor's skill level, because the good ones will make you feel 100% useless every time)
Don't expect to beat good survivors when they are more skilled than you. You just have to contimue play and improve as decent killer is not enough agains't them unless they make mistakes. I know it's annoying to lose good team but it's not really fair to expect to win. I hate these teams too but the game can't be balanced around average or decent killer beating them as then average killer would destroy everyone else easily which happens quite often even now in soloQ. There are maybe few buffs which would help killers just agains't them for example Oni starting with his power would not affect anyone else much but good teams don't give you that first hit so it would make Oni viable agains't them.
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@Splinterverse said:
If they are, they shouldn't be. No one should be required to install another application and be social to be able to play an enjoyable version of this game. Also, 4-person SWFs are far less common than solo or solo + partial SWF combinations, so balancing around them is not advisable.
Yeah I mostly play duo it's better than solo but it's not huge difference. If my friend is chased and im on hook sometimes other teammates leave me to die on it... when I just played 3 man swf we had default dwight healing with self care in furthest corner of the map.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3198837#Comment_3198837
"Some."
There will always be people who complain about things that provide their opponent any form of advantage.
Well to please them we would have to remove every survivor perk and items. Probably that's not enough for them still as nothing is.
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Now you know how it works on console always but it does not even activate...
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Pip for killer is win so while I only get 1 kill but get ruthless killer I see this as win. Any game when I earn over 30K bp is win too as killer or survivor. But usually I consider escape only as win for survivor.
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@Sally_S_gay_son said:
Yes I know starstruck, op addons, techs and bugs abusing, slugging, sweaty players who play like their lives depend on it for that 4k, solo queue against these in general etc etc but
I died to a knockout nurse (legit was hitting me on hook for no reason, I did escape some chases and juiced her but it really was not that serious) and hardcore tunneling blight just this morning, but if you have a team of equal skill against one of these killers, these are usually the best, closest, and dare I say balanced matches DBD can offer
If you just think about it for a second, a solo queue team can fall apart against pinhead since everyone is either going for a box at the same time or not going at all, camping bubba (I love Bubba and playing against him but his camping is just dumb at this point in 2022), pig who tunnels you with a trap on making sure you die, legion with stacked slowdowns and thana, and bunch of bs rng stuff that we love and hate DBD for.
When it comes to our 2 most powerful killers however, they can sure tunnel and make the game as miserable as possible, but their power and chases in general are actually about skill and mind gaming each other.
No one is saying that you have to be a comp level survivor to loop them for 5 gens, but having 4 good survivors even in solo who know how to waste these killers time, being unpredictable with Nurse and forcing Blight to chase you as m1 killer by taking him to loops where his power cannot be used properly or avoiding his rushes in general is actually most fun I have in dbd personally,
My least favourite killers to go against are idiotic stuff like Artist and Nemesis who mostly can force you in a lose lose situation where you can either eat the bird/whip or m1 just because you got unlucky and they've found you at a ######### loop or being in the open with Trickster and just getting those knives spammed in your a**, or weak killers like Clown where you just have to pre-drop everything and run.
When I manage to juice these 2 however I feel like my skill as a survivor actually mattered because I read them properly or if they managed to down me with a successful blink or rush I feel like they simply outplayed me (even when carried by strongers add ons because being good at survivor is also about knowing killer addons and what to do and expect), I never really feel frustration aside from questionable ping/vpning killers but that's not really game's fault
(I wanted to add Huntress to this list but I also feel like Huntress being much weaker than them is not that complained about)
Blight is usually fun. Nurse is different to face for sure but not fun if she is good. But these killers are worst to face if they use tunneling, camping and slugging tactics. Nurse slugging everyone and bleeeing out in 5 gens is not exactly fun. Hard tunneling blight is probably one of the most miserable thing existing in the game. Just had one when there where 3 cakes in the game and he just hard tunneled my teammate out at 5 gens even he was given free downs. And then tunneled me out I say that was one of my worst experience in dbd ever never seen as huge and effient tunneler at same time. I can only hope he quits dbd because no-one should have to play agains't him.
