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Gandor

Gandor

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Gandor
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  • @Entitled_survivor said:

    To be fair Blight's addons are way stronger than nurse's have ever been ,,i'd honestly nerf blight's addons before nurse's if i had a saying

    But basekit blight is actually fair. Basekit nurse is already as strong as weaker killer with best addons, but she has some very strong addons to top it off.

    No they made right choise in focusing nurse first. Like sure there should be more addon passes (e.g. pyramidhead comes to mind with just 2 usable addons), but devs should focus most problematic killers first (be it from weak side or strong side - this does not matter that much so long as it's most overall problematic thing first).

  • Well because of the insane balance of this game, I fully dropped soloQ and play killer more then survivor just to have chill experience without camp/tunnel/3gen frustrations. Killer is way more chill IMO

  • There are 2 things here. 1, when you are injured, you are leaning forward, but you hitbox does not move (so it's not where your head is, but where your legs are). 2, desynch. Until information gets from your PC to killer's PC and back, your position and what killer sees are different. But killer's version of your position is what is taken into account

  • @baba_yaga_9822 said:

    Hey so I wanted to point something out that to me is an issue I was in a match yesterday and I got matched up with what looked like low prestige survivors however last second before I could get out of the lobby they changed to extremely high prestige characters and during the game I was pretty much bullied body blocked and trolled the entirety of the game. Why can survivors switch out last second but yet when killer loads in they can't change anything it's extremely unfair I feel as if personally when you choose your loadout before loading into a lobby it should be locked in for both sides.

    yes extremely unfair. The fact that killer sees survivors and their items (even after last second swap) is unfair compared to survivors that don't even know who they are facing (let alone know what killer brings into game). Be happy you already have your unfair advantage and stop asking for even more

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309975#Comment_3309975

    Do you forgot to switch accounts? Because the comment was for other user and in the other posts where we "interacted" (to put it slightly) at least you made some sense. Also, I think you and me have already talk about this topic in enough detail by now.

    I'm not going to even try to understand the rest of what you said there, but I'm going to do like I take seriously at least some part of it and just answer that 40% winning is 60% losing, so both sides are already feeling equally bad. So... there you go, I guess? 🤣

    switch accounts??? I don't get what you mean. I have one account only. Who are you trying to merge me with? Also I can show you my steam account (that contains my name for a very long time now) if you don't believe me. Actually I played against one killer main here in 1 game (Xord) and yes - under my only name that I use :)

    And again - no are just ignoring my whole post. 60% kr does not produce 40% wr even under your conditions (as pointed above) and even if it did it's still not fair because draw (and even 1K as opposed to 0K) is 100% better feeling then loss which you absolutely ignore on purpose.

    @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309800#Comment_3309800

    I just want to add one thing here - 2k meaning that no team won means that 2 people has lost the game and two of them won the game, screwed is the killer who did what he should and yet did draw. Screwed are survs that was killed, because even if they done everything what they could they lost even if killer did not won.

    And again. When I play killer draw feels fine to me. It's always like - good match. It clearly showed that the match was balanced and both sides did their best and achieved something. That is satisfying (well it's not if you get 0-1 hook until endgame and then get a draw by huge survivor's blunder, but I feel the same even if I 4K in such a game - unsatifying win under those conditions)

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309185#Comment_3309185

    Pretty sure I addressed it.

    If the killer is taking no chases and focusing solely on gen defense; the survivors need to utilize this and pressure gens with tapping or full on repairs. When the killer turns their back, immediately undo the regression. Find the chase drop radius the killer is using and hover outside when they get close.

    Pretty sure you still live in patch 6.0 or older. This does not really work in gen-kicking meta. You can guard your 3-gen indefinitelly now. Provided survivors do not know perfectly what to do OR they are waaay better then you (you can't even injure them in a minute). Otherwise gen kicking meta regresses all 3 gens quicker then 4 survivors are able to progress.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309899#Comment_3309899

    Can you please explain to me how do you pretend to have a 50% escape rate and a 70% kill rate at the same time, please? And where do you get that killrate is 75%? Or what any of that have to do with what I said to you? And how in this world a 39% escape rate isn't a 61% killrate? Because you are mixing-up possibles individual kill/escape rates with average, or I don't even know what you are talking about.

