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Gandor

Gandor

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Gandor
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  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540410#Comment_3540410

    Dude... look at the name of that Claudette. It wasn't luck. I heard the audio cue, I know the timing from using the attack myself, I started turning and when I knew the tail was coming I got to the side. And I just did it again in another game that if I would know you would keep with that, I would also had recorded for you to see.

    I guess you don't play fighting games, where you have a window of 15 frames (0.25 seconds, way low of the tail attack taking in count charge plus attack window) to punish someone from making a mistake and sometimes you need to do frame perfect inputs to do combos.

    It is completely possible to dodge the tail attack and you only need to get the timing right. It is undeniable fact with video evidence for it. That, or maybe me and the others that do it can see the future and that's why we are able to predict when it is coming, who knows.

    Ok then. If you have such an inhuman reflections, then you will not have problem with turrets will get -300ms time to get xeno out of power - because same argument. Do that and we are perfectly fine with this killer

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540473#Comment_3540473

    Reactive healing gives you instant 50% heal progress if youre within 32m of another person going down.

    You lose 7% a second from hemmorage, so it takes you roughly 7 seconds to lose the entire bonus.

    However, if you're currently being healed the 50% still kicks in and finishes up your heal, or you get a flat +50%

    Like i said, sloppy just mitigates the perk, it doesn't prevent the 50% from activating.

    Yes. And you always heal within 32m of killer. Because that's intelligent thing to do. Like I said - the perk hard-counters reactive healing (and makes solidarity a lot less useful because it takes time until you can start to heal other teammate)

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533214#Comment_3533214

    Wouldn't make sense to call it "Ultimate Weapon" if it isn't S-tier, plus it helps M1 killers keep their heads above water and I'm thankful for anything that helps keep the weak killers viable.

    And yet, it's most effective on Oni and Wesker. See

    https://www.youtube.com/watch?v=-2bqqaD7Njw&t=1s


  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540428#Comment_3540428

    I think you're misunderstanding what a hard counter is...

    Sloppy butcher doesn't delete healing perks, it just makes them *harder* to use and lowers their potential effeciency.

    Like sure, sloppy butcher makes self care take longer to heal, but it doesn't delete the perk outright.

    Now compare it to distortion and CS...

    Distortion outright deletes lethal pursuer, also deletes BBQ and chili because you're very likely to regen enough tokens to last you the whole match. (Starts with 3/9 , if lethal is brought 2/9).

    And severely mitigates all other aura perks.

    CS just outright deletes screaming perks permanently, infectious? Dead. UW? dead. Hex:face the darkness? Dead. Iron maiden? Severely mitigated. Make your choice? Severely mitigated. Deathbound? Dead.

    Hard to justify the balance of these 2 perks being able to delete a good portion of killer perks.

    I was specifically talking about reactive healing. That perk IS HARD COUNTERED by sloppy (specifically by hemorrage) - because it does NOTHING if killer has the perk, because your progress gets immediatelly deleted. That's a hard counter in my book

  • Also you do have assumptions which are not correct. I can tell you that the biggest benefit of SWF (and specifically 4man) is not in communication (don't get me wrong, comms do help). It's actually in circumventing SBMM and having 4 reliable teammates that will try to help you + you can rely on them not going down in 3s or having single weak link that can be easily and quickly tunneled out for free 4K.

    Also opt-out from SWF would be the same as showing killer to survivors - a lot of killers would have real problem getting match (most problems to get match would have nurse, spirit, blight, wesker, skull merchant and knight).

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540425#Comment_3540425

    Distortion lowers perk diversity, because it counters so many killer perks, that it’s not worth bringing many of those perks. And that is the problem with survivors having counter perks that have massive uptime.

    Distortion and Calm spirit shouldn’t have massive uptime. They should both be reworked to be similar to off the record, where their stealth effects are limited to a very specific timeframe.

    OTR does 3 things so it needs to be more limiting then distortion. Otherwise what's the point of taking distortion over OTR?

    Personally I think distortion is fine - it's strong effect that can be totally useless if killer does not bring anything for auras or if killer has no TR or if killer takes multiple things for auras (draining the tokens too quickly).

    Calm spirit is still bad and that's the case even though it's the only counter to UW. It's about the same as shattered hope during boon-era.

  • @Mandy said:

    Can confirm here, that this is a bug with Ultimate Weapon. Lockers are not intended to show auras or screams

    It is meant to work on the terror radius so if you're within the terror radius or enter the terror radius you would scream, that part is working as intended.

    I am happy to hear it :)

    If I may be so bold, either change description of the perk to reflect that already being in a terror radius does not help (so being or entetring TR) - or change behavior of the perk. In this case changing the wording probably has more sense

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540413#Comment_3540413

    Yes because they are not even comparable, lightborn countering an item you can swap out midmatch is not on the same level as distortion and CS rendering a killer perkless, or in the case of doctor , CS deletes his built in static blast tracking abilities.

