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Gamedozer7

Gamedozer7

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  • @DangerScouse said:

    https://forum.deadbydaylight.com/en/discussion/294071/dbd-is-becoming-more-and-more-killer-sided-every-update

    I think we all agree it would be a miracle if this killer was released without any major nerfs from test. So I'd reserve judgement until, as with all killers, the inevitable happens.

    How about we learn to play against the killer before everyone starts yelling op nerf.

  • Really I see then often. I even have streaks of 2-3 games sometimes.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2630494#Comment_2630494

    According to people on these forums they only go against 4men sweaty swf all with meta perks, BPNs and syringes, so what do you expect? lol

    Honestly I've been seen BnP and prove thyself like 50-60% of my matches I don't think they're all swf though

  • Sorry I was just joking but your right I am now kind of scared for him

  • @Phasmamain said:

    Just after they buffed him too. Trapper can’t catch a break

    Didn't you hear they are reverting his buff he's so op now.


    I'm jk btw

  • @Sir_Child1234 said:

    why do 4 man teams now have the option of infinte unbreakable heal and lucky break with the boon totems its broken and i am done i kick the totem but they legit can just spam it how the ######### is anybody gonna counter this with the ######### killers not only that i need to watch 7 gens 5 totems and 4 surv all at the same time boon totems need nerfs and only needs to benefit the person who has put it up its legit making me uninstall bye bye dbd

    The one thing that bothers me about this boon is that its not a buff to solo but a buff to the most busted thing in game and thats SWF with comms.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627839#Comment_2627839

    So the new boon, which only works in 24 meters, which is enough of a radius for you to hear, is going to counter slugging?

    Just step on the boon or don't slug. How difficult is that to counter? You literally can hear it if it's that close.

    Is actually not just 24m its actually a 48m bubble which is pretty huge and the face you can theoretical have 4 of these at one time is kind of crazy

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626873#Comment_2626873

    iron will itself is definitely a powerful perk, just not a major problem by itself, there is still survivor vs killer interaction that both sides can do something about, killer can do many things to minimise how much distance a survivor get's from breaking away, or even down them because of them breaking away, zoning survivor away from other tiles, paying attention to footsteps depending on distance between players, and even if a survivor get's a massive amount of distance because the killer does a really big mindgame, that is the risk/reward of doing a really big mindgame, the potential of getting a down, or giving a survivor a lot of distance

    Your example of breaking away is also only a part of what iron will allows, there is still other things with risk of going down such as when used to path uniquely in tiles

    I get what you mean my point is more you can run IW and not change your playstyle and get plenty of value with no risk or draw back. The only killer its a huge problem for is spirit any other killer its just annoying to play against

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626802#Comment_2626802

    with iron will it allows you to play different, path uniquely, break away from loops, stealth mid chase which has the potential to reward you with a longer chase, but has the risk of you going down a lot earlier if it doesn't work compared to if you just ran a tile normally, doing that with dead hard removes the risk because if it doesn't work you just dead hard for distance to something

    Its not all that risky if you wait tell they try to mind game and take off boom they don't even know you left at all. IW is really strong if you can lose los but the fact that it's an equip and it just works. It a powerful perk without any requirement or downside

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/293566/cant-wait-for-the-new-killer-to-get-nerfed

    Note the pattern.

    Usually (not always) - killer is good on the PTB, and decent in live. For a few months.

    Then the killer is either nerfed to mediocre/bad levels (Pinhead, Twins) or slightly buffed to mediocre/bad levels (Trickster).

    The only 'new' killer that actually stayed good is Blight...and his time is coming.

    Shhhh i don't think they have noticed him yet

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/293674/boons-twins-and-perfect-healing-this-is-getting-silly-now

    I really don't know what BHVR are thinking sometimes.

    Twins were pretty balanced for the most part, but like Pinhead, Wraith, Deathslinger, Freddy and others, rather than nerfing the one problematic aspect of them (camping Victor) they gutted them. Then usually went back and fixed that thing later, leaving them to wallow in uselessness.