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I hope not maybe there is just balance right now and they soon come back.
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@GoodBoyKaru said:
No I don't think so. I'd say it's easy, but that 6.2.0 helped it a bit. The month and a half between 6.1.0 and 6.2.0 was when it was easier than ever.
Plus to tunnelers, OTR isn't even that big of a threat, because they just instantly smack the survivor post-unhook and OTR and DH have both been disabled.
Tunnelers usually leave hook though so you can run away before they can hit otr away unless they're facecamping as well. But old ds was definetely better. Last game I had this nurse tunneling me I didn't have otr though but she left hook and returned once I was unhooked I got healed and she went after me but my teammates helped her to have easy tunnel they cleansed haunted ground and undying for her so I was always chased being one shot anyway. Both times she managed to down me just before the timer ended. Otr would saved me.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3195796#Comment_3195796
You're a spicy one.
Of course your whole argument falls apart in the face of the fact your "easy to pick up and oppressive" killer has the lowest kill rates in the game, and has for some time.
If she's so easy to play why do you suppose that's the case? And if your suggesting her bugfixes justify another nerf I honestly don't know what to say. Should they put the bugs back?
Nurse had lowest kill rates before she got bug fixed and made easier to use and ofcourse that does not affect her kill rates at all? I've seen unofficial date her being top3 in kill rates now. I believe that my soloQ teammates die to her in less than minute usually. This was last time facing her I went helping my two downed teammates but then the 3rd went also down there and nurse saw where I was.
Im bad nurse but still succeed doing something like that but well at least I hooked them. The other match she just bleeded us out expect hooking that nea right at the end.
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Don't take the game too seriously then you can have more fun. If you aim for 4K every game and succeed that rises your mmr. Both tunneling and camping does that as well and can put inexperienced killers agains't good survivors. If you want to play for fun go for hooks rather than kills if you lose some games your mmr will go lower and eventually you get survivors you can beat without sweating.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3196634#Comment_3196634
The majority of players are solo queue though. They can't really be efficient and they're not going to be even remotely considering how BHVR stated they dont have anything planned for solo survivor FOR THE NEXT YEAR.
Solo can be effient but even that is not usually enough to win 3 gen situation. The match last 1 hour and then killer finally gets someone.
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@C3Tooth said:
It was powerful in PTB because of 80sec Endurance, activate twice, stack, not disable by Conspicuous Actions...After PTB, it disable in End game, disable by Conspicuous Actions, Endurance not stack.
The only reason you have to bring OTR was because DS is death and not everyone bring BT since the basekit 5sec BT was nothing. Now the basekit BT buffed to 10sec which is quite enough. OTR has no place anymore.
The old 2nd chance set gave you 3 chances: BT, then DH, then DS.
The new 2nd chance set give you 2 chances: basekit BT, then DH.
Otr is better for most than dh at least if you don't have super pc.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3195363#Comment_3195363
It doesn’t take a 4 man swf to win despite what people claim on this board. It takes competent players. So yes it is a skill issue. A survivor skill issue.
It takes competent killer to beat competed survivor. If you lose to 4 man swf with nurse or blight you simply got outplayed. Just any competed killer should be able to beat solos or duos most of the time.
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@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/3194909#Comment_3194909
That doesn’t change the fact that most killers in the game are mediocre. I used to be an exclusive Freddy man until earlier this year. Once I came the realization that he is just an M1 killer with no power because of the alarm clock change, I decided to stop playing him. Many killers are the same in this regard. Weak to okayish power that can’t keep up with good 2-4 man swfs.
If you can't keep up with 2 man swf then it's skill issue. They're just little better than solos they help teammates instead leaving them to die on hook.
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Well your right that Oni is weakest killer but that is only if you don't give him hit. Good survivors are nightmare to face with him playing safely and using strongest loops and delaying your first hit very long. He could definetely use buffs.