    For it to be comparable killers need the option to swap out perks and killer midmatch and that just isn't reasonable to implement.

    You can't realistically swap item (chests are really bad and are throwing so while u technically can, in practice you are helping killer this way). Also there are more perks like this - nerf sloppy butcher as it hard-counters reactive healing and solidarity.

    Should I bring more examples where you will be unhappy just because it nerfs killers instead of survivors?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540400#Comment_3540400

    So when older survivor perks are less powerful than a newer survivor perk, we should buff the older survivor perk…

    …but when older killer perks are less powerful than a newer killer perk, we should nerf the newer killer perk?

    Please read my last message again. I basically said nerf MfT and buff dark theory (something u should not have problem with - there's a reason why u picked dark theory after all).

    Overall all perks should have about same level of strength to promote diversity (of course I don't mean to make killer perks equal to survivor perks - the current ratio of 4:1 is fine - like distortion helps single survivor and killer's aura perk is usable against all 4 survivors).

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540393#Comment_3540393

    Yeah that is a fair complaint, after *fully* completing a fast vault you shouldn't be reachable, HOWEVER aslong as any of your bodyparts is in contact with the window you should still be hittable since slicing or smashing an arm is still realistically possible.

    There's other instances where i can agree that sometimes a hit is "undeserved" for instance vaulting haddonfield second floor and getting hit mid fall animation.

    At least we can agree on some things.

    And yes - this is the case right now. There's a video by someone (sorry, I can't remember who tried it) where survivor fast vaulted and waited on a spot for a few seconds (to make sure no lags are present) and still got hit.

    I am also of opinion to make lags not favor lagging-person, but instead split the difference (meaning let server "hold world state" and let server decide what is and what isn't a hit). That's just mi opinion though.

    But I will grant u one thing back - patch before last patch vaults were indeed broken and it was unfair towards killers

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540396#Comment_3540396

    Nobody mentioned lightborn, but when it comes to lightborn its main purpose is to counter an item... items that you can swap out midmatch (not to mention items being essentially 5th perks)

    The equivalent would be killers being able to swap out perks midmatch as soon as they detect distortion or CS.

    Anyway, nice attempt at a strawman.

    It's not a strawman. The title of this whole topic is literally Remove/Rework perks that counter a handful of perks. So is it that off-topic to talk about perk that counter handful of items? But nice attempt to sidetrack the discussion

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539645#Comment_3539645

    https://imgur.com/a/Znt0O0x

    Are you going to say that this one is false, too? A noob playing with keyboard that still makes rookie mistakes in loops, reacting to the audio cue of the tail and dodging it without even looking.

    But who knows, maybe it is fake. After all, no one is able to get the timing of the attack and know exactly when it is coming, as it is impossible to react, right?...

    or maybe it's just luck?

    Look at the video - that Claud started to turning BEFORE there was any cue (go at it frame by frame if u can't see it immediately). Xeno probably just missed and didn't adjust/drag his hitbox to compensate and Claud fully "dodged" when there was absolutely nothing to dodge any more.

    You also saw it frame by frame in previous video.

    Or if you just can't accept anything from me, go to Hens's stream and ask him (or any other bigger streamer that actually plays both sides).

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540146#Comment_3540146

    Why bring dark theory when made for this is that much better? According to your logic, is that proof that made for this should be nerfed?

    You are right. Either nerf MfT or buff dark theory. As dark theory is failed perk from the beginning of it's existence, it's clear that this perk absolutely SHOULD get buff. But I will give you one thing - considering usage rate - MfT probably needs nerf too (it's weird to me, because the perk felt bad to me when I used it so I am never using it - but alas, my view is clearly different then basically majority of players on this perk).

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540240#Comment_3540240

    The point is that because the aura/scream builds are popular you are very likely to get major value from the perk.

    Even IF you don't proc the main benefit of either perk, you get knowledge on what perks the killer *isnt* running and you're able to make informed decisions when it comes to endgame.

    Cleaning all totems, touching gates to trigger NWO, 99ing gate for bloodwarden, etc etc.

    Ok. So hide lobby - flashlights are common already so why should killer see survivor items - he gets value from it anyway? Also make lightborn token-based and make it recharge slowly or give it considerable downside like distortion/calm spirit.

    At least be consistent with your reasoning. Your version even if stronger "is fine". Survivor version even if conditional and with less informed decision "absolutely needs nerfs"

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540212#Comment_3540212

    Killers getting hits on vault animations is infact the logical design choice, during the animation your arm and shoulder is still physically on the window, and realistically you can still be chopped or clubbed.

    The "fixed" vaults allowed male survivors to effectively vault over to the next tile, clean over any traps , while female survivors got their intended "fix" , this was clearly and obviously a bug that needed to be adressed with the only option being reverting to the least problematic version and fixing later.

    On the topic of "drop pallets" it makes no logical sense as to why a survivor is allowed to noclip trough the killer to drop a pallet on the same side as the killer, then noclip again and vault to the other side.

