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Gandor

Gandor

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Gandor
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  • I do play killer and ABSOLUTELY DISAGREE. It's like sure - give basekit shadowborn, but in exchange return stretch res for survivors.

    That way it's also survivors that will see more then the game is designed to do. There will be no more mindgames, but at least it would be the same for both sides...

  • @Worgen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446322#Comment_3446322

    To be fair, you can found some clips abusing the ######### out of killers with this combination i mentioned on ptb thats one of the reasons i created this post https://youtu.be/1MuVgpBkJvM

    Also PTB are for tests, we can already know how things performing, thats why they change things before they go live...your argument just soundy

    Mute the video (ignore streamer saying how OP everything is). Watch it again. See how long it took the killer to injure that survivor. See how long it took him to down injured survivor (was there even difference?).

    Another thing to note. Do you think that killer that hard struggles to get a down during more then 4 gens will be able to get any more downs against survivor with hope and nothing else? Do you think MfT even changed anything in that game?

    Can it be, that said killer actually struggled hard to even effectively use his power and never got into overdrive at all? Can it be that he actually effectively played vanilla powerless killer (AKA something weaker then even trapper) AND was bad even at that?

    Because believe me. I would be able to 4-man out that killer even with no mither as the only perk I would have. And it's not because I am that good, or because no mither is that good...

    This video only shows, that singularity is dificult killer to master and that ptb has no mmr whatsoever...

  • @k3ijus said:

    let me cook before y’all flame me. A 3 gen occurs when three generators nearby each other are guarded,and it’s almost impossible to break it unless the team is perfectly organized. Behavior has offered incentives for the killer to stop it- but it doesn’t stop the playstyle. After all

    A lot of people think 3-gens is the issue, but the issue itself is the fact killers can repeatedly damage a generator over and over again back to 0% progress without any issues. It is extremely unfair(coming from a killer main;blight at that) that killers can always damage a generater back to 0 constantly and constantly. I found 2 solutions that would completely break this.

    1- After losing [specified amount of progress] That generator is given a repair speed bonus permanently. If a killer wants to hold the game hostage and continue kicking generators the entire match- the survivors will win the long game.This feature wouldn’t even affect most matches- unless a killer is purposely holding a game hostage with a 3 gen.

    2-After a generator has lost [specified amount of progress]it receives fixed points. Fixed points are percentages of a generator that cannot be lost. (Ex:a generator being stuck at 10% progress) Fixed points are slowly added as the generator continues to countless be kicked- it’s complex to explain but eventually the fixed points would get to high for a killer to kick and run.

    Both these solutions completely ruin the ideal of “3-gens” and anything associated to it.Survivors shouldn’t have to work around a 3-gen that literally enables a killer a win.

    This idea would work. But to ve practical, it would need very low numbers. Like the speedup/fixed points activates only if 400% of gen is fixed/regressed.

    There's still legitimate case where survivors just mindlessly do first gen they can see. That's their fault and they should carry all the problems it creates.

    But I think there's better solution - just fix those few maps that tend to create nasty 3gen and spread gens a little more. Like saloon is always guaranteed to have nasty 3-gen. Even if it's location is not fixed - but it is almost certain gallows gen will be part of it. Talking purely from distance perspective (because this gen is interesting part of map/reason to be on gallows): if they moved gallows gen to the vicinity of main's basement (a whole section of map that is guaranteed to not have gen), suddenly this map is no longer best for 3-gen holding skull merchant.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446341#Comment_3446341

    Right now there are just 3 ways around it. A, loose a lot of games so that your MMR adjusts (but MMR is very loose, so it will still not prevent this experience) B, you do what you are doing. C, you just shrug off those games as they "don't matter to you - they didn't win, their items/addons/perks did".

    I dont think there are 3 options, because i want to rank up, 1.000.000 BP at once is nothing to just "shrug off" and i know there is a way to consistently rank up, it does not bother me personally when i get no kills but i will rank down if i just ignore those rounds.

    The only other thing to be done is to convince devs to remove from both sides (removing stuff from 1-side just means more frustration and possibly a lot less people playing that role) atomic options in hopes that the less-efficient stuff will bring more balanced/fun games (but it's still questionable if that would be the end result).

    This is the big problem in my opinion. Balancing in a game like this is very hard. The two sides have very different playstyles and mechanics. And one side has 4 players one side only has 1.

    And if the devs just remove mechanic after mechanic on both sides, in the end the game will be balanced but there will only be one playstyle for each sides and no diversity in different rounds. Every game will be the same.

    So i think the best way to handle things like this build or my build is to try a lot of stuff. Nerf and buff different things over and over again until the feedback becomes more and more positive. It would take a long and very stressful way to truly balance DbD the right way, so it will likely never happen. The concept of cause and effect is just to strong in a game like this. In ervery patch there will a new op mechanic that makes the game unfun for either side.

    I agree with you.

