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Gandor

Gandor

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Gandor
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  • Greats are indeed pointless (maybe not if you have boil over AND are in Lery's AND killer decides to go for far away hook - which no killer with at least minimum experience would do). But instead of removal, devs could make them matter again - that -1s off wiggle time for all greats was actually useful thing that made just enough difference, that other teammate successfully helping was possible.

    I still don't understand why they changed it to make them not matter at all - especially considering that a lot of maps have such a huge hook density, that even perfect sabotage with taking hit for your fellow survivor does not mean a thing.

  • You know what is stupid? Hitting skillshot only to gain exactly nothing out of it (in fact, loosing distance in the process, because animation lock while using it disables running).

    Impaling wire just "makes sure" (even in this case you can get unlucky), that hitting skillshot actually does something. Even if survivor decides to vault immediately after getting hit (still getting fast vault in the process).

    If the addon would get higher rarity, base chains would need to ignore breaking on environment, or repeated hit would need to be much more consistent. It's BS that doing correct play (hitting skillshot) results in you loosing distance instead of gaining some

  • Depending on the killer, the map is very fine as is. Huge deadzone and clear LoS in the center is for some killers more, then potential safety of houses.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518924#Comment_3518924

    Pointing out double standards isn’t a whataboutism. If you have reasons why a survivor perk should be buffed, we should also be able to apply this to killer perks. Otherwise, you’re just making up fake reasons to buff a specific perk, that shouldn’t apply to other perks, because that would be inconvenient for you.

    Calm spirit was nerfed and buffed at the same time. This was intentional. Do you honestly think BHVR intended the perk change to be a buff only? Like, BHVR made a major change, and has been oblivious that it lowered the pick rate?

    Your entire argument revolves around the fact that perks can’t be buffed and nerfed at the same time, which is false.

    Killer perks are a bit specific, because there's vastly more difference between 2 killers then 2 survivors. Like Iron Maiden is absolute trash-tier considering killer like Freddy. But there's also Bubba that actually promotes the perk to "meh" level. Considering killers like huntress/trickster, I would call the perk even "almost good". Similar situation to stridor - trash-tier on all killers but spirit (where it's meh).

    Does that mean stridor is in a fine spot? Nope. It sure should get a buff (same as iron maiden when we are at it). But when considering buffs/nerfs, you have to think almost exclusively about spirit instead of say Nemesis. But if the perk is underperforming a lot even for killers that can use it's niche, then I am absolutely for buffing it (same as calm spirit and about 100 perks on both sides that are beyond useless). But the thing is - this thread is specifically about calm spirit.

    And I have to wonder yet again what is the reasoning behind you not wanting the perk to be less trash-tier (and again - I am not even talking about making it good, just less trash).

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518858#Comment_3518858

    One of the main goals of the first meta shakeup was to nerf stealth perks that are active for large portions of the game. This is why Iron Will, Spine chill, and Calm spirit were all supposed to be nerfed at the same time.

    This is also why iron will was functionally reworked into Off the record, because 100% removing grunts of pain should be on a limited timer.

    Survivors should not be encouraged into excessively hiding when they aren’t in a chase, and stealth perks should have limitations.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518885#Comment_3518885

    Calm spirit had a high enough pick rate that BHVR gave it a drawback.

    You want the drawback removed, which would effectively make it even more powerful than it was before the first meta shakeup? And we’re all remembering that when the perk didn’t have a drawback, it had a pick rate that was high enough that BHVR gave it a drawback?????

    No. BHVR just sometimes don't understand their own game. They "sold" the change as buff - because they actually saw that calm spirit (and pharmacy) are in fact very much underperforming even in their stats. The thing is though, that given BHVR don't understand their own game sometimes - everyone in community universally agreed, that these supposed buffs were actually nerfs - destroying already very bad perks even further. But you can check the patch notes yourself - they clearly thought they are buffing those perks.

    And sure enough - it would make sense to buff both of these perks to get to at least meh level (from their current garbage level). I am not talking about making them meta (like say calm spirit hiding all the aura without any condition or say pharmacy providing universal 99% heal time reduction). I am talking about buff in a sense, that if you get those perk in random perk challenge - that you wouldn't be immediately sad for having empty perk slot (or worse) even before the game starts.

  • @Coffeecrashing said:

    This perk removes an entire killer tracking mechanic from the game, for the entire length of the game.

    The downside should only be removed if the crow immunity is also removed. Just have the perk only prevent screaming, and have that be the entire effect of the perk.

    https://nightlight.gg/perks/Calm_Spirit you are right. The perk is clearly OP. With it's 0.8% usage rate. Nerf it instead! Also, nerf Hoarder too - totally destroys 1 base mechanic (chest looting) as well so it's clearly too OP as is.... /s

    I just don't understand these people that want things nerfed just because the other side uses them. If you at least thought about it a little - buffed calm spirit in this manner would still highly benefit killers, because it would still be awful perk, but maybe a few more people would run it (instead of something that is actually useful - like things people are complaining about - say made for this).