    BHVR has shown to have a pretty clear stance on killswitches, if the thing in question effectively renders the game unplayable it gsts killswitched.

    While the MS bug was annoying , you could just let go of the gen and take the genblock for a couple of seconds, it didn't take the game hostage or prevent the gens from ever being completed unlike the locker noclip exploit that allows you to be invincible and take the game hostage.

    1, that wasn't what I was talking about. I was talking about finishing FAST vault and still being hittable (which is not intended - this should be the main difference between mid and fast vault) - also if they indeed reverted it, people would not complain. But they reintroduced buggy behavior AND slowed fast vault to the point that there is barely any difference with mid vault (and going for fast vault is worse then accepting mids)

    2, That would be true if you didn't already get prompt (because you are close enough) without moving an inch and the prompt suddenly disappearing on it's own. But as this is the case - I call it a bug that devs ignore - because it's apparently not a priority (same as vaults)

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540209#Comment_3540209

    I dont know if survivors are going to be running a variant of MFT+Resi, but im still more than willing to bet 100$ id see 1-2 per match.

    Same way survivors are willing to bet the killer is going go have an aura/scream perk , and bring their distortion or CS.

    Infact, CS started being used specifically because UW became popular, so your argument is out the window, once again.

    What? So because it's popular that means you are guaranteed to get value? I mostly play bubba and don't use aura perk or scream perk.

    Should survivors get refund? Or going at it directly your way - survivors should know what perks I am using, because otherwise they vould waste their perk slots. Riddiculous? Yes indeed it is... And yet you just wrote it:

    @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540180#Comment_3540180

    Ah yes , guess i should look into the future see the endgame screen take note of what counter perk the survivors are running and counter the counter perk before the game starts.

    Totally doable , not having premonitions is a skill issue /s


  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540146#Comment_3540146

    It would make sense, and if gens were not already too fast (in my opinion) then i would agree.

    I had to quit playing killer after about 800-900 hours as a killer main, because killer side became too stressing and unfun to play. There are not much room for faliure or you will loose the whole match. so instead of that debuff from CS, i think gen speeds need to be slowed down OR slow moving killers need a speed buff to be able to keep up with the gen speeds.

    Too much of their time is wasted just by walking from gen A to gen B, and then there are the chases, - and i think this is why we see the constant camping and tunneling, because the time invested in that first survivor are too valuable.

    Im happy i switched side, and i dont think anything will ever be done about that issue. As long as there are enough killer players there are no need to change anything. I do wonder tho, once more killers quit, and bhvr sees that they need to do something to keep a killer playerbase, if they will be in time. - but that was a side track.

    tl;dr - As it is now, i dont think CS should be nerfed, if "general" game speed ever gets balanced, i will agree.

    If you are good and use pain res/pop, you have no issue. I basically changed to killer (I am playing 70/29/1 killer/4-man/soloQ), because he's that much easier and you have that much less bugs to worry about.

    For me killer is the chill easy role, because you can't get tunneled, slugged, 3-genned(from the start), or any other boring unfun things. You just go and kick some survivor's ass. If you have some game sense, you are not worried from flashes, bully squads or hiding survivors (except when last 2 are alive and both are hiding - this one is still tilting).

    From what I saw when watching killer mains (Otz is best example). Survivor is fun and chill, because they don't really care if they escape so long as the game was fun. But god forbid they don't get 3k+ when playing killer - if that's the case the tilt-factor is thru the roof (especially when doing challenge) and it doesn't matter what were the conditions that made it happen - it's only survivors are too OP and need nerf (and it doesn't matter that literally last 5 games were 3-4k only and when same person played survivor he just didn't escape once. Because that's ok. Because survivors are supposed to die and are for chill only, but killer is never chill).

    For me I want to win (but mainly have fun = never skull merchant even if I would win that way) when playing both roles. That's why killer is much more acceptable for me (and even devs target more then 50% kill rate for some weird reason) and that's why soloQ is absolutely unplayable for me.

  • Regarding killswitches, I can understand that. There are a few questionable calls (like no killswitch for merciless), but it generally makes sense.

    Still, considering bugs, prorities seem to be pretty clear right now.

    Take vault bug. When it was broken so that killers were being robbed of hits sometimes (btw that's something survivors got used to and even killers say "it's latency and ignore it" even though you could at minimum split the bad behavior in half so that both sides get half-a-bad feeling instead of survivors carrying full load of BS), they revert it immediatelly. But aparently devs don't use version control and can't revert things properly - so they introduced 2 new bugs instead while not fixing third (killer being able to hit survivor after fast vault, fast vault being so slow as medium vaults and males still vaulting tiny bit further away) - this is not a priority and it doesn't matter that we are talking about CORE mechanics. This helps killers getting BS hits so it's fine. But if it robs killers of some hits like it did 2 patches ago (and like it always happens on survivors when killer lags), then THAT is priority.