    Just a note that might help you a little gaining pips a little faster. I usually play brown addons when I have 0-1 pip and iri addons when I need one more and it's hard. Hope this helps 🙂

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445826#Comment_3445826

    you are right with that, but i also only started running this build because i got genrushed within minutes multiple times in a row. Its all just cause and effect. If medkit gets nerfed and survivors start to run toolboxes more often, i as a killer have to think about ways to play around the new meta. And in my opinion you cant get around something like this in a game like this. Both sides have opposite goals. Killers dont want to be genrushed and survivors dont want to be 3gened and if you give one of them there will you will have to give it to both of them or else the game becomes one sided.

    Overall i think that survivor squads with full generator builds are to strong with the regression perk nerfs. So if i dont run full gen control i will never get more than 2 kills in a game. and this is not enough for a pip.

    I understand you. It's cause and effect. You are not to blame, but you are "part of the problem". Of course you will go strongest stuff when your opponents do strongest stuff against you. And of course they will bring strongest stuff if they get strongest stuff against them.

    Right now there are just 3 ways around it. A, loose a lot of games so that your MMR adjusts (but MMR is very loose, so it will still not prevent this experience) B, you do what you are doing. C, you just shrug off those games as they "don't matter to you - they didn't win, their items/addons/perks did".

    The only other thing to be done is to convince devs to remove from both sides (removing stuff from 1-side just means more frustration and possibly a lot less people playing that role) atomic options in hopes that the less-efficient stuff will bring more balanced/fun games (but it's still questionable if that would be the end result).

  • @Worgen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445911#Comment_3445911

    what if the killer bringing an endgame build without noed? and all survivors bring made for this and hope for endgame, they are all run 10% faster, how will an m1 killer get one or two extra kill there? or even a down.

    What if survivors bring best medkits and it's plague? What if survivors bring 4 beamers and killer brings lightborn? Would you say "tough luck"? BTW both cases that are "tough luck" for survivors are WAY WAY WAY more common

  • @sizzlingmario4 said:

    Yeah this has been a thing for a while, it's a pretty annoying bug. In the meantime though until they fix it there is actually a slight workaround:

    Whenever you see that tantrum icon in the bottom left (the one in your screenshot) instead of just the regular chainsaw icon, then his power is bugged. What you have to do then is fully charge your chainsaw, this will put you into tantrum immediately without bumping into anything, but afterwards then the power will be fixed. It's not ideal, but it's better than not having a chainsaw the rest of the match.

    If you start to rev the chainsaw when this happens and don't finish it, then the power gauge fills up all the way like in your screenshot and then your chainsaw never recharges and your power is permanently broken. (This is what happened to you and what your screenshot shows.)

    thx 4 workaround

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445826#Comment_3445826

    If you cannot counter something in a game then it doesn't belong in the game. I would be happy if those add-ons were nerfed and so would most of the playerbase.

    I agree. But remove OP stuff from both sides or none of them. Toolboxes and that build 4x are survivor's version of C33+alch ring...

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445218#Comment_3445218

    Having a job and responsibilities, I don't just get to play video games whenever I want. Evenings are what I got free. There's decent survivor queues until 8 or so then they drop off. Honestly I prefer survivor by a wide margin. I just rarely get to play it.

    I don't understand where people get this no exhaustion nonsense. Run it with balanced landing. Run it with lithe. It pairs with these things, not cancels them out.

    I give u balanced landing, but lithe? Vaulting is the most important part of looping. The only alternative is pallet dropping, which is 1-time use = you should always use it as a last resort. This is exactly the reason why you just don't use MfT with lithe. It's too bad and you would know if you actually tried it out.

    So back to balanced - it's one of the weaker exhaustion perks (even though I run it even now if I don't play bg player - yet another weaker, but more fun alternative) and even considering this it still limits you, because you can't use harwesters, you can't use purgation-main windows, some windows on midwitch main, a windows in eyrie and so on - and all this for benefit of one of the weaker exhaustion perk...

    No. You just can't get full value with MfT and any other exhaustion perk - save maybe iron will if you consider it exhaustion (which is a good thing considering how bad the perk is now) and current butchered DH...

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377826/toolbox-bnp-wire-spool-built-to-last-prove-thyself-stake-out-isnt-fun-to-go-against

    In my opinion you cant really go against good survivors without anti-gen perks. I my self personally let my self be carried into gold 1 by a combo of: call of brine-Onryo, overcharge-doctor, eruption-nemesis and merciless storm-Onryo. And than you just patrol your 3 chosen gens and never get into a longer chase, prioritizing only the gen kicking.

    With this combo you can almost every time three-gen your way to victory. Of course its not the most elegant, kind or fun way but it works with a success rate of ca 70%-80%. And you only have to prestige 3 killers for it.

    But this combo is not for fun games, its only if you really want to rank up and it will probably not work against survivors above gold.

    And this is probably reason, why OP had to write this. Quite possible that group had u as a killer just previous game...