    Fan:Can we get rid of insta billy

    Dev: what gut billy completely no problem

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626481#Comment_2626481

    iron will itself is fine since it has risk reward, it's just dead hard removes the risk of it

    on the original topic even more annoying to verse when people run spine chill + resilience with it and M1 killers can't hit a survivor cause you just medium vault if you get mindgamed

    What is the risk with IW?

  • @Toastyy said:

    https://forum.deadbydaylight.com/en/discussion/293566/cant-wait-for-the-new-killer-to-get-nerfed

    If they nerf her then they have to nerf boon totems, if killers aren’t allowed to be strong than survivor can’t have strong perks either

    Are you new here because thats not how bhvr works

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626749#Comment_2626749

    On the other hand every loop there is "mindgamable", that is it's "ez double back to win" kind of map. Well, unless the survivors use stretched res, that is.

    That I like. I like the look and even the brightness seems ok

  • @MiniPixels said:

    https://us.v-cdn.net/6030815/uploads/RXBRR3RXDV7J/finally-png.png

    Hooray for engaging map design that promotes using your eyes to see things in the distance, what a concept.

    Not to say that outdoor maps are without their flaws, but it's better than two floors of maze cough.

    The problem i have im with the new map is it looks like it has a bunch of medium to tall los blockers that im going to hate when I play huntress.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626520#Comment_2626520

    Thats exactly what i meent about RNG screwing over people, sometimes they just clump them over a single place making them pretty much useless or a complete chore to use, they should be a help to the killer not a dumb chore

    Its true I like the idea of the new one but imagine trying to get to a hook in rpd or pale rose which has some wacky hoo spread lately like I lost 2 hooks in one match because I had no hooks

  • @Viamont said:

    6 would be a good number, RNG many times screws you over with them spread on the most dumb ways and justmakes them a chore instead of a help. That or the devs make it so the scourge hooks are always spreaded on an even way on all maps so at the very least you know more or less where they would be

    I stopped using it when I went like 3 matches in a row and not being able to use it even once. I've even had them all grouped in one spot pretty much a few times

  • @sexygazelle said:

    You are not cool by standing right on the exit line or the hatch waiting for the killer to come watch you leave. If everyone is at the gate who is left alive, just leave the ######### game. Killers cant end the game and it is such a piss off to have to patrol both gates and find hatch every game just to watch survivor(s) stand at the exit gate waiting to leave.

    I normally take my headphones off and go smoke or grab something to drink or whatever your wasting your time not mine

  • Next thing you know they will be reverting the trapper buff

  • I didn't want to go that far but yeah its a possibility.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625540#Comment_2625540

    They said that but they said stuff before and totally did the opposite of it.....I mean the Artisits new Hex is already useless because of Boon Totems so technically she only has 2 Perks

    I was actually a little excited about that perk and then I was like oh yeah boons 😪

  • @UnknownKiller said:

    A good killer since blight chapter are we crazy Behaviour Nerf hammer is pending from a string on new PTB killer head.

    A pity cuz this game need good killers characters.

    I'm betting a 110 ms and they cut her damage range.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623568#Comment_2623568

    The cooldown we see is a missed shred cooldown, rather than a successful shred cooldown. That the lunge gets "cancelled" because it hits on the killer end but is rejected by the server is not what I was contesting.

    https://forum.deadbydaylight.com/en/discussion/comment/2623571#Comment_2623571

    Someone argued it's unfair that killers go into successful hit cooldown on rejected DH hits. I countered saying that that's not true, usually they will go into missed hit cooldown. That was the point, nothing else.

    But... I did actually address the issue of DH vali eating attacks that otherwise might have still done something. In my very first post. It is an issue, but it is not actually "extremely unfair", extremely unfair was the completely one-sidedness of it in the past where the survivor would die every time if the killer hit them on their screen, even if they had actuated DH more than early enough, even just because the killer has a bad connection. That same extreme unfairness still exists for all hits that don't happen around stuns or DH too, by the way.