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@supersonic853 said:
Id just bump the range to 10 meters,maybe mess with the time to like 40 seconds. But thats it.
Good buff suggestion and would make it actually useful.
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I think high ping killer or survivor should not be able to play matches. Unless devs make solution to punish them. Hit validation should exist in some form at least that you can't hit 100 miles away.
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@Shaped said:
I used 4 perks and add ons yesterday as pig and gf and got obliterated by assumingly 4man sending me on surv favored maps.
Taking hits for each other and all that.
Let me guess, I need to get gud because killer is easy all the time. I should be able to down quickly with m1 stealth killers on big open maps and get 12 hooks in no time.
But when you lose as surv it is cuz teammates suck or killa op.
Both sides can be rough depending on different things. Something many people will disagree with me on but I couldn't care less. You can all wage wars against each other for eternity until either of you get to the point when your preferred side gets to dominate all the time.
Pig is still weak even after buffs and good teams can make decent B tier killers look bad as well even A tiers. Good teams make oni D tier as they don't give you hit and play safely and abuse maps. If oni would start with his power that would only make him viable at higher mmr. Good buff which will not affect mid or low mmr. Every m1 killer should get some map mobility. But firstly soloQ needs also buffs.
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Lower tier killers neef buffs but before that camping and tunneling needs to nerfed. And there is few perks that make 3 gen situation to last forever eruption and overcharge so they need to be looked at. SoloQ needs definetely more information. But then probably also A tier killers will need buffs as well.
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I think the game could be much more fun. It's not boring but would be fun to have other limited game modes imagine 2 killers vs 8 survivors.
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I don't like to face him personally but he could use some buffs. Just played him and as someone stated he can feel like killer who does not have power he is so slow and punished so much from missing.
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There are enough punishment already so no. Overcharge is already too powerful agains't console players and beginners because we miss skill check more easily and not everyone has pc running 144fps.
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I have gotten it done seems it work for some and is bugged for others. I have tome 6 that's rude challenge bugged. Have you gotten that one done?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3192023#Comment_3192023
Not bad, we can do that. While we are at it, can we also apply a -500BP for every fast vault within 10m of an exit gates, if the killer is not around? Or -100BP per Flashlight click outside of blinding techs? Oh, this would be so fun for marcro clickers ... BTW, I am genuinly backing your idea up, so maybe -5k per hit is a bit much. Maybe make it start at -1k and add 1k to each consecutive swing.
Yeah that 5K is too harsh like when I played drunk I facecamped and hit everyone on hook like 100 times. Maybe it was bit too much but it kept my friends entertained at least. But the hits are actually good thing as that allows other survivors to do save without trading if it's not bubba. I saved dwight on endgame when demo was facecamping and hitting him on hook so I did quick save while he was on cooldown and both of us got out. So if killers are punished from it those kind of saves are not possible. Bleeding last survivor out however should be punished if killer is close and does not hook and hooks are close. Only time when it's acceptable is when there are no hooks nearby and he can wiggle off. This will be solved if basekit mori is added so you automatically kill the last survivor.
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@TotemSeeker91 said:
Alright, who - outside of me - actually runs lightborn? And there's no "messing up the timing" it's SO EASY
Edit: I didn't see your last point, why wouldn't you camp with Leatherface when it's literally his strength, why go kill people when they come to you obliviously
Flaslight saves are hard even good survivors miss the timing. Nurse is easier for me than getting flashlight save.
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I also seen fast track, stake out, hyperfocus used to make gens faster.
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Cute cat
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3190375#Comment_3190375
The nerf to camping you suggest is spot on in my opinion. Maybe there could be better ways to do so, but I feel like those other ways would feel unintuitive, and too complicated for newer players, like the idea of having the hook timer go down much slower when a killer is close to the hooked survivor.
So just increasing the hook phase duration from 60 to 70 seconds would be a great start in my opinion, especially since gen times were increased as well. However, one other nerf I really want to see is hook grabs being removed. An insanely outdated mechanic, that in 99% of all cases, only ever helps killers when they camp a hooked survivor.