    @mikewelk said:

    Just went up against a team that was running this and it was a nightmare. I don't understand why all survivors don't just use this combination because I guarantee that it will carry you right to the exit gates where you can show off your dance moves to the killer and give them a free lightshow (ultimate bundle)! I have seriously never been so gen rushed in my entire gaming experience. One knock and two gens are down even with Corrupt Intervention still active (it was like halfway done). I didn't even manage to hook them because a survivor sabotaged the hook with a toolbox. I managed to knock them down again and decided to just tunnel them out of the game because I didn't want to lose my rank and a generator right next to the hook already had 40%+ worth of progress. I had to down a bodyblocking survivor and injure many others but, in the end, I managed to sacrifice the survivor and the gates were powered straight away. All FIVE generators in like under FIVE minutes even after the whole team went out of their way to take a hit for that survivor. I couldn't put any pressure on generators since the shrine of secrets is terrible and I didn't have any perk for it and they were all spread out so there wasn't even any point risking. I wasn't even face camping and instead tried to minimize the damage already done in the area near hook but they just sprint bursted away to another generator. Why am I feeling helpless as a decent killer? There was absolutely nothing I could have done to counter that. If I went for a different survivor, another one would replace them on the gen.

    This is exactly why there shouldn't be anti-tunneling perks/base-kits until this sort of gen rushing gets nerfed because that was just crazy. Once gen rushing gets nerfed I really won't mind not tunneling and I'm sure other killers wouldn't either.

    The answer is - you just loose and go next. If they are not potatoes, they can't loose that one.

    Just a note - killers can and do the same thing and I would say they do it even a bit more often - just pick your blight+C33+alch ring, or yakuyoke+mdr spirit, or double iri plague, or impaling wire+engeneering's pinhead, or.... You get the point.

    And you don't see this often, because people usually do this out of frustration from what their opponent did to them (or maybe to do challenge or get their last pip) - otherwise it's quite boring usually

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445246#Comment_3445246

    Yeah but now gens fly by at the speed of light because all the gen regression perks are absolutely awful. Like I mentioned in the first post the only viable one is Jolt and that only works because it works passively off M1s and M1 killers don't have many good perk choices. We're back at that point where 3-4 gens get done in 4-5 minutes because Killers can't do anything to slow them down. You can't pressure because it's simply not worth shoving people off gens and losing a hook.

    These days I play more killer then survivor, because soloQ is just pure hell and you need 3 other players to be able to 4man. And from my experience, gens are just fine. Just swap regression perks for game stall perks and chase perks and you are fine.

    Depending on killer I like to take corrupt, deadlock or pain resonance (just don't use both - it screws u more then it helps), bamboozle, plaything (awesome slowdown that provides oblivious on top of that), save the best, nowhere to hide and maybe some niche perk on specific killer like play with your food on meyers. Out of these I have everything I need. There's no jolt there, because it has antisynergy with nowhere to hide which is usually better.

    The point is - all you need is buy some time for downs/kills. You don't need to keep the gens at 0% whole game - you would need that only if you can't chase or play bad macro game (and by kicking your 3gen instead of playing the game - you will never learn how to chase or play macro game).

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445236#Comment_3445236

    I care mainly about balancing. I hate nerfs where only reason is someone doesn't like it.

    I don't mind playing against Knight and Merchant.

    I also really enjoy playing them (I like m1 killers overall).

    Changes BHVR did to merchant were really good for both sides imo.

    I don't think it's "someone". Knight is in a much better possition, but talking about merchant I have hardly seen someone that likes going against her.

    But talking strictly from balance perspective, I could agree w your accessment to the whole post u made before. Maybe talking wesker I would limit infection to not progress in chase only after unhook, but that's not a huge difference.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444633#Comment_3444633

    Yeah and it's still not worth doing almost ever. To put in perspective how bad it is, if you kick a gen and let it regress for 1 entire minute it would take a single survivor a whopping 20 seconds to repair back to where it was when kicked. And the chances of having a gen left regressing for a whole minute is basically 1/100 since all you have to do is tap it for a split second to stop the regression, and then if the killer decides to kick again you've already basically won chase, or at the very least created so much distance in that 1.8 seconds that it will take the killer about 12 seconds to catch back up to you or around 15 if it's a 4.4 killer.

    It's 15s not 20. And still - I say that's good. Finally we are more in chase meta instead of gen-kick meta. You know something is terribly wrong when it's worth it for killer to make a pause mid-chase and kick that gen, only to continue the chase after - as if #1 priority for killer was kicking gens instead of chasing.

    This version also fixed one common problem in game - if you had just 2 survivors and there wasn't a gen at 50+%, then there was no point in trying to do the gens any more (AKA best thing to do was hiding), because any progress on gens could be easily deleted (no need to even have 3gen) - creating very long very boring games.

    This is no longer the case now, because if 1 survivor is somehow against the odds able to keep killer in chase, you can fix even 2 full gens - eliminating most boring games.

  • @DaddyMyers_Mori said:

    Spirit and Blight need only some addon nerfs.

    Nurse is fine.

    Wesker is fine. Maybe make it so infection progress stop during chase.