    As I also said, solving that issue with validation is probably impossible, but perhaps BHVR can implement client-sided checks that at least allow a killer like Nemesis to still break a pallet if a hit gets rejected.

    I must have missed part if it but you are right you get a missed cooldown idk why everyone keeps saying they always get the 3 second one. Unfortunately I think hit validation is here to stay and will be what they use in this type of situation moving forward.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623467#Comment_2623467

    This has nothing to do with the point I was contesting however, which is about distinguishing between successful and missed hit cooldowns (for which there's actually no difference in Nemesis' case).

    As I agreed, instances of DH validation "eating" attacks that could have otherwise continued to hit the same survivor, another survivor, a pallet or breakable wall, are unfortunate, but they are an unfortunate compromise of making the hit system more fair. In the past in all of those instances the survivors would have just gotten hit despite actuating DH in time.

    But perhaps BHVR can actually implement special rules for cases like this, e. g. one where the killer client upon receiving a rejection of a tentacle hit will check whether there wasn't a dropped pallet in the tentacle's hitzone that can be destroyed retroactively, instead. Hell, in my opinion they could even buff Nemesis such that at least in tier 3 he can register tentacle hits on multiple targets simultaneously, which would automatically solve the validation issue too.

    This has everything to do with your point as if I wasn't going to hit the survivor it should brake the pallet but dh eats it. And it literally only makes it fair for one side its actually extremely unfair to add more seconds on to a chase because the validation just decides to eat a killer power. If you want to point out one problem you have to take into account all of them otherwise your cherry picking and it really defeats the purpose of the conversation

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623423#Comment_2623423

    70% is 2.8 kills on average, so I 2k much more often than I 4k. That's just from my recent ~50 games, overall I'm probably more around ~65% killrate; I 2k most of the time with a tendency to 3k, but I regularly give the last survivor hatch, so that pushes my killrate down too. I have 5k hours total, around 2k of which I'd say I spent on killer. My point was just that I don't usually really try hard to "win" (kill 3+ survivors), and still have fun playing killer despite usually not "winning". The type of players I talked about are the extreme end that almost always win, and do so decisively, and I used them to showcase that it is provably possible to become good enough to do so, but of course that is not required to have a successful and enjoyable time playing killer, even a 60% killrate for example is already good and should usually make for a good experience. Also keep in mind that in a balanced outcome, all generators are supposed to get finished, and regularly at least 3 survivors should also still be alive at that point since securing at least 1 kill in the endgame is all but guaranteed. So don't feel like you got demolished just because gens got finished and people escaped, that's not actually as big a loss as it might feel like.

    The base game balance does lean toward favouring survivors to escape, but it's really not nearly as far off as people like to make it out to be - if you have a group of solo survivor players against a killer player all five of which are equally experienced and skilled at the game, a 2k outcome is actually completely reasonable and within expectation. Of course there are balance-relevant aspects such as killer character, map, perks, items, add-ons, offerings, some of which are still problematic, but that goes for both sides. SWF with voice comms is definitely a blatant balance issue though, I would like for SWF to see perk and item limitations.

    Live balance however is actually favouring killers and always has, as both official stats and stats like those that I provided have gone to show time and time again. That global and per-rank kill rates have always been around 60-70% is not a coincidence, not least because 4ks are much more common than 0ks (securing at least 1 kill is almost certain, whereas 2 and 3 kills often snowball into 4). I would definitely like to see rates for the different MMR brackets, but I would not at all be surprised to see them still well above 50% even at the highest bracket.

    500 hours over 4 years is really not a lot at all, maybe you should change your outlook on the game and don't expect to win most of your games decisively (i. e. end games before gens are done). If you change your expectation to killing on average between 2-3 survivors, 1-2 of which in the endgame, I think you'll be less bummed out about your results.