    And yes, 2k could mean MMR go up, but also that can go down. That's why instead of specific cases, when talking in general or in average, you assume the best hypothetical scenario: If every survivor granted or discounted you the same MMR, 2k means 0 gain, in other words, you need a 3k to gain MMR. Same for the killrate, as of course many players would do better that 60% and others worst, but again, we are talking averages here.

    To make it clear: 60% killrate = 40% won games for killers (games that ended in 3k) and 40% won games (games that the survivor escaped) on average. So, "39% escape rate" means the game is balanced as killers are winning the same average of games as survivors. Hence, my "stop using the 61% killrate as a point without even know what it means".

    Ok. So specifically for you. I want fair games. I want both sides to have same chance to feel bad (because bad feeling hurts more then that good game you already forgot), so both sides should loose with same probability. To achieve this, new kill rate should be 40%. So major buff to survivors should now come that would on average make survivors escape ~20% more often.

    Surely you will now agree /s

    Again. Anything above 50% for any side is unfair. And to be absolutely precise, we are talking about kill rates.

    And to restate what was said again. Given your "match pure wins and consider it fair" mindset (that just is not fair), even under these conditions 60% kill rate is not fair outcome. It would have been if kill distribution was equal. But 2k does not happen in 20% of cases. So 60% kill rate is not fair no matter what.

  • If I had to choose between old wiggle and adjusted wiggle, I want old wiggle. Current wiggle gives me 1s bonus making it worth trying to hit greats. But this adjusted thing makes great skillchecks pointless.


    Apart of this one and a few other less relevant things, the update seems very good. Great job devs 🙂 Sure I would love some more changes (like eruption nerf, shut down loop on knight nerf, fixing both midwitch and garden at the same time, camp&tunnel fix ...) But overall good job.

  • @TOFFU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308977#Comment_3308977

    ahahah

    even if 60% killrate tru

    wow its so fun i pick killer and try to do 2 kills from 4

    wow its so funny to know i must loose....then you as why ppl camp tunnel

    NEW PATCH announce

    instead of nerf to SWF they buff SOLO q to be mor elike SWF = GREAT JOB!

    We specifically want to avoid anything that could give already coordinated groups an advantage, such as showing a Survivor’s exact location. Due to the procedural nature of Dead by Daylight maps, callouts like these can be hazy at times, so pinpointing an exact location could give even premade groups an advantage.

    Do they even know that SWF knows exact location? i think devs dont play game at all

    Eruption destroyed by new update even in solo q now...HELLO there is no more playable perk/build for killer

    its all countered and its countered EZ. even if you bring 4 gen regres = 3 min 3 gens...

    SO I DELETE GAME

    new update, new buffs to survs

    DEVS PLEASE HEAR ----- KILLERS ARE PLAYED BY PEOPLE

    I think you are judt salty, because you expect every game to be 4k and not getting it handed to you. Guess what. 2k is actually balanced outcome. It means nobody really won the game. Both teams did good and got half the desired outcome. If you can only setlle for 4k, go play single player games. PvP games need to have balance to them.

    With your mentality it would take 0 time before you start to complain why any regression perk exists should you start to play survivor. Also I would guess you play killer instead of survivor, because killer is much easier to play when you pick up the game. The way you brush off 39% escape rate talks a lot about you.

    Also it's survivors who are leaving the game now so your killers are leaving threads crashes hard with incentives and queue time and escape rate reality.

  • No. Regression perks are overtuned. Making it even worse is nonsense. Just 1 reminder. 39% escape rate

  • sorry but skill issue. Go play soloQ and you will actually find out what it means to suffer and have 0 chance. Even best DBD players can't reliably win in soloQ even if they tryhard to max. That's something that's just not true for both killers and 4-man SWF. Killer is the easiest it has ever been. 60% kill rate

  • @sanees said:

    the survivors can fix all the generators in less than two minutes and the shift w chase takes 30 seconds hmm let's think about why the killers are camping

    Even 4man max genrush survivors with 4 BNP's and EVERYTHING made for the quickest escape possible (with best survivors in game) were not able to get below 3:34. So no. You are dead wrong. Your timing is the same thing as saying killer can hook survivor in 4s because instadown exists and hook animation and swipe animations take ~4s.