    Artist is fine.

    Plague is fine.

    Skull merchant is fine.

    Trickster needs buff.

    Dredge, Knight need some addons partially basekit. But nothing major.

    I just wanted to agree with you, but then I noticed u consider merchant fine? And knight just needing a little buff?

    If you were talking strictly balance-wise, then maybe. But considering how those 2 plays and how interactive it all feels... Best would be to delete them, or at least nerf them so much nobody is willing to play them. Then they will be fine...

  • @YOURFRIEND said:

    I don't see how the strength of this perk changes depending upon whether you're grouped with people or not. If I'm a good looper it's going to augment that whether or not I'm on a discord call.

    In any case my concern is just how this punishes knight/m1 killers. Guards already don't get consistent hits and I guarantee you'll be seeing 1-2 of these every game. Survivor queues have been getting much longer lately so it's more difficult to just play the other side for someone who just plays whatever the BP bonus is like me.

    These days I mostly play killer and incentives are mostly on survivor side (because soloQ still sux hard). Maybe try to play the game during day and not just at evening?

    Also - let's just see now. I am still convinced it will have about same usage rate as current DH. No other exhaustion perks is big limitation (and not being able to freely use exhaustion makes it too anti-synergistic to be worth it - same as plaything on legion or deadlock+pain res).

  • I think NOED is now fine.

    Like it feels really bad when it spawns next to your hook/reveals itself next to your hook, but alas. This game is also about RNG. Take any more from this perk and it no longer makes any sense

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444978#Comment_3444978

    People aren't necessarily wrong about Blood Rush.

    The problem with Blood Rush is that while it's an unfair perk, it's also extremely difficult to use unless you actively plan around it, compared to something simpler such as Adren.

    So you have a perk that's held back by various conditions, but removing them would make the perk extremely unfair.

    MFT is a perk that... is trivially easy to activate. What will matter is if people will know how to abuse the 3% difference to its full potential or not.

    We will see if people will even use it. 3% is not 8% weskers get w infection. I seriously wonder how much people will be able to get value out of it - but I know that everything w potential will get screamed hard from killer players and that's actually sad. I would like more perk diversity - not another thrash-tier perk...

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444978#Comment_3444978

    Most people choose Adrenaline because it is more helpful. Bloodrush doesn’t work with Adrenaline, Made For It does

    What? It's the other way around. Adrenalin turns off made for this - probably for whole endgame, while bloodrush gets charge at adrenaline making it good synergy (paired with sprint/balanced/lithe).

    Like sure - nobody will play this, because 1x exhaustion reset is weak effect. Same as for the people (too risky/too short time to use) or soul guard (u can't force slugs) or power struggle (killers don't walk thru pallets, taking 3 perks AND needing teamplay/health state is too big price to pay). All those perks "are OP" according to killers - same as MfT right now. But still even if they are that OP, virtually nobody is willing to play it. I guess it's not so OP after all

  • Well, someone wrote he would rather revert PH buff then fix caging mechanics. So the wish got granted I guess...

    Anyway it is a shame indeed. If only uncaged animation-locked survivor got some protection, then the buff would be OK.

    Also for scavenger - it no longer works as a gen-rush perk. So outside of sabo-toolboxes (in weird game where it runs out)/facing 3gen camper the perk is dead. I am pretty sure it will barely get any usage. Another worthless perk to the long list of worthless perks

  • Blood rush once again.

    Same as with all the other things - you can already stack more speed as is - and yet it's not broken.

    I wonder if the perk usage rate make it even worth while, or if it's going to be another for the people and soul guard again. I predict this perk will be less popular then current DH

  • Yes. Give everyone larger FOV. Stretched res for survivors should return. Otherwise don't do anything in this regards. Wall hack for both sides, or ideally for NO SIDE

  • I don't think survivors should be able to repair pallets and killer to destroy undropped pallets. It creates too many issues (and pallets are not created equal - so it would be nightmare to balance)

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437203#Comment_3437203

    How about we buff killers that are underperforming real good to make up for their new map design that is going crazy with pallets and size,

    Then see where the stats leads us.

    Currently the issue is simple, killers that are under-performing use cheeze tactics as a stop-gap measure, not everyone want to main blight or nurse but with how biased the game is torwards survivors right now...

    Campers are gonna camp and haters are gonna hate.

    I am all for buffing weakest killers. I already made quite a few propositions myself - like for example I think Freddy really suffers right now and at the very minimum he should be able to use both dream pallets and snares.

    But buffing killers will not solve cheese tactics. It will just make them more effective - getting you further against better survivors - where you will feel the need to cheese once more (because otherwise you would rightfully loose there again).

    Buffing killer would need to go hand-in-hand with making those tactics suboptimal (you should not remove them entirely, it just needs to be the worse option from your possibilities)

    But let's not kid ourself. The weakest link right now is not killers. It's 100% soloQ.