    Honesly i stopped really reading after 5k hours because your veiw is so far from the average player its not so relatable(no disrespect) to be fair there was a 2yr brake because i got tired of the bs. I absolutely don't agree with your opinion but thats ok your aloud to have your own feeling about this game but as for me I am absolutely unhappy with the state of killer right now I normally play killer way more than survivor but the last couple of months I've only been playing 2-3 killer games before im over it and play some survivor.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622270#Comment_2622270

    As I said, I could believe that in very high-latency or loss/choke edge cases the killer client could be going through successful hit cooldown because it does not receive the validation message in time or at all, but I have yet to see such a case.

    Here is one clip that shows a rejected Demo shred hit result in a missed shred cooldown: https://www.twitch.tv/scottjund/clip/CoyLaconicPizzaWOOP-qXqo4H7a-6nutVvr

    Nemesis is a good one i go to hit a infected survivor with a m2 they dh and my m2 goes into cooldown. What should of happenf is I m2 they dh and since there is no survivor to hit anymore I brake the pallet. Dh eats m2 instead of braking the pallet

  • @adam1233467 said:

    I would like if they actually make this feature on Plague, with this recent buffs would be so much better if she didn't loses her power, Oni can cross the entire map and It's more easy to get his power, and he doens't loses his power when stunned, plague doesn't have mobility and she needs to get the pool and get the power

    You shouldn't be close enough to get stunned by a pallet if corrupt purge is up.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622889#Comment_2622889

    Only two of the people I posted stream for a living, one of which I'm not even entirely sure about. They are again also only a fraction of the people I know and watch that dominate most of their killer rounds and have for years.

    Also, I'm sure life playing killer is okay even without dominating in 80+% of one's matches. In fact, I know it is because I play killer regularly and usually play pretty chill and have fun just committing to any chase I can get, and I still average around 70% killrate (which however means I 2k much more often than I "dominate"). Plus it's not like those players and the many others like them just suddenly started being successful at 2k hours and found it "impossible to do anything" for the 1999 hours beforehand - they were already winning many of their matches 1k+ hours in. Besides, the concept that you'll have to practice and improve and spend hours on the game in order to become good enough to consistently be able to compete and eventually dominate should not be discouraging, the opposite if anything.

    Doesn't mean I think killer is in a perfect spot, various of the killer characters are definitely deserving of buffs in my opinion, and I have advocated for as much frequently in the past, both with regards to specific killers as well as global killer buffs... but it's just a fact that good killer players have a fairly easy time in public matchmaking more often than not. Like, many of the matches are so laughably easy for them that pub matches have become a joke among them. There's multiple 4k streaks spanning hundreds of matches. MMR has made things more challenging, but it has not changed too too much about the average experience of these players either, especially because there's a cap in place.

    I'm confused my your 70% killer but saying you mostly 2k that yould put your win rate about 50ish. I also mostly play killer and I've got about 500 hrs in killer over the last 4yrs. I've seen infinites and insta heals and 20 second gens a decent team of survivor solo btw can easily dominate a match against a good killer and that is not ok. Can you get a 3-4k often if they don't know how to play sure but thats because bhvr just hands bad players tools and tell the people that have put time and money into the game sorry it sucks for you but we only care about new bad players.

  • @WaveyTrey said:

    If one killer swing or special attack miss can cost them a match against survivors… Then 5-10 seconds for a hook phase can make the killer win too. Every single second in this game counts no matter what anyone may think. I’ve noticed I’ve been winning a lot more often because of it.

    Corrupt. Agitation. Iron Grasp. Monstrous. Corrupt gives you 2 minutes to down, and put players into the basement. Corrupt often makes it so that no matter what a 3 Gen split will be around the basement. Either the gens by the basement gets blocked, or the gens around the basement can be patrolled/protected. When survivors try to free themselves (Just before Phase 2) Shrine eats another 9% off of their bar. They die even faster. Carrying survivors and chasing at the same time is also useful and hilarious.