    And it's not just vaults. "Drop pallets confirm" that does nothing on pallet saves (the confirm just disappears the moment it should have an effect) is in game for maaaaany patches now and I am pretty sure devs just absolutely don't care about it. But say there was a possibility to blind killer thru lightborn and you can count at most days until that gets fixed...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539676#Comment_3539676

    There is an easy fix for your problem, you choosing not to use it is your problem.

    A lot of killers also use ect. lightborn or infectious fright to counter flashlights, im sure we should just remove flashlights instead so they dont have to make them self weaker by using a counter perk, right??

    But that's it. Lightborn is fine the way it is. There's no reason for it to have downside of say adding extra 1s cd after hitting survivor in any way.

    That's what calm spirit does right now - possibly nothing plus possibly nasty downside for no good reason at all.

    So my idea in your case is to keep flashlight/calm spirit, but remove that stupid downside on already niche perk that likely gives no value at all (u can at least see in lobby if lightborn makes sense, but you can't see killer's perks as survivor in lobby to take CS reactively).

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539875#Comment_3539875

    There were people on these forums, that were recently shaming someone for wanting calm spirit to be nerfed. So allegedly it's a weak perk, but it's a big deal if someone wants it to be nerfed? Just saying.

    Sure. Exactly that. If u ask for nerfs to predator or hangman's I would "shame" you for that just the same. Perks become interesting when they bring about same value (that way you can mix and match them). However we have polar opposites of hangman's vs UW - why would you ever choose hangman's when UW is that much better?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539676#Comment_3539676

    It's always funny that survivor stealth perks can be "niche", "not very good", "makes you weaker", "is a 5th killer perk", and other bad things.... but people get upset if someone says they want those perks nerfed.

    If someone told me they wanted to nerf Monstrous shrine, I'd say "sure, whatever", because I think it's a weak perk, so I don't care if it gets nerfed. Just saying.

    I never use calm spirit. The perk was niche before it's supposed "buff". But I can consider the fact, that there actually are players that don't want to chase all the time and are actually hiding instead (it's the famous killer's saying about "playstyle").

    "makes you weaker"

    Show me 1 other aura/scream/sound/... perk that has such a negative like calm spirit. It's the only one of it's category, where the perk would make sense if killer could equip it (and force the effect on all survivors) - like the perk would be absolutely terrible, but it would still make some sense.

    If someone told me they wanted to nerf Monstrous shrine, I'd say "sure, whatever"

    See? And that's the difference between me and you. I would say to such a person that he must be out of his mind, because the perk is absolutely trash tier (also I would be saying it without ever being upset) - same as calm spirit.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389939/ultimate-weapon-shouldnt-make-you-scream-if-youre-inside-a-locker

    ofc. is should "When they spot you, they know the end is near." this is a fear mechanic.

    Also, the game needs some mechanics that make people scream inside lockers, i have had a lot of games when i was maining killer, where people started to hide on the map after i killed 2 of them and going into lockers when i got close. Some games lasted 40-50 mins because of this.

    You can always run calm spirit

    Considering current state of calm spirit - this advice goes in a same direction of "you can combat excessive slugging by using no mither". like yes. But realistically you are making yourself weaker by equipping the perk

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539304#Comment_3539304

    That's why there is multiple video evidence of people reacting and dodging the attack, because there is no fact to accept...

    Again, whatever makes you sleep better dude. But the undeniable fact in all this is that you are in denial.

    Ah yes. Like those that were proven to be false by Scott (and I posted it "only" 2x in this same thread). And you talk about not willing to accept facts

  • @Real_RUBB3R said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536995#Comment_3536995

    Gonna be honest, if Lethal Pursuer is what's making the difference with your Tombstone Myers games, I don't think you're that great at the game, or at least Myers specifically, to begin with. It's incredibly easy to find survivors early on even without Lethal Pursuer, 9/10 games if I simply just patrol past gens and go to the furthest one from me, I'll find a survivor immediately, either because they were out in the open or I heard there was progress on a gen and so I knew a survivor was nearby.

    I get that Lethal is strong, but it isn't nearly as strong as you're making it out to be. If the killer wants to get several downs at the start, they could just slug and find someone else, or use Infectious Fright, which has more use than Lethal Pursuer because it has use throughout the match rather than just at the beginning, or as a bonus to other perks. Lethal isn't going to be the difference in getting several downs if that's what the killer is aiming to do at the start of the game

    I don't think you know what you are talking about.

    Best build for tpiece meyers contains lethal (corrupt, deadlock, play with your food) - and the reason is, that you want to farm PWYF stacks ASAP. Because once you have them, it's basically impossible to chase such meyers and it's impossible to LoS block from meyers (in order to prevent stalking). Also - you need to farm those stacks just once. With 130% speed, you can always grab everyone (from lockers/gens/totems if they are good, killing them otherwise) - so you are never even loosing stacks if played correctly.