  • @Crowman said:

    If people want both sides to 50% of the time, the killer has to kill more than 50% of survivors on average.

    This 60% KR = 60% win rate is ignoring the fact that a true win is a 3K-4K for the killer as a 2K is a draw.

    You are ignoring draws as that is impossible to do as survivor.

    To illustrate the point better - it would very much change if I said both sides should loose as often as the other side. Because in 50% kill rate killers would loose 40% of times and survivors 50% of times making killer just easier and have their losses unfairly removed - so we need 60% escape rate so both sides loose the game same amount. (This ignores the fact, that draws are actually rare).

    So again - you can't just bundle draws into looses and call it a fair thing. Draws are actually much better and more satisfying then looses (obviously) - making it much more enjoyable to play killer then just constantly loosing as a survivor. So no. You can't just say let's match wins on both sides and be happy about it.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308626#Comment_3308626

    It's not my entitled perspective, is how the MMR works and how BHVR explained it. In terms of MMR, for survivors the game boils down to each survivors playing a single match with the killer, transforming the game from 1v4 to 1v1/1/1/1. This, by design, means some survivors would lose, and some will win, and a single survivor won't be affected by how their friends ended the match. Your use of my "entitled perspective" is not valid because the 4 survivors are not even a team in MMR terms, and the "win" conditions make the game for the killer a 1v4 while for each survivor is a 1v1 against the killer.

    The funny thing is you know this, and I know that you know because it was you who told me in first place:

    Killer plays 4 games in a single match. For each kill/win he gets, he is awarded some MMR [...] And this is from killer's POW. From survivor's POW it's even clearer. You escape or you don't.

    This are your own words a month ago. Now, because it doesn't fit your narrative anymore, you claim that the 4 survivors "are a team" and 2 of 4 dead is not a win for any of them. And you are calling me entitled for saying the same you said because is how things really are... sure dude, you do you.

    And for "mathematical facts" to be "fact", the premise of it should be true (and unbiased). You are talking about the same survivors winning and losing in 2 games, while the truth is some survivors would win more times than they lose and more survivors would lose than they win in all their games, same as killers (hence, again, 40% being an AVERAGE). And you can't use "math" as a fact with just two hypothetical cases that as much can be consider "casual happenings", but that can happen whatever the killrate is, as even with 1% killrate a survivor can win a game, lose the next, and have a +0 MMR.

    But the best part is "60% means killer rising their MMR without getting better"... again, looking at what you said when I said to you "Agains who killers are getting that 60% killrate?":

    Against 5% of best players. What it means is killer is able to win against tryhards (who can become 5% best without trying? So no. It's not against babies. Only if you say more then 97.5% of survivors are babies - which would also indicate that the game is in a bad spot if virtually nobody can become at least average good)

    Conclusion: Your "math lesson" proves nothing, and the fact is the game is balanced now in terms of MMR as killers are winning on average the exact same as survivors. There is nothing more to say.

    I did not change my narative. I don't have to. If you play more games, statistics will take care of it the same way as if "survivors were team". Sure they are not. But it changes nothing. My hypothetical case would become exact case if you do enough tries. If you have 1% chance to escape, then sure you can escape the next game. But odds are you will not escape next 99 matches. Those are the stats. That's that 60% kill rate. It means you as a survivor will die 3 out of 5 games. This will happen to you if you are 5% of best players (61% kill rate) or just a totally random player (59% kill rate).