  • @EternalRique said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437148#Comment_3437148

    So what's your suggestion for fixing the way things currently are? I'm not sure if you've noticed but this game has many issues and not enough proposed solutions so what would be your solution to the issue of Killer gaps and Survivor gaps?

    Too many killers aren't good enough to compete against SWFs and Solo Que survivor isn't good enough to compete against hardly any of the killers. How to fix it where ALL killers can compete against SWFs while also making Solo Que as good as SWF cause that's the thing this game needs most, so what do you recommend that can be done to achieve that?

    If you ask me, I would go this way:

    1, don't buff everyone to nurse level. There should be beginner friendly killers that are simple. Those killers can't ever be as strong as mechanically hard killers for reasons already said. This is no problem, because vast majority of players are not 1% of best players, so you can permanently stay on your beginner-killer if you accept a very few/rare games where you just loose no matter what.

    2, try to close the gap as much as possible, but don't just create elitism where you can't start play the game until you have 1000+ hours. This game has high RNG element and that's good. Sometimes you win because of being better (most important aspect for fairness), sometimes you win because you got just lucky (also important aspect for fun factor)

    3, make MMR a bit tighter - if you loose 5-10 games in a row, there's a problem somewhere out there. That shouldn't happen no matter what side you play. The game will alienate players that constantly loose. After this is done, then you can adjust for best players to also have about the same win/loose rate as everyone else (don't make best killer/survivors autowin/autoloose just because skill ceiling just won't allow one side to ever win - but I think this is the case right now for absolute top - taking into account most broken items/addons/killers/...).

    4, limit effectiveness of cheese tactics - if killer wins only because he camps and tunnels / survivor wins only because he brings BNP's, that means their game will get sweatier and sweatier and those players will have harder and harder time - to the point where even win will not feel satisfying (which actually is common complaint on the forums).

    Of course these are just targets - it's easier said then done. But all the things can be tackled one by one to get to more reasonable state.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437144#Comment_3437144

    How? I mean. How can i lock on surv? I have to swing before blink travel?

    I wrote so in this thread. I understand I am making some mistake in the way I describe it, but I don't know how else to write it. But I will try to make the most clear example I can think of:

    The idea is, you as a nurse are facing survivor that is some distance away from you. Say survivor is not even moving to make it easier to illustrate. You charge your blink and try to blink right after the survivor - but right at the moment you release the blink, you also hit M1 (meaning it's during your blink). Your M1 will be postponed, until your blink finishes, but it will be resumed once the blink finishes - and then instead of hitting air (you were looking at survivor and overblinked him - you didn't turn your head even a tiny bit - so you are now looking as far away from said survivor, as is humanly possible), you actually hit the survivor.

    This specific instance does not happen that often, but this autolock mechanics make it very easy to hit survivor when you land somewhere next to him - you just flick your mouse right after and you will get the hit if you are within hit distance - you don't even need to really see the survivor - it's good enough that some time during you hitting M1 there was survivor somewhere in front of you and it will just count.

  • @EternalRique said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437136#Comment_3437136

    Of course it would be necessary to do both at the same time; a massive update style.

    Buffed Survivors would better withstand it, also I hope this doesn't come off as rude but I also want people to learn how to play the game and become better or at least come to terms with the fact that if you play against someone who is better than you, you will lose and that's okay. If I play survivor against a killer who plays better than me and they win that is perfectly fine and understandable, they out played me. Also to your point about Wraith, most of the low tier killers can be as strong as Nurse when you bring the right add-ons/perk combos which is another issue cause add-ons shouldn't be completely game changing but compliment the powers.

    I will repeat it again. 99% of best killers (AKA all the killer players) will play as good as 1% of best survivors. There are not that many mechanics on some killers. Everyone can pick up wraith quite easily. Make him as strong as nurse and everyone is god-tier nurse. That means everyone but 1% of best survivors will always loose to wraith. And you call it "If I play survivor against a killer who plays better than me and they win that is perfectly fine and understandable". No it is not. There's a reason why wraith can't be played to same potential as nurse/blight/spirit.

    And wraith is just specific and best example. This would apply to every killer to varying degree.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437127#Comment_3437127

    What exactly are you claiming?

    1) Server validation doesn’t work?

    2) Nurse has a 360 degree radius hitbox?

    3) There is an auto aim system?

    None of the 3 options but options #2&#3 comes closest.

    The killer can "lock on" to survivor even before blink happens. And once blink finishes, she can swing anywhere AND get the hit - making that hit to something that is 180 degrees away from the place nurse is looking. Call it auto-aim or 360 degree hitbox for all I care...

  • @EternalRique said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436965#Comment_3436965

    It would simply take him to S-tier from B-tier and in my opinion all killers should be as strong as the Big 3 (Nurse/Spirit/Blight) cause then they can handle well-coordinated SWFs.

    When ALLLL killers are there then we can close the gap between Solo Queue and SWFs; I'd recommend a ping system/optional voice chat.

    TOO big of a gap between S-tier killers and everyone else as well as too big of a gap between Solo Queue and SWFs.