    Without Lethal, you are opening up yourself for being countered by insane survivors that chase just too good for you to stalk them (because it's HUGE difference, if you start your "chase" with obsession, or literally anybody else).

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539015#Comment_3539015

    And why would I ask anybody that when we are not comparing the killers as a whole? Nemesis has an anti-loop power and that's about it. Xeno is a chaser, and in this current meta that's why overall it is better than Nemesis, just as the same reason that Wesker or any other killer with chase capabilities is better than Nemesis or any other killer.

    What you don't want to accept is that having the ability to hold an attack to mindgame and aim is better than just firing it, starting with survivors being able to generate muscle memory since the timing of the attack is always the same. That's why with Nemesis you charge, the survivor try to dodge after hearing the audio cue of the charging, you wait for them to move and then strike them with an attack that is even faster than the Xeno's tail.

    One thing is disagree based on facts, other thing is not accepting those facts. So again, if you can't or don't want to understand and accept it, you do you. But you are just making excuses to have arguments for a nerf at this point.

    there's no muscle memory to build, because there's no reacting to it - as was shown in video already. So you have no "fact" for me to accept.

    If there's no reacting to things, then for all intends and purposes Xeno's power is instashoot from survivor's perspective (sure enough, it's not from killer's perspective, but as there is no possible time to react - for survivor it's instascope DS with same kind of counter - "just guess correctly").

    And I will not accept Nemesis holding-power thing, because when he holds his ability - he kind of commits to it - opening different kind of counterplay against him. So there's always something you can do (at least in a sense - do not get to situation X). That's not true for Xeno. That's why everyone complains about Xeno.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538686#Comment_3538686

    What windup? And what it has to do with the ability to hold the attack after charging it?

    The differences are, again centiseconds between both attacks. In fact, without counting the charge time, Nemesis's whip fire faster than Xeno's tail.

    But whatever you say dude, I'm not going to repeat myself over and over. If you can't (or don't want to) understand that being able to hold the attack and mindgame with it would make it so much harder to dodge and easy to aim than it firing automatically it's on you.

    All I can say let's agree to disagree. I could suggest you to any larger streamer and ask what tier list is xeno vs nemesis and why, but you still just don't want to understand that the "inconsequential difference" in their abilities (such as wind-up time and others) is the reason why nobody is asking for nemesis nerf. But it does not matter. I don't see it your way and you won't see it my way.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538267#Comment_3538267

    For the same reason that you would want to hold your whip with Nemesis, to mindgame the attack when the audio cue of the charging ends and wait that additional second to see if the survivor tries to dodge or stay walking forward, so you can aim it.

    I don't think it is so hard to understand.

    Nemesis has longer windup and much less control after he M2's. So there's no comparison.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538242#Comment_3538242

    "Mind gameable"... DH was as "mind gameable" as Xeno's tails is not "dodgeable", in other words, just a little. But if that's your point of comparation, then Xeno's tail is not "mind gameable" at all, as the moment you press M2 the attack start and you can do nothing to stop it.

    So, even with your twisted logic you are wrong, as you can't compare something being "mind gameable" with the possibilities to dodge other thing. Again, false equivalency.

    Why would you want to stop it when u have still full control and can hit over everything? It's just delayed win. It's very rare that you actually truly want to "cancel" your hit

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537023#Comment_3537023

    You don't even need an add-on. Basekit you can reaction M2 any (single) turret as long as you aren't 50% slower than the average human. Personally I'd argue the Brown is the strongest because you can 'spawn-kill' the turrets out of tunnels any never get jumped on by duo-turrets. It also tells you which gens (likely) have Survivors on or near them, so you don't need to check any other ones.

    while what you say is true, it might be difficult to hit the turret when in chase and sometimes without any addon you actually get burned. But use especially the green addon and turrets are non-issue

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531607#Comment_3531607

    You say that it is not optimal for him to use this perk. It does not matter. The important thing is that this perk makes any killer good at camping and tunneling, especially against some killers.

    The xenomorph doesn't give you enough distance when it misses by hitting you with its tail, and with this perks you literally don't gain any distance, especially if it decides to camp and tunnel.

    What I can tell is, that his M2 is the thing that makes him not have any distance and that he's still worse then pinhead (where he can hit into instant chain into 2nd hit). It's fine.

    Also I finally tried rapid brutality on pinhead and I have to say the perk is quite meh. It's not good even on Pinhead

    Of course it's just my opinion. Which I take from playing as and against the killer. What I see is, that there are much better options, because this one does not do any real difference (STBFL in itself might be better, but I prefer to always M2 if at least a little possible)

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534449#Comment_3534449

    I understand the desire for a 50/50 kill/escape rate, but I believe they balance around 60% kill for a different reason. If a Killer camps correctly, a 0k instead becomes a 1k. It is on the Killer to fail, but essentially it means 1k is the minimum. When 1k is the minimum, that puts us at a different range of numbers. Averaging out 1k with 4k alone puts us at 62.5%. Now to be fair this could be deflated a little bit by hatch escapes back down to the rough estimate of 60%, but I'm not sure hatch counts for the escape rates since MMR counts it as a tie. So we'll assume hatch closed and the Survivor gets the gate is what rounds the 62.5% down to 60%.