    I don't care if devs buff the perk. It would still be bad even if they use OP's version. I just can't fathom why some people would be against buffing clearly absolutely useless perk into bad perk. Especially if we are talking about killer main (to clarify on a specific example - I would understand some survivors not wanting to buff say self care from 35% to 40% - because more people would bring it and because it would still be bad making net-result still worse then current version where less people bring it, but this is not the case as @Coffeecrashing is clearly just killer main)

  • it would still be meh considering so limited boon range (which is reason I consider all boons meh) + setup time.

    But it would be funny watch people stressing over it until they get to experience it (same way as was the case for blood rush)

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518471#Comment_3518471

    You mean the same update where they also nerfed a lot of killer meta perks?

    The strongest survivor perks, such as Adrenaline, Deliverance, Sprint Burst, Made For This and Lithe are still just as strong and haven't been touched for the past two years. Dead Hard and Circle of Healing are still very viable, despite what some people say.

    The only top-tier killer perk that hasn't been nerfed in the same timespan is Deadlock. Every other strong killer perk has been nerfed in the past year: Corrupt Intervention, PainRes, Pop, Starstruck, DMS, Call of Brine, Awakened Awareness, and Eruption. The last 3 are now completely worthless outside of niche builds.

    https://nightlight.gg/perks/Boon:_Circle_of_Healing yes very viable. So much, that it has 2% usage rate (and I wonder why so many ppl still bring it. Probably nostalgia only). As of now ALL boon perks are meh at best.

    DH can come into clutch, but most of the games it does not even matter. The perk went from 33% usage to 9% - there's a very good reason for that.

    Also - nobody ever made a single mention to adrenaline so long as DH was meta. Now that killers convinced devs the perk needs huge nerf, adrenaline (a perk that wasn't touched since patch 1.8.1) is suddenly soooo problematic. Talk about moving goalpost. Succeed in nerfing all the mentioned perk and soon it will be inner healing and blast mine that are nasty OP and definitely needs nerfs. Same as adrenaline - nobody is talking that it's problem right now, but give it yet another nerf to survivor perks and those perks are suddenly nasty OP and totally need nerfs

  • IDK if it's because there's just too few of them, but going against singularity feels like

    a, free win - if they are using the power in a wrong way, they are just giving you distance for free. Or you find yourself in a map like Lery's which basically makes singularity M1 killer for boring match.

    b, Meeting strong singularity on "normal" map on the other hand feels similar to meeting god-tier nurse. No matter what you do, you are always slipstreamed and even using EMP will prolong the inevitable for 10s. You are just going down, because there's literally nothing you can do not counting dropping pallet at the exact time when it does something - only to be shot again and repeat the same thing but with 1 less pallet in the map for only ~5s wasted for the killer (LoS blocking does not work, because he can place several biopods mid-chase covering whole loop, leaving loop does not work as he has direct LoS, using EMP buys you a few seconds - but now you have no defense - and all the destroyed biopods can be redeployed within 2-3s).

    At this point - I just don't like to see the killer at all (it's by far much more benign then knight or chess merchant, but still - you just know the game will be stomp one way or another which is boring).

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518084#Comment_3518084

    I hate Dredge there too, outside area is basically a deadzone (lockers) for you.

    Legion is hell too for me, really hard to get multiple hits.

    Wraith is good, mainly with global/silent bell addon.

    If I get it with Skully, then survivors usually give up from start...

    I often say RPD is one of most balanced maps, both sides hate it almost equally.

    both sides hate it almost equally

    in this regards, spot on :)

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517789#Comment_3517789

    From what I heard most players on both sides hate it.

    I definitely hate it.

    Killers that hold 3-gen against us were Nemesis, Ghost face and 2x Huntress. But that was across like 40 games.

    Luckily we didn't face Skully there, that would be more difficult.

    TBF if I play bubba or huntress, I am very sad to see it. And I perfectly understand all the huntresses that camp 3gens there. The map is just too much for those (and I presume Billy is exactly the same thing, but I don't play him as he is just too difficult)

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517331#Comment_3517331

    If this is your argument (team Eternal), then suddenly "I play only against tournament SWF" is valid too... It's small minority in reality.

    Most 3-gens happen, because survivors started to work on first gens they see and don't spread properly.

    I have seen just a small amount of killers actually never leaving 3-gen. Usually it happened when we were doing RPD achievement. Killers hate that map (offering), so wanted to get back on us with 3-gen, so understandable imo.