    Once you buff everyone to S-tier and then start to buff soloQ to SWF level is the moment the game dies.

    There could be an argument if you make it at the same time. But I think even that would be game-killing event. Best killers in game are at least mechanically hard to pull off. This gatekeeps their potential for only the most dedicated players. But make someone as mechanically easy as wraith as strong as nurse and even beginner players will be able to use their full potential. Which means that 100% killer-players would be as strong as 1% of best survivors. You would be effectively just destroying 99% of survivors = making the game unfun for them (AKA dropping them) = killing the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437076#Comment_3437076

    Make sure to have a mouse and keyboard overlay on the recording, to prove you didn’t manually turn your camera!

    Why? You will see me looking at one direction and not moving my mouse - hitting survivor literally with my back.

  • I don't play nurse that much these days and I don't record my games. But I will create a clip for you some time. It won't be soon, but I will add it here just to show you how deep your copium is

  • don't be surprised. Objectively he's not. But against average uncoordinated soloQ, this killer is terror to face.

  • I think the killer is plenty strong already. Like he can be quite hard. Landing the chains can be challenging if survivors know what they are doing. Also if you are using your powers around certain environment obstacles, it takes you more time to get the shot then for survivor to get rid of it. BUT most of the time - if you are able to land chains, you win VERY fast.

    I don't see any reason why give him any more addons into his basekit. Especially engeneer's fang. He is already plenty strong as is.

  • @CheesyBabyBoi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435433#Comment_3435433

    if you could prove this to me, id be happy to believe you, but just from personal experience, theres no way i can believe this. Consistently ive seen evidence of rank reset concept, and maybe thats just me, but if you can find me a source on this i wanna know whats actually going on (or whats supposed to be going on)

    We can only go on from what devs provided us. And when they implemented MMR instead of grades, they explicitly said MMR will be permanent and hidden (it was in live Q&A about year ago - maybe more).

    What can happen is, that just before rank reset a lot of people will tryhard to get their iri1 rank - playing extra sweaty. Once grades reset, they again have a full month of time so they can maybe play a bit more chill...

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435650#Comment_3435650

    No, that can't be called auto-aim. It's called "Nurse manually moved their camera and aimed for the survivor".

    There's no target lock on with Nurse either. You shouldn't just make stuff up that is objectively wrong.

    Except that I had a hit like that. And didn't move mouse. So you are saying to me that thing that happened to me DID NOT happen... IDK what to tell you about that one

  • @Nos37 said:

    Oh, but the new perks Made for This and Scavenger being broken are fine...

    Got it

    And I said so where?

    We will see how new perks will behave. But I am especially interested in Forced hesitation and Made for this. The other perks looks to be mild (scavenger is just worse build to last IMO and Machine Learning is active for too short of a time to be too impactful (thankfully))

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435546#Comment_3435546

    To be fair, it's kill rate, not win rate, so I don't think it's fair to say one side is winning more. 60% killrate still translates to just over an average of two kills, and that's a draw, not a win.

    I get your point, but I don't agree with it. I take wins the way MMR is defined - you kill someone, your MMR goes up, you win. Someone escapes, you loose MMR, you loose that one. Someone escapes via hatch - that person was never matched in your game. Sure this means killer DOES play 4 matches at the same time while survivor only 1. But this is asymmetrical game.

    But say I take your point of view. As 0K and 4K are most common killrate will closely match your version of winrate.

    But let's ignore even this one and let's say every outcome has same chance of happening (20% 0K, 20% 1K, 20% 2K, 20% 3K and 20% 4K). This would suggest that 60% kill rate is indeed fair, because that would translate to 40% winrate for killer and 40% winrate for survivor. But thruthfully even this is not the case, because by the same logic loosing and not winning is the same thing. I don't know about you, but it definitely is NOT the same thing for me. Loosing feels bad. Draw does not feel good, but it most certainly does not feel bad. By equalizing draws to losses, you are basically saying you don't acknowledge that there's a difference. In any case, it's only fair to consider draws as "nothing happened" or said in a statistical sense - split it equally into wins and losses - making 60% kill rate 50% wins on killer vs 40% wins on survivor (so my original point stands - why is it fair for killer to win more in MULTIPLAYER game? I get this argument in PvE, but not in PvP).

    This explenation also addresses @Blinckx 's post

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435515#Comment_3435515

    Aim dressing, and the short m1 attack bug, both have a double validating system, that can steal hits, but can't give hits.

    In the case of aim dressing, the first validation is to see if the killer is making an attack, and is aimed properly. If this check passes, then the game might yank the camera away from the killer, to have to "look better" for the survivor. This camera yank can steal hits, if the camera yanks improperly, or if the camera yank disorients the killer so much that they overcompensate their camera turns and miss the survivor.

    However, aim dressing will never just say "hey, the killer wants to make an attack, let's yank the camera so the killer is aiming towards the survivor, to help the killer".

    And yes killers can attack survivors, but the aim dressing system itself will never give the killer a hit they weren't supposed to get. It's not an auto-aim system.