    This is why personally I'd recommend matchmaking be hook (action) based instead of kill based. Although I would have camped states/left on hook states/tunneled states all count at .51 of a hook action. If we make 2 hook actions the tie count, then 1st hook kills would still count as a win, but you would earn less MMR as a result.

    So fix camping. This is no reason to leave 1 side with more kills for no good reason at all.

    Also - I don't agree. If we exclude a few killers that have easy camping time (infi T3 meyers, pinky clown, ...) it's not free 1K

  • Sure enough. I can give u 4K and 4out against ANY killer. Because this game still does not play by itself. The biggest difference is - how capable need the survivors be to 4-out against you when you compare them to any other killer you play against? Because I see difference when I play my (chase) bubba vs xeno. And I have many more hours on bubba.

  • @Venusa said:

    +can trigger it quickly with a locker don't have to accomplish anything

    +the perk follows your radius around and keeps applying

    +activation window is so long you almost always get all 4 survivors to scream

    +applies blindness for a long time which counters perks like woo/bond

    +works even if survivor is hiding in a locker which is very inconsistent with other perk designs

    +it's too oppressive on killers like nurse who can just teleport to a location

    +it completely eliminates the stealth playstyle since killer can find out where you are whenever they please

    +"bring calm spirit" isn't a valid argument dbd isn't a counterpick card game

    +cooldown is irrelevantly low so it usually leads to slugfests

    +constant screams are loud, annoying and over-stimulating

    +its like playing doctor without actually having to play doctor

    nice sum-up of all that's wrong with the perk. It's basically strong distortion-countered perk with immunity to distortion. I am just happy that my playstyle does not suffer from this perk so much (I don't mind being discovered).

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531539#Comment_3531539

    That's what every survivor says everytime they does something that isn't 100% a buff or advantage to survivors, whatever it is or the reason behind it.

    Have they released a killer that needs me to put effort in learning how to go against it? Killers are OP, BHVR is babying them.

    They remove a bugged feature that allowed survivors to break the game and be immune? BHVR is so killer sided, they don't want survivors to have fun.

    They introduce something to the game that is an obvious advantage to survivors? You are doing a great job, BHVR! The game is fun again, perfectly balanced now. Killers that don't like it are babies and just need to git gud!

    Come on...

    Have they released a killer that needs me to put effort in learning predict/guess how to go against it? Killers are OP, BHVR is babying them.

    there. Fixed it for you.

    They remove a bugged feature that allowed survivors to break the game and be immune? BHVR is so killer sided, they don't want survivors to have fun.

    I presume you are talking about "fast vaults". They were originally designed so, that if you finish the fast vault, you don't get hit behind the window - which didn't work and they tried to tackle it. They broke it, so the answer was to a, reintroduce this bug b, actually delete fast vaults from the game altogether. It makes very little sense now to try to fast vault in this patch as they are about as slow as mid vault (yes - they no longer take 0.5s as they should) - and a lot of killers already adjusted and go for hits that are just insane in hopes that new vaults will carry them. But it speaks volumes about you if you consider double-bugged (actually tripple-bugged - females still have shorter vault distance then males) survivor vaults fine and it being unreasonable for survivors to ask for a prompt fix.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537010#Comment_3537010

    Thats why Nemesis has his Tentacle all the time while Xeno can become a pure M1-Killer if survivor use the turrets with a bit of strategic thinking. I dont say Xeno isnt strong, but he is definitely not OP.

    That's theory only. In practice all you need is Emergency Helmet or Lambert's Star Map or at least Cereal Rations and turrets are non-issue. Any of those 3 would work (but the brown one is the weakest) - you don't need to take 2 or more. So again - the thing that turrets do is force M2 hit for a tiny slowdown during his M2 CD. Compared to extra healthstate - 2x in a match... That's just... At minimum it should be reverse - weaker killer should get weaker punishment and stronger killer stronger punishment

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390413/xenomorph-is-far-to-overpowering

    Xeno is literally Nemesis with Demo-Portals. How is that OP? LOL

    False. Nemesis is much more manageable. His ability is very fair in comparison. He can't get hit over everything and he has forced 3rd health state that he needs to play around...

    While Xeno has forced missed M2 if survivors spend long time for it + hits where no other killers can hope to get one (with exception to Nurse - but now we are talking THE strongest killer in game that is hard to master - but in hands of xeno that is nowhere near so hard)

  • I agree calm spirit should get "rework" in a form of dropping the negative part. If not that, then revert last change it had. The advertised "buff" made it quite useless

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536849#Comment_3536849

    Maybe you missed that it is not that impossible to do when two people are able to do it in the same game, plus that Nick in the other clip. Or there is a lot of mystic seers among us, or maybe he is just over analyzing that clip to make an exaggerated point.