    Speak for yourself. As killer (not counting Huntress or Bubba) I love RPD offering - it's mostly free win. As survivor, I absolutely hate the offering no matter what (yes even against Huntress and even though I perfectly know the map).

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512263#Comment_3512263

    My teammates idea 9/10 is doing the gens on the edge of map especially the ones that are next to each other, which is a surefire way to 3-genning yourself.

    meaning my advice has very good chance to be a sound advice how to play the map :)

  • You can just presume that you spawn in a (very loose) cluster far away from killer - if you can identify where the killer is (came from), then you can safely go there and be reasonably sure nobody else is doing gen there (with added benefit, that the killer will probably not expect anyone to work on a gen where he spawned).

    This can get you to 1st chase very quickly. Your teammates can possibly have the same idea. In very unlucky RNG you can solo spawn far away from your team and actually next to a killer (if you are really unlucky he can see you basically at the spawn). These are all the risks - but they are all exception to the rule (not counting the fact you have highest chance to be in 1st chase this way).


    Also - Midwitch is far worse then this map, because it's too small, has bad loops and you can't chase effectively there without bringing killer to other survivors + very fast deadzones. Sanctum "only" has 3gen problem you still can combat. The map is far more manageable then Midwitch.

  • Just a note - for eyrie, it's also Bubba's problem.

    I am scared to even try to use my chain in main, because all the tiny minor flying books, twigs and little things that don't concern other killers are immediatelly show-stopper for Bubba's chain. So frustrating

  • @Zokenay said:

    Its just stupid at this point how due to luck that a single hook spawns in that corner of the map and once its gone, anyone that goes down there is impossible to hook.

    Midwich is notoriously bad for this specifically, and the bigger maps as well.

    Well. Midwitch hooks got fixed in patch 6.5. If you still have problem in that map, then that's 100% skill issue - the map has now evenly-spaced hooks that now do consider floor they are spawned in and there are always at least 2 hooks you can get to (2 is minimum, there are instances of 4-5 hooks you can get to). After patch 6.5 and considering hooks the map got changed from best one to go for sabotage plays to worse then average map.

    @Batusalen said:

    I had someone the other day doing that in The Pale Rose map. Got to the border of the map, escaped because I couldn't hook him, and directly again to that corner of the map.

    In that situations the simple solution until they fix the hook placement is to drop the game, make sure to slug him to death, and hope he has learned the lesson: If you don't want to get hooked, I'm not going to hook you but you are going to be dead anyway.

    Yes. Both swamps do have problem with corner hooks - provided you get bad RNG. This is absolutely true. It would make sense to move a few center hooks (there's strong density of hooks there) more towards the edge of the map.

    @[Deleted User] said:

    Boil over corners or dead zone exploits should be considered abusing game mechanics.

    I am very much against slugging, camping, tunneling. But if I end up with players who refuse to do anything but run to a corner with boil over? I slug them and let them bleed out. The team isn't really losing anything from them dying 🤷🤷

    If anything - you can use BO to your advantage. Not counting drops (say Ironworks of misery) or inside maps (lery's and it's door frames/corners/....), it's always killers fault for not getting to hook - if you catch the rhythm, the only effect BO has is speeding you up a little so you can get to hook faster (you just have to know hook spawn so you don't leave hook close to you just because it's aura got hidden by this perk).

    @WingerSenpai said:

    As a survivor it feels to close already without the offering, especially if the killer decides to hook someone in the middle of the map, removing the hook break would be only executeable if they are more spaced out too.

    I understand your problem don't mistake me because I usually see Ormond suffer from this problem if the killer doesn't account to it and the survivors pay enough attention, but just removing it for "no price" wouldn't be justified because it would only benefit killers and hinder survivors.

    The hook offering does very little. Even if you 4man stack it, it does not change anything really.

    @DrKetchup said:

    Perma break is horrible. On maps like GoJ or Swamp, 1 - 2 hooks broken leave a whole half of the map barren.

    I agree to swamp. But Garden of Joy? Nope. You can always get to at minimum 2 hooks. This is true even considering absolute corners of the map and bad RNG.

    @WingerSenpai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510457#Comment_3510457

    Then explain to me how come that on more than not there are 3 or more hooks having:

    • Direct line of sight on each other
    • And being in a 30 meter radius (all 3 of them)

    Because by your way of thinking you have a problem with edge map hooks, I have more of a problem with mid map hooks, but sometimes edge map hooks (for similiar reason as you if I decide to play killer) yet if I have a somewhat reasonable idea I get boo'd down or if I have an opinion I get judged for having such just because I play survivor.