The tunneling nerf we got in the last chapter update was great, but also arguably not enough. And the game also finally needs buffs for solo survivors, giving them more information. However, all of these buffs together would probably also require some buffs to killers alongside. Some maps in particular still need to be looked at a bit more closely.
I do also agree that certain slowdown perk synergies are a bit too strong. In general, I feel like most slowdown perks right now are a fine. Some of them just synergies a tad too well, such as Overcharge and Call of Brine. When it comes to Eruption however, I simply believe that perk is too strong. It's much harsher on solo survivors than swf survivors. But most importantly, the incapacitated effect just lasts too long. No idea why they buffed it to 25 seconds. Somebody on the forums suggested Eruption to cause some 6 meter radius explosion, and anyone caught in that explosion would be incapacitated. It would be a nice way to make the perk effective against swf and solo survivors alike. But then the incapacitated effect also needs to be reduced back to 12/14/16 seconds, or something along that line.
Im on console so overcharge skill checks are more difficult to do so making it bit easier would be enough nerf. Eruption I think should be just regression 15-20% so it would be as good agains't swf as solos.
I agree killers need some buffs if they give solo more information. Low tier killers are still too weak and need all buffs invidially. Myers for example should never run out of stalk and I think he should have normal lunge in tier 1 and faster movement. I also wonder should all killers have ability to teleport around map to have more control of it or just have dash which makes them able to travel faster around map.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3189172#Comment_3189172
"If you struggle to get value from noed that's on you it's still good perk"
I'm sure it is *for you* at low MMR.
Nah works in higher mmr too.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3190603#Comment_3190603
It won't "close the gap" as much as people think it to do, bad players are just bad and good players do good regardless.
Information is good but nothing more than QoL feature, most of soloq would be horrible because majority of solo q players are not even trying to win or those who bad at the game to the point they won't even bother finding someone else to play with.
That is untrue I lose most my soloQ matches only because lack of information. What your talking about is low mmr but most solos are as good invidiually or better than sfw survivors but don't have the information. Just an example when someone is on hook you don't know if he is gonna be saved so you either finish the gen or go for save and these can result on different outcomes all survivors going for save or hooked guy gets second state when no-one comes. Swf can easily communicate who goes for save.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3189242#Comment_3189242
I manage to camp and tunnel and still 4K. Funny how effective things like Deadlock can be.
Well I see many killers chasun one survivor for 5 gens and they get what 1-2 hooks and usually if team bodyblocks then he is able to get out as well so tunnel the wrong guy and that it was happens. Sounds you play in low mmr good survivors do all gens while you camp.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3190543#Comment_3190543
Literally impossible, you have to bend every physics of the world to achieve that.
They do can close the gap between solo and swf.
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@ad19970 said:
This should be a clear message to BHVR that it's survivors time to get some improvement and help now. And kind of hard to argue against that at this point.
Of course there is always the argument of survivors suiciding on hooks, and bad matchmaking, screwing over these stats a bit. That's what you'd want to tell yourself if you are a killer main that doesn't want to accept that survivors need a bit of help now. However, hook suicides just don't happen often enough in cases where survivors would have won otherwise to have a particularly big impact on the stats, in my eyes. And on the other side, we also have killers that sometimes just give up or simply let survivors escape.
Also, if matchmaking is only mainly problematic for one side, than that might be a sign that matchmaking alone is not causing these problems.
I do agree, to an extent, with people that question why a 53% kill rate wasn't enough. In general, you'd want kill rates to be somewhere in that area. However, beyond questioning the intentions, the buffs killers got were all healthy, and were a good first step to get DBD into a better state. Gens needed some time increase so that killers wouldn't be quite as dependent on slowdown perks, and the other buffs in particular also give the killer a bit more incentivisation to go for chases. The nerf to DH was especially needed, because I am sure it especially increased escape rates at high ranks.