    So far I’ve been using the basement setup on Demo that I just started actively using. Obviously because Demo can travel. The Soda lets me see anyone on a gen while traversing the upside down. It’s been working wonders with the updated Rotten Pumpkin 🎃. I’ve been fighting is Rank 1 squads every match all weekend. I don’t even use Demo that often. I just started using it consistently. So idk why the MMR is making me face teams of 1s only with perks that coordinate. 😢

    The problem is all your perk are there just to get value out of one perk which means you have. No slow down or chase perks plus I've seen alot of survivors waiting out corrupt tell it has like 30 seconds or so left

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622930#Comment_2622930

    I think they're trying.

    I'm not sure whether or not they're succeeding, but they're trying.

    trying my patience that is

    (JK, I do appreciate all the work and care they put into this game.)

    do or do not there is no try

  • @Star99er said:

    The recoil on his blades is too strong to make him use of his power outside of a close range. I've been trying to finish his Long Bomb Tome challenge for hours and despite doing very well in my matches with him the recoil makes it too difficult land hits at mid range. It's much more frustrating vs not being able to perform flick hits with Oni or Blight.

    Try turning the sensitive to 50-60% it helps not super over correct. I also use thumbstick grips for accuracy that helps

  • @danielmaster87 said:

    I don't understand why the recoil is there. I get it, he's throwing multiple projectiles at a time unlike Huntress and Deathslinger, but he's not firing a machine gun. Why can't he just look forward and not deviate, like a normal knife throwing guy would? It makes no sense gameplay-wise.

    Hey logic doesn't exist in dbd you stop that right now.

    Ps i play on ps5 and feel the pain

  • @zarr said:

    All the good killer players that try hard to win that I watch still 3-4k 80+% of their matches just like they used to prior to MMR. Now they might have a challenging match 1 time out of 10 rather than 1 out of 100 though.

    MMR has a pretty low cap that even average players can and do reach sooner or later, and the matchmaker also seems to throw together survivors of random ratings regularly. If you're good at the game you will still win the majority of your pub killer matches relatively comfortably.

    To provide evidence for this rather than just be one of the thousands of voices here merely saying things, I will go through the latest VODs worth of matches from some killers from a few regions:

    Russia:

    XAHTEP - Demo 3k; Twins 4k; Doctor 3k (hatch); Trickster 1k; Pyramid 3k; Trickster 4k; Trapper 4k; Nemesis 1k; Myers 3k

    Mulder - Wraith 4k; Twins 4k; Twins 4k; Twins 4k; Slinger 1k; Wraith 4k; Bubba 3k (hatch); Bubba 3k (hatch); Ghost 1k

    iPiC - Freddy 4k; Blight 2k; Blight 4k; Nurse 4k; Huntress 3k (hatch); Trickster 2k; Blight 2k; Blight 2k; Trickster 3k (hatch); Myers 4k; Blight 4k; Blight 3k; Blight 4k

    Korea:

    sal_gu - Legion 4k; Legion 4k; Trickster 4k; Myers 4k; Nemesis 4k; Hag 4k; Huntress 4k; Pig 4k; Spirit 2k; Slinger 4k; Demo 4k; Nurse 4k; Clown 4k; Billy 4k; Nemesis 4k; Twins 4k; Billy 4k; Pinhead 3k (hatch); Wraith 4k; Spirit 4k; Trapper 4k; Plague 4k;

    chumbo1026 - Oni 4k; Oni 4k; Blight 1k; Nurse 4k; Plague 4k; Pinhead 4k; Myers 4k; Nemesis 4k; Billy 4k; Twins 4k; Huntress 4k; Trickster 3k (hatch); Demo 4k; Bubba 4k; Legion 1k; Doctor 4k; Trapper 4k; Pyramid 4k; Pig 4k; Freddy 4k; Slinger 4k; Hag 4k; Ghost 4k; Wraith 4k; Clown 4k; Blight 4k