    Also killers holding games hostage took months to fix. (CB, OC, Eruption combo). This has been for years, and somehow this is not adressed. They would most likely just chalk it up to "you have the option to use an offering to change that fact.

    And now remembering: Scourge Hooks. How would those perks effect the game if hooks couldn't perma break? Sure as hell "Floods of Rage" and "Gift of Pain" would get value out of that that's for sure.

    Under the 7 years dbd has been runing hooks have changed the following ways for anyone who doesn't know:

    • Sabotaged hooks didn't respawn, then 180 sec respawn and now 30 second respawn after sabo
    • Old Hangman's Trick respawned broken hooks and marginally decreased sabo respawn timers.
    • Quality of life hooks spawn logic change from 1 every 3 tiles to a fixed minimum and maximum (based on offering), meaning that there is less of a problem now than back then.

    In conclusion, hooks changed a lot. And shame on the people who run corner just to not get hooked. Okay that's fine. But if you hate edge hooks now, imagine them back then.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510375#Comment_3510375

    I have to agree with you. No harm no foul removing those people. If I see those kinds of people I sometimes only bother for the points. Or not even.

    Most people don't play sabotage so they don't know. There are way more problems with too dense hooks compared to too little hooks. I consider it final boss achievement to get sabotage save on Saloon. But doing the same thing on Gideon (you can have 2 hooks in 1 small corner room - breaking supposed minimal distance between hooks devs once stated exists) or Lery's is quite an achievement too.

    @TheTom20 said:

    Yeah been in these situations on both sides it dose seem quite unfair. Not being able to do your objective because there isn't a hook there is very frustrating an can turn a win into a complete lose because of it.

    When I am playing killer (which is almost always these days) - this does not ever happen to me any more. I do play sabotages so I know to manage my hooks as a resource. When I destroy a hook in one part of the map - I will do everything I can to hook other survivors as far as possible from said hook. By doing this, I have yet to have a single game where I can't hook a survivor in last 1000 hours of my killer games.

  • Singularity is already very powerful. The problem with it is, that the skill floor is insanely high - making it super hard to pick up (and do OK). However when you decide to invest in getting good with this killer, then he is very oppressive as is. Considering you know what you are doing (and are in outside & open map), there are very few things survivors can do to stand a chance. IMPs included (good singularity can consistently infect you within like 5s in every loop on open map).

    In the end - the only buff that singularity needs are QOL improvements that make the killer easier to play/orient, but not make him stronger overall in any way. The killer is already solid A tier - he's just too damn hard to learn/play for people to pick him up.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508749#Comment_3508749

    no because maps suck and if it wasn't for the bloodlust the survivor would have infinite or 2-3 minute loops

    and unlike MFT, bloodlust has counter

    Ah. So bad maps count when killer is chasing. But artificial dead zones don't count.

    It's always survivor's mistake to get hurt, but bloodlust is needed mechanics to bandaid bad maps. Got it. I presume survivors are totally OP and need 50% base speed too

    in NOED Comment by Gandor
  • I agree fully, but I would not add aura read on injured survivor. That's excessive and it would help more outside of sabo saves. Not counting this little thing, 100% agreed

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505330#Comment_3505330

    > so logically I will not make easy part even easier just to die endgame

    You've went the roundabout way of admitting survivor gameplay is infact easy, and people bringing more endgame builds is in direct correlation to that and therefore agreeing that the OP is right.

    And again , endgame isn't hard, all you do is pop last gen then sprint to the gate, theres *no game* after the last gen pops.

    The mental gymnastics you're doing to try to claim holding M1 for 15 seconds at a gate is harder than doing 5 gens is hilarious to watch.

    You've went the roundabout way of admitting survivor gameplay is infact easy

    Compared to endgame yes. Overall? No. In fact, I consider the game so bad right now, that I stopped playing survivor almost entirely - just enjoying the easy part on killer.

    I sent similar image already in different thread, but this about sums it up (from survivor-main's perspective)

    image.png

    holding M1 for 15 seconds 

    This mistake twice repeat says it all. Opening exit gate takes 20s. You would need perk to make it shorter (With wakeup it should be somewhere around your 15s).

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505249#Comment_3505249

    The insanity of claiming killer is "strongest" when all gens are done and all you gotta do is hold m1 for 15 seconds on a gate switch... oh my days.

    By definition survivor gameplay is sequential, if the core game was difficult, you'd equip gen speed , anti-hook, Loop perks etc, however if you find the core game to be easy on basekit, you can skip the core game perks and go straight for an end-game Guaranteed escape build, with the likes of Adren and hope.

    If you expect your team to be wiped at 2-3 gens remaining you wouldn't be bringing 2 endgame perks because *you wouldn't be making it to endgame anyway*

    This is legitimately a simple concept to grasp for anyone even the most casual of survivors.