It's clear that survivors are simply now also in need of improvements like those that killers got. While the killer buffs were great, without compensation buffs on the survivor side, it's no surprise that kill rates increased too much. And instead of reverting the killer buffs, obviously the problematic aspects of survivors need to be addressed now. I would argue the main problems are tunneling and camping on the one side, and solo queue lacking information on the other side.
The tunneling nerf was a good start, but I think most people can agree that it simply wasn't enough. It is nice to be at least somewhat less dependent on anti-tunneling perks though.
Some slowdown perks are arguably also still a bit problematic, but that's just part of the problem of certain items and perks still being too strong. Certain killers have op addons as well, and survivors have their fair share of overly strong items and addons as well, that simpy impact the balance of a match too much.
I think biggest issue might be how powerful 3 gen is now. I lose so many soloQ games in that situation and even if we win the match it last forever. Had and hour match today agains't hag and it was not even real 3 gen situation but she had add on which makes her able to teleport on her traps when she wants. She hard camped the gens with eruption, overcharge and jolt. We got 4 man out but she kept us hostage so long so I don't know was it worth it. Maybe overcharge and eruption should be nerfed. Camping and tunneling are still bit too strong I would like to see current ds as basekit and hook state should last 70s so 10s longer than the current 60s because gens take 10s longer than before the big killer update.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3188814#Comment_3188814
Oh, it completely breaks the game, especially a four-man SWF. It just gives them an advantage that the killer just doesn't have. Which is knowledge of the killer's whereabouts and which gens to go to and when. Two-man SWFs can be dealt with, but any number higher than that, nah forget it. Just better off AFK-ing and giving them the free game that they clearly want.
Like just now, I had two very obvious SWFs back to back. Two Flashlights, two medkits, literally chasing me, clicky-clicking and swarming/camping gens when I'd chase one of them away just to circle back and finish the gen (funny how survivors complain about killers try-harding and camping, but when they do the same for gens and unhooks, it's suddenly amazing gameplay and "stratz" lol). They'd also t-bag me as they looped too. I don't think I even saw the other two survivors until they waited at the exit gate and started to t-bag me. I do love how they felt entitled or skilled for the win because they had information and an advantage that I just didn't have and couldn't compete against.
Again, nothing against normal non-tryhard SWFs, but the people who need to wipe the sweat off their keyboards at the end of the game, really need to go outside and touch grass.
I digress and I agree, there needs to be a system in place that checks for people who are queued together that triggers a flag, in that in a queue of more than two you get less BP for queueing together, even less for chasing the killer and staying too close to gens if the killer is present. Also that the game should in general just go slower for them, deciding to sweat as a four-man SWF then the gens regress faster or they get repaired slower or they need to repair more gens before the exit gate is unlocked or there is only one exit gate and it takes longer to open. Just something to balance it more. Idk, spitballing ideas, but they might be too "broken." :-/
What about 4 man or 3 man swf who does not sweat. I mean when I play swf my success is is not really better than in solo as my friends are not that good. My solo mates on the other hand are sometimes insane and loop killer 5 gens and do gens quickly.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3190136#Comment_3190136
I view this as an exploit. You are trying to cheat by using something that was not intended to work in the way you are using it. The devs should allow kills on downed survivors with tombstone Myers to prevent players like you exploiting systems.
However, when survivors do this to me I just hook them. It actually benefits tombstone Myers greatly to do this. They will show me where someone else is to kill if they get unhooked, and endurance won't save you from being killed, or they'll die on hook which is perfectly fine as well.
I find Myers to be the most fun killer to face as a survivor and to play as a killer. He isn't OP in any way.
I mean it's funny when survivors jump in locker when you don't even have it. But better to be safe than death I guess. I think myers should be able to mori survivors hiding in locker at least if they been hooked once or if they're last survivor just preventing tombstone achiement. Myers definetely is one of the funniest and interesting killer to play he has best add ons which all changes how you play him. But he could use few buffs. Like running out of stalk should not be a thing.