    EU:

    Kaiizoru - Trickster 4k; Huntress 4k; Nurse 4k; Blight 4k; Pyramid 4k; Nurse 4k; Nurse 4k; Bubba 4k; Trapper 4k; Nurse 4k; Pig 4k; Twins 3k (hatch)

    Lionnek - Trapper 4k; Clown 4k; Nemesis 4k; Ghost 0k; Trickster 4k; Pinhead 3k (hatch); Pig 4k; Freddy 3k (hatch)

    And at this point I'm tired skipping through VODs, just like I usually get tired of watching players like this stream because they are only seldomly even challenged. The trend is clear, and these are just very few examples of countless VODs from countless streamers that have shown on a daily basis for years that if you are good at the game, you win most of your killer matches. Like, I'm sorry so many people on these forums find the game to be impossibly hard and apparently can't even regularly kill a single survivor, but there are millions of hours of recorded evidence that good killer players aren't just able to compete, but dominate the vast majority of their matches, and that even when playing the "weakest" killer characters.

    And what about the rest for the player base with out 2-5k hours and play the game for a job?

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622811#Comment_2622811

    It’s called having skill, practice, and experience.

    The samethijg could of been said playing against old Spirit survivors could have not dc or kill themselves on first hook and try to learn to predict her you know like killers have to do all match.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622798#Comment_2622798

    You made a thread and you got an answer - You won't change my mind - But no honestly yes they deserve a nerf. BHVR hopefully took Spirit as a learning lesson that it's a minority in the community who enjoy versing her because of the way she telegraphs the power. It's not that she's too strong (She used to be though) it's that she's unfun because you have to guess a lot with her instead of being able to make consistent choices against her.

    And yeah - It's my opinion - Just like very clearly the majority of the community doesn't care for Spirit. You can say the forum will have some vocal supporters but again they are a minority. Make an in game poll and I guarantee you the turnout would be the majority disliking Spirit.

    Swf is also very unfun to play against as a killer yet there has been no changes to make it more fun for the killer

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622789#Comment_2622789

    I feel like I’m going in circles every time I tell people she’s fine but I’ll say it again: She. Moves. At. One. Hundred. Seventy. Six. Percent. Movement. Speed. In case you haven’t realized, that is pretty fast which makes knowing her location not that big of a deal if you make the right reads and play her correctly.

    Ok but speed doesnt do any good if your blind and deaf getting almost no feed back to where a player is. Speed isn't everything and people need to stop acting like it is she loses completely sight of a survivor for a speed increase its a fair trade off. Scratch marks are extremely inaccurate, sounds are buggy and IW is meta. Oh and let's remind everyone she wasn't even the best killer and was only considered to much when running specific add ons and the stand still bs.

  • @Moonman157 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622730#Comment_2622730

    The asymmetrical Mario Party games are horribly imbalanced and some games you know it’s an instant loss based on your role within that particular game. These forums are generally a den of awful ideas when it comes to the health and balance of this game, and it’s mostly just baseless whining and logical fallacies. However can be good at identifying unfair mechanics perks etc, like how whack DS was.

    I've never played an asymmetrical Mario game. I agree 100% that most the time balance ideas are someone lost to something and it must be op or unfun because I couldn't do anything about it. This game is terrible imbalanced to one side though and to make matters worse is its the group that the game favors so the one is going to have a tougher time and that start to make that side non casual because because they are now playing a up hill battle and that competitiveness will bleed over into the other side then they complain relax its only casual have fun nerf deathslinger btw he's to much to handle once out of 15 games

  • If you have the right add on yes but now the survivors seem to be able to know almost my exact position and can put them self in an optimal position because unless I'm running top add ons your not coving as much ground as people think

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622758#Comment_2622758

    Stridor should be reverted back to it’s original state.