    The insanity of claiming killer is "strongest" when all gens are done

    And I already wrote reasons for that... Again. Deliberately ignoring the message.

     hold m1 for 15 seconds on a gate switch

    Why would I waste any perks on last 15s of games if it was so inconsequential. Maybe because IT'S ACTUALLY NOT?

    you wouldn't be making it to endgame anyway

    I don't know about you, but when I play games, I usually try to actually win (to varying degrees - this does not mean I always tryhard) - so logically I will not make easy part even easier just to die endgame, when I could instead make the hard part a bit less hard.

    This is legitimately a simple concept to grasp for anyone even the most casual of survivors.

    Agreed - yet you can't figure out that people actually want help in parts, where they struggle for some reason

  • @WilliamSN It's not my fault u don't want to see the meaning behind my words.

    My point is - all it indicates people need most help during endgame, because endgame is most killer-sided. It doesn't matter if I have easy "core" game, if I consistently then die endgame - so endgame perks make sense to combat strongest killer's part of game.

    The goal is to escape overall, not to get to endgame and die there...

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504735#Comment_3504735

    I highly doubt survivors would pick a perk that might end up be a dead slot... unless you're expecting to make it to endgame to get value.

    Logic wise it makes no sense to bring an end-game build unless you expect to make it to end game.

    Survivors expecting to make it to end game indicates they dont struggle with the core game.

    A killer expecting to make it to end game indicates they do struggle with core game.

    Why would a killer bother bringing No way out, noed, Blood warden, etc etc. if they dominate in the core game? to have 3 dead slots?

    There's no survivor perk that is guaranteed to give you (full) value. Every perk is conditional in one way or another. The best thing you can get is distortion and not loosing stack interpreting as an information that there isn't Lethal pursuer in the game. Very similar thing to bond - you don't see any teammate, so it probably means nobody is close by (or more likely you see them but it provides 0 information you can actually use in any capacity).

    You absolutely can get 0 value from any healing perk (because plague), any exhaustion perk (say blood echo/fearmonger), any aura perk (undetectable), any anti-hook perk (pyramidhead), any boon (shattered hope), any locker perk (iron maiden), etc etc. It's always about bringing things, that you presume will help you the most. But it's always a gamble.

    And being tunneled out (even on 5 gens) is not that rare these days. So even endgame perks are a gamble (in a same sense as most other perks are).

  • @Viktor1853 said:

    Hag is fine

    Really? Don't u think she should be adjusted a bit? Maybe make her a bit stronger in chase? Somehow she doesn't feel like her 4.4 is deserved on her considering her ability is just to trap

  • Wait. Hag? We still have that killer? I can't even remember last time I saw her somewhere. Is she really that problematic?

    More to the topic - maybe it's indeed time to fix her. Make her 115% and reduce her camp/3gen potential slightly. Maybe even add some small secondary chase thing to help her out in chases a little bit

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503590#Comment_3503590

    Usage rate indicates what areas people are struggling with and most importantly, the ones they aren't.

    If you dont struggle with Looping and gen progress, theres no point equiping Loop/Anti-Loop or Gen speed/Gen regression perks.

    Now when the usage rate of a survivor perk (Adren / Hope) dedicated to end game is at an all time high, it lets you know people dont find looping or gens to be difficult (The core game) and they expect to make it to end game more often than not.

    This in turn allows you to make a fair assumption that perhaps the kill / Hook rates are sinking and the core game requires a balance pass.

    Alternatively it means that during endgame survivors struggle the most.

    That might be the case because a, all resources on map are used up b, a lot of perks are already disabled c, killer already has only 1 task and that is to camp d, endgame killer perks are quite common (like say NOED, no way out, etc)

    So having a perk that helps in this situation is not that crazy to me.

  • RN during animation, you are locked off from turning. I am afraid that if they prolong visual effect, it would not be just visual. But provided it WOULD be just visual, then I am absolutely for it :)

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504694#Comment_3504694

    People love to throw around the notion that killers would want for survivors to start on hooks or that they deserve a 4k 75% of the time. I guess you need to be a killer main to see the problems this game has our way. When I started out I would get loads of 4ks, but once I got some experience with all the different killers and my MMR stabilized, it was an entire different story and things have become way, way harder each and every game since.

    sounds perfectly healthy. You shouldn't get more then 50% wins on any multiplayer game where you play against people (draws excluded for obvious reasons)

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504045#Comment_3504045

    Statistics showing less killer players = queue times

    They are longer than a few months back even though the number of players on steam is exactly the same.

    I want fair games where the best killer players playing a low tier killer can outplay the best SWFs without exploiting tunneling/camping.