    Not possible, but then you can try to play nurse and see you blink over survivor (see nothing in front of you) and you still get that down... Well. That doesn't sound like "there is no auto-aim". It sounds more like "killer can lock his target even before he can attack" (which more broadly can be called auto-aim).

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435634#Comment_3435634

    Plus, it could only happen 5x max (and that means all the gens are done), and would require the survivors to make the mistake of looping a window 3x instead of only twice before leaving the tile.

    Survivors would have to choose: leave the tile? Or milk 1 more loop and make the tile unsafe for everyone else for the remainder of the match?

    5x is HUGE NUMBER. Especially considering 3gen camping (hello to skull merchant again). I would create such a deadzone, that nobody would EVER be able to do anything about it (maybe with exception to borgo, but that map is broken with how dense it is).

    To illustrate how huge number it is - consider survivors could bring a perk that would be able to create just 1 pallet (meaning not even a reusable window). That would result in 4 extra god pallets. Vast majority of maps do not have 4 god pallets for a good reason. Not to mention they would definitely not work with 4 extra god pallets.

  • @Nos37 said:

    I'm sure the same thing would've been said if perks like Bamboozle and Coup de Grace didn't exist and I were to suggest their effects. 🤷‍♂️

    Make all maps denser and you can have this perk. Bamboozle exists, because there are connected loops and double windows.

    But AFAIK current anniversary stream said, that maps are going to be more killer-friendly. That leaves no place for such a perk.

  • That would be broken. Same as survivor having some (conditional) ability to create window. Same discussions were made about creating/breaking unused pallets. Such perks would just be way too much.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435590#Comment_3435590

    Because obviously their followers will say me "Obviously he didn't cheat those numbers" even if he cheated. I'm watching some of his videos with blight, that he's pretty good is undeniable. Of course seeing it used well, blight with alc ring is truly op.

    Anyway, don't take it the wrong way, but usually my chases have the same length as his chases... The problem is that the time it takes me to do a chase like this, I find a gen done, the time to hook the surv starts the second. So there is a big difference of gen speed.

    I'm absolutely not saying that I'm better than this guy, before you think I believe myself the god of dbd (As some people think, as some on this forum think I think I'm the self-proclaimed best dbd player, that's absolutely not the case and I'd like to point this out), but ok pressure, ok everything, however I close the chases with the same speed as lilith and my opponents start 2 gen time to arrive on the hook. I wonder if this win streak was made when the game was more balanced, because if it was about a year or two ago ok, at the time the Blight was really op, but because genrush was much rarer.

    With this, I'm saying that lilith isn't that strong? Absolutely not, indeed, we would only have to learn from someone like this, but for me, even if he is so good, 1000 win streak is still not very credible. And in any case, suppose he actually succeeded, to be able to use the combo of add-ons he uses (alc ring and crow) in such an efficient and perfect way, he must have trained so much, but so much, that he probably took months to get to this level, so it's only fitting that someone who puts so much dedication into learning a complex killer of his own, with a high risk high reward combo, can win so many matches in a row and nerfing it because survivors are too lazy to learn how to face a strong Blight is just ridiculous.

    Killer is hard. Insert 1000 hours into him and you will then win. But not before. The plus side - survivors can insert 2000hrs into countering specifically him alone to no avail.

    Do you think that's fair? I don't think it is.

    Also most of his games were supposed to be played with double speed addons (but he does not do any limitation for himself).

    One other thing - he's comp player. His chases are not his only advantage. His game sense is the other half (know who to chase and who to leave).

    Another thing - as he plays all his games on the stream. Do you really think everyone on his stream wants him to succeed only? Do you think there would be 0 people that would not point out that he cheated? Also there are youtube videos already acknowledging his killstreak. Do you think at least a few people would not swarm those with clips of where he cheated the numbers?

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435561#Comment_3435561

    Ok, but as I said, is impossible to win 1000 games in a row in dbd. Too much RNG. Unless you give me a live without breaks where I can see from the first to the last game that you haven't lost one, you're not credible to me. I haven't exceeded 40 win streaks either, ok that I play mixed killers and not always the same, but even if I always play my main (Pyramid head) I find it hard to even be able to exceed 100. I don't question their skill, mind you, I question the credibility of "1000 wins in a row with the same killer". Again, they could very well have lowered the MMR by going offline. We all catch novices, as we all catch very strong people, but this is because the MMR is indicative but it doesn't really work well. Even I sometimes catch people who barely know how to run. Now, I want to see "lilithOmen", let's see if he is this strong.

    OMG. Go watch lilith omen. Check his VODs. They are quite long. Common sense would tell you that after playing for that long EVERY DAY you will not hop on again to loose on purpose. And if you do, it would be visible on survivors for whole stream to see it.

    Just check part of the VOD to see for yourself and maybe ask some more veteran/dedicated people on the stream if he really played all those games and if he cheated those numbers in any way...