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Just go to locker when he is about to pop tier 3 play very safely. Then he has to hook you or either leave you.
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@MrPenguin said:
Because those are stats for the entire game. If its 80% at low MMR and 40% at higher, that makes sense since survivors are still stronger than killers if they're actually good, but at lower brackets killers dominate.
https://forum.deadbydaylight.com/en/discussion/comment/3189429#Comment_3189429
Hours doesn't mean skill. I know people personally that play the 1 same game for years and are still in the lowers skill bracket.
So that's possible.
There's still people doing fine in solo que. Can't say for sure personally why you're doing poorly.
Yeah I have friend who has 4000 hours in this game and he still goes down in less than 10s to trapper...
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I think 61% is pretty fine the game should be bit killer sided overall.
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@Dustin said:
To be honest the stats to me at least in regards to kill rates are so pointless. Most of the stats are influenced by people using perks specifically to complete challenges in the tome. Usually resulting in the game being thrown.
Isn't there currently a challenge SPECIFICALLY to only use the perk self care, heal yourself and then escape? I feel that alone proves my point.
There was also tome challenge for killer to use only 1 perk stridor. That is throwing game as well though I did 4K while doing that challenge.
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@WesCravenFan said:
I hate when in a game where the killer's job is to kill me.... he kills me.
So unfair. Fix when?!
Killer job is to kill all survivors not just one and throwing the game when just trying to get that one.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3186994#Comment_3186994
"Well if the gates have't been still opened you can quard them and try to get another down but it's good to have noed in that situation"
NOED stopped being a good perk years ago. Once upon a time it lasted forever and was not a hex so there was no way to remove it. The survivor who had the advantage during the entire game suddenly had to fear a killer who was 9% faster and could down them with a single hit unless they manage to make it out the doors.
NOED was nerfed into what will probably be its final form with this last patch as it shows survivors where it is now. If you think NOED is worth using then that tells me a lot about your level of understanding regarding this game.
If you struggle to get value from noed that's on you it's still good perk. Sometimes it gets cleansed immdieatelly but other times you can secure the win with it. Just an example if there is 3 survivors alive you have one hooked now one goes for save other opens exit. So you down the one coming for save with noed and you you know the other survivor is opening exit so you can push him out. Game which most likely would resulted in 1K now turned to 3K with noed.
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Probbaly bug happened me once but I have gotten it other matches just try again and see if it works in another match.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3188388#Comment_3188388
For the first use, assuming you spawn next to/near a gen in walking distance, yeah - This is a common misconception about Sprint Burst x Fear Monger.
Unless you're planning on walking to gens each time you're unhooked/win chase (and in this tunnelly/time sensitive meta you may as well be throwing because someone walking around the map is giving Fear Monger a wayyyyy better effect than Exhaustion), Fear Monger is going to get value.
I guess you could run Fixated to alleviate this a bit, but it's still a perk slot that doesn't eliminate the issue and is best used on something else.
Fear Monger also helps vs Solo players as even if they bring Kindred, they can't stay on a gen while properly assessing an unhook situation in real time.
I always walk to first gen it usually just couple meters away and if killer comes immediatelly it's good to have it ready. Once I did just run straight start of match to find gen and I ran to bubba and he chainsaw me. So that was good learning experience to always walk when match start.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188460#Comment_3188460
I've actually hit the point as the killer that if I have a survivor (especially on Death Hook) who finishes a gen knowing their Death was coming, I'll let them survive.
If the gen isn't done by the time I get there, you gambled and lost but if you finish the last gen with me breathing down your neck, you deserve the escape.
Unfortunately I rarely get the same courtesy extended to me but I knew finishing that gen was probably going to kill me and I did it anyway. Am I a hero? Hard to say. But yes, yes I am.
Yeah I just wonder what was going on that meg head she was injured and would get fully healed and speed bonus from hope like she had perfect build for that situation. And even if she would die at least the other 3 survivors could survived but we all died because of her.