    Is it possible ? No, the game is unabalanced.

    If the MM gives you 1 game against a SWF that you cannot win at all, you get 0k and then give you 2 games against bad survivors where you get 4k and 3k.

    It is 7k for 12k possible, around 60% - is the game balanced because you have had 60% kr ? No it is not, there is still an unbeatable SWFs that gave you a miserable unwinnable game.

    I want fair games where the best killer players playing a low tier killer can outplay the best SWFs without exploiting tunneling/camping.

    "I want best soloQ to be able to win against best S+ tier killer without exploiting meta builds and splitting on gens or genrushing - if this is not possible, the game is not balanced".

    Sounds stupid right? You need to compare same stuff to same stuff. Still - low-tier killer still has it better then average soloQ. Or on the other hand - best killers with best addons should have about 50% kill rate against most sweaty team-seal SWF group.

    That's what I call fair - and comparing apples to apples, instead of weakest on one side vs strongest on other side. Next you are going to compare perkless addonless trapper that just installed the game vs full-tryhard Hen's group without any limitations and call the game survivor sided. So disingenuous!

  • But I see quite a lot of killers. Also past year we had gen-kick meta. Literally THE strongest killer has EVER been. And the game is still MUCH easier for killer then soloQ. Even considering low-tier killers

  • IDK, but my killer experience is TOP in comparison to survivor. There's no equivalent to sleep merchant and condemnco. Killer is way more fun and still much much much easier then at least soloQ.

  • @dbddying said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503214#Comment_3503214

    I love how many survivors want killers to just stand there and let them get gens it’s so impossible to be a killer when you hit gold one and every survivor runs the same build they all run so fast that I can’t catch them on top of that borrowed time being base kit is so broken because now if you don’t tunnel you won’t get a kill I’ve been gen rushed in 1 minute and 30 seconds like I literally have it on video where one person started a gen and within 2 seconds it was done like there is nothing I can do once it’s to one gen

    Rank literally does not mean anything. It's not being used for a long time now. We have MMR now and grades are not used for anything else, but monthly BP gains. That's it.

    What you could have experienced is MMR soft cap. The thing is, that this cap is pretty low - so 200 hours killer can get to this point and suddenly he is facing someone with 10K hours - because according the game (and it's matchmaking), they are same-strength and it's fair to pit them against each other. And this is not just killer issue. Survivors experience the same thing. If anything, this hurts survivors way more - because 1x 200hour survivor can spoil the game against 2K hour killer even if the other 3 survivors each have 10K hours - and this is also THE prime reason why soloQ sucks (and SWF is way better) - circumventing game's matchmaking and it pitting 3 good survivors with 1 bad is such a huge boost, that comms advantage can't event come close to it.

    Overall I definitely have MUCH better experience playing killer. That's why all my killer challenges are done and none of my survivor challenges were touched. And I consider myself survivor main (that plays killer too - right now more then survivor - and I am playing killer for a long time now so I am 100% sure I already hit soft-cap).

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503297#Comment_3503297

    Collision is lost when you hit them, letting them drop the pallet anyway after you hit them.

    Standing there and waiting won't work either. They'll wiggle free or a 3rd survivor will drop from the other side.

    There's some tricks to avoid flashlight saves, yet the devs still gave killers Lightborn. Same with bodyblocks: Mad Grit and Starstruck.

    Why can't the devs give killers a perk for this pallet business?

    Even if there was a perk for it, why should the killer have to equip FOUR perks just to secure a hook?

    The behavior changed slightly. If you hit them, they can't drop the pallet fast enough. I don't know when it changed, but it's quite some time ago (I would guess about patch 6.1). At least in my experience I was never stunned to wiggle free after hitting survivor that I bodyblocked.

    The only thing that could happen is, that if the survivor has perfect timing, he can phase thru you and drop the pallet during your pickup - but it's about as tight as window-tech timing and basically nobody can do that (apart from Ayrun and those people - and even them can't get it reliably). This is something that I only saw people do - but it never happened to me

  • TBF we were in same situation in reverse.

    Fake-vault bug was very fun interaction that made things more interesting. But it was bug and it needed to be fixed... It's maybe a shame they didn't leave it in game in form of a perk for the fun of this interaction, but it was absolutely right decision to not keep it in the game in form of that bug.

  • Just a hint - you can always pick one side of the pallet from which u grab survivor. The other survivor usually can't save that way, because you are bodyblocking that side (and it takes time to go the other side). It's often free pickup + sometimes free hit on top of that.

  • Chain blinds are important aspect when someone is being tunneled. I agree it comes to play in bully squad and SWF much more often, but blinding killer 3x with 1 extra stun can be the difference between killer resuming his chase for that single person with 2 hooks (out of 2 hooks in whole game at 4 gens) and killer being able to resume his tunneling-spree.