    But I see a little hint that you are starting to get it. Killer is unlikely to loose. Where survivors just win or loose, killer will take part of his looses and make them draws. And you in your entitled mind call that fair. But given that stats say draw is actually rare thing, this means killers are mostly winning and sometimes loosing with rare draw game. So again - killers ARE OP. 60% kill rate is NOT fair. Especially from MMR's pow. Because getting +20 in game 1 (4k) and -10 (1k) nets into MMR raise. Given what you said above you know this, but you choose to ignore it just to defend your free kills - which makes you informed entitled killer main.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308599#Comment_3308599

    many people forget that this 40% killer winrate comes with constant camping/tunneling.

    remove camping and tunneling and killer VR will drop to 20-25% so the real situation of the killers is even worse than many people think

    Sure. Delete camping and tunneling. Make it impossible to do. And then buff killers. I am all for it. Camping and tunneling spoils the game anyway.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308536#Comment_3308536

    So, both sides winning 40% of the time in the best hypothetical scenario is not balance according to you, of course... what a surprise.

    And again, AVERAGES, not all killers and survivors are doing the same numbers, and we talking that in average we have balance. so some people are doing better and some other are doing worst. It's not so hard to understand.

    And no, it is not a draw because even if for the killer a 2k means no gain or lost of MMR, there is still 2 survivors who have won and two who lost by how MMR works for them ("4 games are taking place at the same time, 1v1/1/1/1", remember?). A draw for the survivor is the hatch, as the survivor will not lose or gain MMR and not made the killer lose either in that "1v1".

    So, no, 50% killrate is the game being survivor sided. Now, with 60% it is 40% on average for both sides = mathematically balanced and that's why BHVR wanted it to be that percentage. Just accept it and stop trying to defend your "killer OP" point by changing and twisting the arguments you'd being using since I started posting in this forum.

    Ok entitled killer main. 2 out 2 dead means survivors won. ENTITLED! KILLER! MAIN! DETECTED!

    Let's go at it from your entitlement perspective. 87.5% escape rate is fair, because 4 out is survivor team win and 1 dead means killer won - he actually got his main objective and killed someone. Survivors lost, because one of their friends died. You would never consider it survivor winning the trial of you or your friend died. Hence 3.5 escapes per game is balanced and everything else means killers are winning more then their fair share (trade mark).


    Again. 2 out means 2 lost MMR and 2 got their MMR. In 2 games when this same result happens with 4 same people again but the other 2 got out. Does that compute to you that survivors overall gained ANY MMR? +10 -10>0 ? Or does the math have issues with you? Do you now get it? 60% kill rate means killers are raising their MMR just by playing the game without getting better. On the other side survivors just playing the game the same without getting any worse or any better against same killer will lower their MMR. Because math. Because anything above 50% kill rate would end up in that state. Do you get it now? Or do you require some additional math lessons?

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307805#Comment_3307805

    Being generous and saying all killers did a 4k in 50% of their games, that would be 200 survivors, meaning the last 40 survivor in the other 50 games would be "0.8 survivors" killed per game, meaning 0 to 1k in all that other games.

    There, I already give you your 50% balance. Again, we are talking averages, which means some killers are doing better than that and other are doing a lot much worst and that also go for survivors. So no, killers are not going constantly up and survivors constantly down (hence the "best hypothetical case").

    60% killrate is not winrate and killers are just at a good point at that percentage and that's why BHVR wanted it to be that. In fact, someone gave an explanation in another post of why 60% killrate is just 40% winrate on average for both sides as killers need 3k to positive MMR.

    You think they are overpowered now because until they got to that killrate the game was survivor sided with killers under performing. Now, as they are doing as well as survivors, you see you can't win as much games and think they are OP. So no, it isn't because the killers are now OP or that the game has become killer sided, it's just that the game got to a good balance point for the first time by BHVR own words.

    60% kr is 60% win rate. Having a draw does not mean killer lost. It does not even mean survivors won. If you think 2 out is win, then that just simply shows how ENTITLED you are. So you calling 40% outright full win and all the rest being draw just shows your colors. This exact situation would mean survivors NEVER EVER EVER EVER EVER win, but sometimes they don't loose. So again. 50% kr to have fair games. And no matter how many times you repeat "but I did not win this game because it was just 2K" does not change that. It just means sometimes the game is tied and NOBODY won.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307170#Comment_3307170

    Do you have a link or source?

    Because the wiki just says she was bugfixed in 5.5.0. Not buffed in any way.