    Maybe it means we are again in a point of time where the only thing u can do against the power is pure prediction - where proportion between getting it wrong on killer's side is much more favorable then on survivor. That's like making all the pallets shack-level strong now and saying "that's fair - get good - here see clip where killer got that hit at shack so it is possible"

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536846#Comment_3536846

    Dude, Xeno tail isn't instant and it also need to charge, the difference is that Nemy can hold his whip charged and Xeno fires the moment it does, which is worst for aiming it. Nemy has a guaranteed hit on pallet if you know when and how throw that hit, even if they crouch, just like Xeno. So yes, Nemy absolutely counts here, like any other killer able to hold his power charged till the moment of firing.

    In fact, again, that hit was harder to do with Xeno than with any other similar killer for that sole reason. And again, you can't take away the whip from Nemy.

    I know how his tail works. I 4K with him a lot of games (sure, I loose some too - especially if I get people way out of my league where I would not stand a chance having any other killer).

    Also if Nemesis holds his M2, he is slower (not counting T3 - but it's usually end of game when he gets it) unlike xeno. Also he can't M1 when he holds M2. Also Nemesis can't hit anyone crouching behind window unlike xeno. Also Nemesis can't (at minimum reliably) hit survivors ducking behind tall side of pallet if not angled properly. Also ..... There are so many things making Nemesis very fair in comparison to Xeno, that I don't even get why u would compare those 2

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536788#Comment_3536788

    You can't be serious, dude... really? If that was me with Nemesis, I would hold the whip until I was sure to hit him, and even if I didn't hold, released the attack and missed I most than probably would hit him anyway with the bigger dragging time his whip has.

    If the Xenomorph didn't miss, then it didn't loose the mindgame. He started doing the attack, realized the survivors wasn't going for the pallet, and had the reflexes to turn before the attack launched. And any other killer would be able to do that with the calm and security of not throwing the attack unless they want to. Come on!

    And if you meant the hit where he doesn't even see the survivor, I'm more surprised that he even knew where he was. And with a pallet dropped and the Xenomorph in cooldown, what that survivor needed to do is get out of there instead of staying. Is what I said in my other post, people get confident in loops without realizing the Xeno can hit through them.

    But you are right, just a few killer would be able to get that hit, and that's why you can't play against the Xenomorph like it is any other killer. And if it still a problem, then I guess a nerf to the vertical dragging of the attack wouldn't be that bad. But yet again, like no many other killers out there, we have to remember that survivors can completely remove his power for him. So, if he is able to use that much his power, is on you.

    And come on, getting to the point of argue that being able to control when you attack is not better than had it automatically fire just because you wan't the killer nerfed to the ground is ridiculous.

    But Nemesis would be prime example where this would actually NOT work. Because Nemi needs to charge. Because Nemi does not have guaranteed hit on pallet (animation or leave - if he can drag down). So no. Nemi ABSOLUTELY does not count here. Not to mention he needs 3 hits while xeno.... Needs to M2 miss if survivors spend like 10+s setting something up....

    @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536811#Comment_3536811

    And I'm going to guess that turrets would be out of the game too, right? As there won't be any reason for survivors to take away his power when is that cumbersome to use and is in a disadvantage position, as now he would lose in close quarters as the tail is harder to aim there.

    And if you are able to explain to me what dodging the tail attack from the Xenomorph have in common with "dodging" a survivor using DH, maybe I entertain that fallacy and answer you.

    He needs something. His whip is perfectly fine if turrets actually worked. Remove all his anti-turret addons and maybe make turrets 100ms more punishing and for what I care make moving with turrets 30% slower from current state. But there needs to be counterplay that does something or the power itself can't be oppressive. You can't have "counterplay" instead of real counterplay if the power is oppressive instead of "oppressive".

  • @Frumpbeard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531993#Comment_3531993

    It's pitiful compared to the strength S-tier Killers have, which you seem to be trying to make Xenomorph out to be.

    Why are you using the animation and sound cues of Pyramid Head, a Killer who has double the range and hits multiple Survivors in an AoE through walls, as a comparison instead of Nemesis, a Killer who has the same range as Xeno and similar attack time? It's like going, "oh Dredge is stronger than Hag because he can teleport farther away" ignoring all the other factors involved.

    https://us.v-cdn.net/6030815/uploads/9WN0I7Z9ZV9G/image.png

    Here is the spectrogram of a clip of a video, with 0 being the moment the tail whip button was pressed, and the end being the moment before it hits. You see that bump in the middle? That actually isn't me screaming the battle roar I make before every kill, that's the audio cue the tail makes before preparing to swing.

    https://streamable.com/jqrjun

    https://www.youtube.com/watch?v=xUnmq7z6ZvY


  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536281#Comment_3536281

    Can you explain how having more time to aim and be able to wait for the survivor to move before launching a fast attack that has a sound cue and animation warning require more skill than pushing the button and having to stick with it even if you screw up?