    As for the stuns - that would be information on it's own which can be potentially quite valuable. I hook survivor and hit him. If I get stun, I am going to pressure gens. If I don't get stunned... Well, time to camp (or at minimum look around the hook). Also - you don't need to hit people at hook to BM. It's perfectly enough to shake head at them.

    So for the first idea - I don't like it because it's one of the rare mechanics that actually help tunneled-out person (even though it's higher-mmr play that comes rarely and is abused more often then not) and the second one would very much depend on distance of the other survivors (if the distance is quite short - which probably means less then 10m maybe even 5m distance), but ultimately does not solve anything.

  • @UnavailableName said:

    How astonishing right ?

    Playing killer has become so frustrating at high MMR that i completely understand why killer mains refuse to play this role. I do not care about loosing and yet i do not play killer as often as before (max 2 to 3 games and i stop) cause it is boring to deal with MFT + Resilience + Hope on at least 3 survivors every game.

    It is also boring to deal with 32 charges Toolboxes + BNP + charge add-ons or Blast-Mine over and over again when you want to break a generator.

    Honestly that game, though the year, has felt down in a toxicity loop and this loop has been created by the devs.

    Who on earth can think that blast-mine is a good idea ? What happens when 4 survivors have it ? Same for the MFT combo or toolboxes, what happen when all 4 survivors have those ?

    Do you remember when survivors cried because they had to deal with 8 to 10 times POR ?

    Well, Dealing 8 to 10 times with MFT + Resilience is just as nboring and frustrating.

    Being blind by a mine 3 to 5 times in the same trial is boring.

    No wonder why the queue times are increasing as survivor, +100% incentive on killer pretty much the whole day but morning on EU servers.

    Neglecting the killer community so much that we (killer mains or both roles player) are leaving the role.

    Yes. You are absolutely right. Survivor experience is so much better and killer is absolutely miserable. Who would even play that role now...

    image.png


  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502393#Comment_3502393

    Or just turn off DC penalty after 20 minutes overall?

    That would actually be good for both sides.

    Normal games won't go far than this, it's either 3-gen, or survivors hiding, or both.

    If you want to win, then keep going...

    Ah sorry. I was a bit salty when replying to that comment (I know you play the killer). Especially considering how bad it feels to play against her if she decides to 3gen whole game.

    Sure. After 20 minutes it's perfectly fair to give ability to give up (not even DC) to both sides - even keep BP's earned until that point. And I totally agree it would help both sides and that's perfectly fair.

  • @DaddyMyers_Mori said:

    I would be fine if you could swap to Charlotte during fatigue.

    That 4 seconds fatigue after each down with Victor feels so bad....

    exactly this. Like it's a buff to already strong killer, but more importantly than that - it would make the killer feel MUCH BETTER to play. Maybe make even swapping between charlotte and victor a bit quicker too

  • @Meepy13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502687#Comment_3502687

    "Provided they don't go in pairs" this entire post is here because they do go in pairs

    It's a 13s cd when you get kicked and a 43s cooldown when you hit a healthy surv

    Where did you get 13s when kicked? Directly from wiki:

    Survivors can perform the Crush action on him, crushing him in the process and forcing him to re-grow on Charlotte's after 6 seconds.

    So 6 seconds...

    As for your after hit and 43s:

    Charlotte can voluntarily recall Victor after 30 seconds

    IDK about you, but 30+6 is not 43...


    Twins are really strong if you know how to play them. There's a reason why most players rate them quite high. There's also a reason why most people don't play them - that is, because they wait for everything and feel very bad to play because of it. If those CD's would be lower, then they would be more fun. But strength-wise - they can get hit pretty reliably if you as a player are good enough (especially thanks to healing nerfs).

  • @Meepy13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502659#Comment_3502659

    Victor can't hook or damage gens and dies when he gets a single hit

    Not true. You injure everyone and than go on a killing spree with victor. Provided they don't go in pairs, you can down their whole team. If not, you get 6s CD and need to go from charlotte's starting point. Not that bad considering Victor's speed.

  • @Meepy13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502388#Comment_3502388

    Victor already has counterplay outside of the crouch thing, having victor on totem the entire match and not having him for chases is awful

    you need 3 hooks with chase-oriented build - then just 2 more and all the next downs are GG. Not to mention you can still use Victor next to totem. Nope. That would be OP.