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435546#Comment_3435546

    1) it's fair because it's a 4v1 not 2v2

    2) I would very much like to be surprised but guess what, the real stats are secret

    1, So because you are single player you are entitled to just win more. Got it. Your side is just entitled...

    2, stats are INCOMPLETE. Because they lack DC's which are hard to compute. With incomplete stats you get incomplete picture and incomplete answer

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435489#Comment_3435489

    Can you please link me the proof of what you're saying? Because winning 1000 games in a row is just not believable. For it to be, the guy/girl who made this win streak would have to record every single game, every single win without pause. Considering that an average game lasts 10/15 minutes, to be credible this guy / girl should have done a live broadcast of about 15,000 minutes, which is about 250 hours. Also considering the time to look for a game, breaks due to eat, go to the bathroom and so on, probably even 300 hours can be reached. Do you understand that something like this is hardly credible?

    You understand that one could have played about 20 games in a live, once the live went off he/she could have quit like 50 matches in a row in order to lower his MMR, or intentionally lose many games in a row to, in fact, lower his MMR and face potatoes.

    Look it up yourself. Blight main with 1000 winstreak is named lilithOmen. He streams so you can watch his games yourself.

    Nurse is a bit worse - she "only" has like 555+ wins (I didn't watch him for some time now, so it might be higher) in a row. The player is supaalf and he streamed all the game. But it's true he's playing nurse quite a bit less now.

    As for how long it took... Supaalf's streak still goes on and it's more then year now

    I don't know how much to the past both player's VOD's go so IDK if u can watch every single game now. But they were all recorded.


    And if you think any of those 2 streamers just go after stream and lower their MMR... Well watch their matches and see what kind of survivors they both get (and yes - they DO get beginners too. Same as everyone else)

  • @Blinckx said:

    It will never happen that they release new and official stat, otherwise they could not continue to spread their lie that the game is balanced and the kill rate is 60% but they should admit that it is much lower, that many killers are extremely weak and need rework and that, currently, there are many, too many, problems to be solved

    Here, check this out

    It is official ? Of course not but it is a good indicator of the current situation right now , the kill rate is 55%

    If you go through all the killers, some are even below 50%

    https://us.v-cdn.net/6030815/uploads/OVLBXJLD4TPI/image.png

    1, 60% is already unfair. 50% would be balanced. I have no idea why it's "fair" for one side to win more

    2, they don't count DC's. And surv DC's are 4x as common as killer DC. DC's mostly happen when the game is lost (not always tho)

    If they made real stats counting everything, you would be surprised

  • @Header said:

    I wouldn’t mind adrenaline getting nerfed tbh

    Same as survivors would like sloppy, pain res and jolt nerfed. But none of these perks are problematic.

    If anything, most of the perks should get buffed (on both sides) - a few of them should get hefty buff (like who uses beast of prey, hangman's, buckle up or poised (and there are very good reasons why nobody plays those)?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435121#Comment_3435121

    We did reread what you said. BHVR admitted that aim dressing can steal hits from the killer. However, they also said that aim dressing will never give killers hits they weren't supposed to get, because it's not an auto-aim.

    Then how could you get a hit with nurse by your back? Also how can it steal hits and not give hits you were not supposed to get? You just take 50% you like and ignore the rest

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435445#Comment_3435445

    No, Nurse and Blight simply needs to be learned. As I will always say, to learn how to face a strong killer you need to play him. Play blight to learn counterplays, play Nurse to learn counterplays. It's not that hard. I hard looped a P100 Blight that was dead scary, everyone in the match went down really quick, I kept him for like 2 minutes straight in chase, because I know how to face a Blight. That guy was scary how strong he was, but I managed to loop him. Simply learn how to play

    Well. In a game where RNG plays huge role, if someone is able to win 1000 games in a row, that speaks about something.

    I am not denying those killers are hard to learn. All I am saying that if one side learns to not make big mistakes and so wins 1000x in a row... It tells something about those killers

  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435432#Comment_3435432

    Ranks don't exist. Blight and Nurse both have counterplay. Other killers being worse does not make Blight or Nurse OP. It means the other killers are worse.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435436#Comment_3435436

    "My teammates keep ragequitting, this is clearly because of the killer and not because they're entitled manchildren." The 1000 game winstreak doesn't matter. It was a comp player sweating in pubs for over a year, including when old Eruption was a thing.

    in 1000 games you are bound to encounter a few comp sweaty survivors too. Especially if you are streaming it (so people are sniping the lobby). Which BTW did happen.

    The overall thing is that no. Those killers are indeed overpowered and they do overperform in highest skill bracket

  • Strength-wise, he is fine. If anything, he needs buffs.

    But considering that someone would want to change him - then make his camping ability much worse. He is the only ranged killer, that has no after-hit cooldown. That means that if trickster camps basement with 1 survivor and 3 survivors decide to get that one out, it would not be weird for killer to end in 4K then and there (something only Bubba can do - but he can use his ability for shorter time making it easier to bait out).

    Of course nerfing him (by say giving him after-healthstate cooldown) would just necessitate to buff him back in some other way

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