    Also, I have played as and against the alien, and there is people that don't have any problem in dodging the attack and / or using the turrets correctly to remove it:

    https://imgur.com/a/H0srkRQ#b7AXxyD

    So I'm sorry, but you saying that "Baby killers/survivors need to quit complaining" is both ironic and funny.

    Check the last 3-5s of that clip. See that survivor successfully mindgamed killer (by not going for that pallet) when killer 100% anticipated it for easy down... And yet, xeno is so strong, that you can just adjust your aim DURING WHOLE TIME you press M2 - so there's no escape. Loose (drop pallet), or loose (continue to run away) or loose (stay on a spot with hope killer will be 100% sure you will go for that pallet). This is actually the thing everyone was talking about.

    This is the only killer, that can loose strong mindgame and still win the chase. Just disgusting design

    Also - what other killer would have been able to get that down in RPD Leon's office? Not even slinger could (even if he hit, it would have been deep wound) - and this interaction and loops like this are actually VERY common on all maps

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536748#Comment_3536748

    People just see swf everywhere so they don't need to reflect that they could have done many things better because swf is unbeatable, which is complete nonsense if we 1. Look at the amount of 4 men swf and 2. Look at how many of those existing are really that good that you cannot still find the weak link and win of that. I basically play only solo and have pulled those plays off already or bodyblock if necessary and stuff it is ridiculous that making good plays is bound to being in a swf.

    Like 95% or more of my survivor games are sabo plays. It does not matter if I play soloQ or SWF (even though solo feels too bad so I don't play it a lot - like I do play with semi-random people I don't really know and don't know their play style and don't communicate with them, but it's still technically SWF). Which means that most killers will every single time think, that I am at least duo with somebody.

  • I have seen exactly coordinated boogeyman that absolutely destroyed me (yes - virtually everybody has those games). Exactly the time-precise callouts and whatnot - even deliverance (a perk that has potentially very little value in soloQ). But there was this one thing. In endgame chat they absolutely pointed out all the little mistakes they did and were mad at each other. They even communicated in a different way. And one of them spoke totally different language (IDK why people that write azbuka think everyone else will just understand them)

    Just because someone is good, it does not automatically mean they are SWF. This might have been true before HUD, but (thankfully) no longer.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536685#Comment_3536685

    Ah, yes. The same excuse over and over again. Yet, everytime I play killer it is 90% against SWF with all the meta cheese. Those "people who just play with friends" would mind a few nerfs to bring them closer to SoloQ. I mean...they are just vibing right and not that serious?

    And how would you know? You just presume that chill swf = soloQ and capable soloQ = SWF.

    Also being punished just by playing with friends will make a lot of survivors drop the game = game will be balanced and maybe devs will decide to "target fair 60% escape rate" in attempts to save the game...

  • It's so tilting. I am effectively dropping pinhead from my rotation until he's fixed. This one gives me headache

  • @UndeddJester said:

    As a console player who's whole game experience is trying to effectively deal with being spin teched constantly... this sounds truly evil xD

    I think those hits would generally not get affected. You should be very much in reach when getting spinned - so this should not be the situation (provided you don't have latency 1000+ms). With my understanding it's more about those hits where you vaulted window and moved 3 steps away but still got hit regardless

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536058#Comment_3536058

    Toba landing is bad enough for top nurse players to call it a ######### map xD Knightlight for example seems to despise it.

    I think the Majority of players dislike indoor maps since they all have their own problems but if you go by kill rate it might be true. I still hate every indoor map and rpd especially.

    Considering nurse I generally agree with this statement with 2 notable exceptions - The game that is so tiny and has good visibility even if it's indoor map is very strong for nurse and RPD that even though works as a labyrinth (which usually makes the map horrible for her - see Lery's) has a notable exception in a way hallways are structured - they always lead somewhere on very much predefined path (but have many turns which effectively slow down survivor for fast catch-up) where you can predict survivor will go - if you include the fact that survivor can't dodge you in these narrow halls - I at least am able to very often predict-blink on top of survivor for very fast downs.

    Sure enough this mandates certain strength of survivors (which I actually get). There still are quite a lot of nooks and crannies where survivor can hide instead of continuing his path on hallways which can totally make me loose him altogether - but this happens much more rarely then very fast down. (and basically this is also the reason why I mentioned people consider the map bad for nurse but I personally don't agree with this).

    But sure enough - to abuse this factor, you need to perfectly know the map. It will not work otherwise and you can very much struggle as nurse in this map.


    As for Toba landing... I just don't like it. I personally consider the map always favoring the other side no matter which side I play xD That's why I made no statement towards it.

    Also I agree that indoor maps are usually bad for both sides (keeping in mind quite a few notable exceptions).

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