    Again - Twins do need help, but mostly in making them feel better to play instead of waiting all the time

  • @patronsaintofpizza said:

    The issue I have with these types of complaints surrounding 3 gens is why not just give up and go to the next match if it's so unfun for you? If you're truly playing casually then just give up and go next. If the game has already gone for 20+ minutes then you def aren't going to have a problem with pips or BP, so that's no excuse. So why not just let the killer kill you and move on? Please help me understand the rationale. Is it actually that you want to win and 3 gens make that difficult? If so, cool, but you also have to admit then that you are playing to win and not playing casually.

    I agree. But let me do it right away. Turn off DC penalty against SM. The game experience is at the record low, so this would be a nice fix. Let bot play with other bots

  • Sure. Keep it in. Suddenly 100% of killers use victor near dhope and the game is all about single perk and getting 3 hooks.... No thank you.

    And if you are talking - most people don't know about possibility to crounch, then you should not talk about counterplay to twins - because most people don't know about walking in pairs, going to lockers when you have distance, abusing stairs, etc. It's exactly the same argument. There's a counterplay, but you have to know what to do.

    All that twins actually need are more lenient cooldowns. Switching from Charlotte to Victor and back takes ages for no good reason. They would immediately feel better should they fix this. Also why kicking Victor means power is disabled for 6s, but actually hitting survivor with Victor means your power is disabled for WAY longer? If anything, it should be the other way around (but ideally the time to use Victor again should not take that long).

  • How is gabriel's perk genrushing?

    If we are talking scavenger - it actually does not speed the gen progress in the slightest. The debuff will cancel out all the progress you can get from using the toolbox - so to get any value from the perk, you need to stop repairing the generator during this debuff and do anything else during this time (like going for unhooks, cleanse hex totems, loop the killer, etc).

    The only true benefit is to be able to burst gens (when actually repairing the generator, you spend less time on them). This means the perk does not help with genrush in any capacity at all. It only helps against being interrupted by killer and against gen regression perks. This is also the reason why the perk is hardly used at all

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501201#Comment_3501201

    I still wouldn't use it as soloQ even with extra slot or something.

    I will rather use perks for gen speed to help me even get to end game, or aura reading to make overall playing without coms easier.

    Adrenaline has more value in SWF, because I am confident to finish all gens and we get more value from it with taking protection hits on purpose with one gen left, then staying injured.

    My killer main soul always die when I see 2/3 heals as last gen pops. You are just done as a killer when it happens. It's hard to recover from that (depends on killer).

    My standard build for soloQ is Lithe, WoO, Bond and deja Vu. It works great for me. I get to escape quite often with it.

    SWF build depends on my current teammates.

    I don't play soloQ, because it's that awful right now. But if I was, then I would most likely still equip the perk.

    The main reason is, that it's most of the time the only way how to get that last survivor from basement against camping bubba and so on. The health recovery + speed to get away right after is the only option how to even attempt risky save (not counting deli, because the curse is real and because this one thanks to lack of communication is even more SWF perk).

    The fact, that it can help you in chase is just a bonus (but then again, it usually procs on me when working on a gen and being healthy - so whole value from the perk is to slightly quicker get to a gate to start opening it).

  • @DavidHypnos said:

    I don’t have Cage, but does Dramaturgy guarantee two add-ons? If so, map and key wouldn’t be completely useless depending.

    I don't know about guarantee, but I always got 2. So yes, they are not TOTALLY useless, but still. No green map and no green key is even "good". And this effect should have been the carrot for balancing out scream/exposed effects. And it does not work like a carrot when you get map/key most of the time...

  • @Exxodus21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501074#Comment_3501074

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501070#Comment_3501070

    I believe the EGC should be neutral. There shouldn't be an element to help either side. Now that there's a perk that let's survivors prolong the timer not only risk free, but gain the benefit of being able to heal to full by doing so as well as giving their team relief from the timer to heal with far less pressure, it's time for the EGC to become a permanently fixed time.

    EGC is inherently NOT neutral. But it can't be. It's killer-sided feature that was created to resolve standoffs - where killer would just guard both gates and survivor would just hide - until one of the sides got fed up after hour of game. So devs resolved it (in benefit of killers) by creating EGC that kills survivors if they don't make it on time.

    The alternative would be all survivors escape once EGC time runs up (it would also be solution to standoffs). The real neutral solution would be to annulate the match for all the players left in game (which IMO is boring). What you are actually proposing is to make EGC EVEN MORE killer sided.

  • It is in the middle-ground. The amount of times I have touched ground behind window/pallet and made 1-2 steps and still got slapped... I presume you lagged and got validated

  • It's stupid to have that perk OK only for 2 killers - especially considering it was a bug.

    I would much rather see it buffed overall. One possibility is to remove tokens from it - and make it have 5-token effect all the time. Like the skillcheck is still possible to hit AND it's hex so it having strong effect is fine (because there's a risk it can literally be destroyed in like first 20s of the match).

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