    100% agree. I'm a former spirit main and I miss playing her(I didn't use stridor before) she feels so add on dependent now. Just to clear up a huge misconception you had literally 5 seconds to make a read off of the info and put yourself in position to make the play she wasn't as mindless as people tried to make her sound alot of what made her easy was survivor predictably even when I phased most survivors would do the exact same thing as if I was trying to m1.

  • @ManOMaker said:

    What started it? What was the point that caused everything to go downhill and why can’t the devs make the game better?

    That fact the almost never take the killer side into account. Let's nerf DS and well buff him to but the buff is only like 30% as good of the nerf. Rpd enough said, boons making it almost impossible now to make maps smaller because boons cover a 48 meter area,mori nerfs and yr to change a number or to on keys.......

  • @adam1233467 said:

    Because she needs a brain now and this type of players won't that?

    So they all went back to been survivor mains

  • @DragonMasterDarren said:

    Personally I would be ok with either a unbalanced party game or a balanced competitive game if the devs were capable of making up their ######### minds on what they want the game to be

    because at the minute they are trying to do both simultaneously and failing

    The thing is even in party games there is a sense of balance. You don't load into maroi party and one player has a huge advantage and the other three just have to eat the loss because hey its a party game and is casual. I don't get the idea people have that just because its a casual game that mean is ok its a complete unbalanced mess and we people ask for balance I notice no one ask for esport level of balance but everyone wants to act like that's what was said.

  • @DawnMad said:

    CoH doesn't affect him much more than other killers in my experience. Against an Oni survivors will heal as quickly as possible so usually most blood orbs you will get are the ones dropped in a chase or while they were healing. The chase one is of course unaffected and the healing one is only affected if someone else is healing them, since self caring in CoH takes the same time as normal healing. Of course you will have to deal with generators being done faster because of less healing pressure but so would you playing as most other killers.

    Well thats good I was afraid that CoH might make him irrelevant but I'm glad that's not the case

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618588#Comment_2618588

    Ok but not every scenario is perfect, and not everyone will be able to dead hard for distance

    I agree but it happens alot and as I said its a lose lose for the killer all in a button press. I will say though that with hit validation I do see it used alot more to dodge hit so thats a plus.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618486#Comment_2618486

    In that case there is a good way to play around it. You're cutting your losses short by leaving them alone before you waste extra time. That gives you more time to pressure gens and you can always come back and have an idea of where they are. Are they getting healed? Doing gens? What have they done in the past?

    Your also assuming that only one person has it.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617612#Comment_2617612

    But that doesnt leave the killer with his only option of countering it by slugging people. You won't slug someone just because they have dead hard. Even if they use it in a good manner, that's no reason to do something negative to them.

    If they do dead hard for the distance then maybe dont waste even more time in that chase?

    I don't ever bm unless you've done something to really get me mad then I might smack you a few times on hook. Thats the thing if you just abandoned chase because they can dh for distance thats a time loss for you and they still have dh if you get the to use it and then abandon chase its still a time loss and in 40 they will have it again dh for distance is a lose lose no matter what the killer does.

  • That fact that good survivors die because bad teammates and that means max mmr drop its easier for survivors to lose mmr and killers is only like 5 per escape so it makes a weird balance

  • I would say no honestly when I play survivor and get hit by SB and get heal in CoH it doesn't matter. When I play killer SB doesn't seem as effective as it use to be maybe a couple extra seconds it feels like

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607742#Comment_2607742

    In the anniversary event stream I posted, they were announcing that all map reworks moving forward would have a pallet budget, with reworked loop strength. So, I'm not sure why you're saying "to be fair." This was stated well before "the realm beyond" reworks were announced. From what was said during that the anniversary event, all of the maps were implied to be slated for this "pallet budgeting", because it was around the time freddy and springwood were reworked. Springwood was basically the concept for future map design.

    And its now arguably the worst map in game for killer im glad they stopped that idea

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