    6.1 was general buff to all killers, so I don't have to state that one.

    But for 5.5. Have you tried stun interaction before and after the patch? Have you been hit right after blink before and after the patch? Before the patch you got stunned, waited it all out and then got fatigue. Now stun saves you time with fatigue and you can blink again right away. As for hits - now you can hit survivor even before you materialize on their screen. It used to be that there was small delay after blink that ensured survivor at least saw you before you could swing at them (I am talking about time delay after blink, not about qol update that the hit got queued so you didn't need perfect timing to swing after blink fully finished).

    And no. These were silent changes. You will not find them in wiki. Same way as you will not find that wesker is no longer quicker vaulting with M2 after patch I think 6.4 (not sure about exact patch number)

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307169#Comment_3307169

    No, it is not 60% winrate for the killer for the simple reason a killer needs at least 3k for it to count positive toward MMR. The "1v1/1/1/1" only works for the survivors as it doesn't matter if their teammates survives or not, if you can escape you have "won" against the killer and are awarded positive MMR. For the killers, the MMR at the end of the match would be the sum of all the kills or escapes, so doing a 1k or 2k in a game is not a win. But let's do the math again:

    100 games = 400 survivors, 60% = 240 survivors killed. Being generous and saying all killers did a 4k in 50% of their games, that would be 200 survivors, meaning the last 40 survivor in the other 50 games would be "0.8 survivors" killed per game, meaning 0 to 1k in all that other games. In fact, 240 survivors in 100 games are 2,4 survivors, so, 2k in most games with 3k occasionally in the best hypothetical case.

    Of course, and again, this is without even considering against who the killer got those kills. Were they in a SWF? Were they using metaperks? Were they pilling on a hook to do try to pull off an almost impossible save instead of doing gens? We don't know, because BHVR never said under what circumstances those kills happened, just that they at last succeeded in take the average killrates of killers to the point they wanted.

    But hey, at least I'm happy you finally recognized that your true interest is to nerf killers as you think they are OP and not really balancing the game. Again, if SoloQ players are in so much disadvantage compared to SWF, give them the advantages SWF have, and then make changes to both sides to balance the current meta taking in count the most competitive way of playing as it is how it should be done.

    50% is balance. I want balance. Killers before patch 6.1 were 49% kill rate. Si yes they needed a tiny buff. We got instead 61% kr. Incentives and queue times and players count shows it was bad move, but so long as devs listen only to this killer echo chamber, so long the numbers will go down (and only 4-man SWF will remain, because solo stands no chance now).

    Also 2k means your MMR did not move. So to explain the obvious to you. Killers will go up in 2 games out of 5 and not change their MMR in the 3 remaining. Survivors will remain on their MMR for 3 games out of 5 and go down for the next 2. See? Killers go constantly up while survivors constantly down. And you call that fair. And when killers get survivors with multitude of their hours and they rightfully suddenly can't win - then the response is survivor is OP nerf them. Guess what. It's killers that are way out of balance. And even though it used to be the other way around, when I want chill easy game with almost free win, I queue for wesker or some other killer (Twins are now bugged bad, so not them for a time being)

  • @sanees said:

    toolbox + Built to Last gives you -70 seconds to repair a generator, while the upgrade only gave you 50 seconds

    4 survivors is already -280 sec

    And now add the perks for genrush and discord, then you wonder why a killer who physically does not have time to make 12 hooks in 2 minutes camps you

    And you conveniently forgot to state how much BTL actually eats time so that in fact it takes longer to do gens with btl then without it. Also it takes up perk slot which could be used for other things - like staying alive.

    @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307511#Comment_3307511

    along with this, the survivors received 1 free slot for the genrush perk, thereby increasing the repair time by 10, but the survivors can take perks that speed up the genrush by 20%

    so the killer ends up with less time

    Without reassurence bubba can get 2-4 kills every game (provided he can get his 1-2 chases in any reasonable time - and I mean reasonable, not perfect chase). That's result of 90s gens + deadlock. That was proven by killer main Otz. There's a video about it.

    @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307518#Comment_3307518

    most of the camp stems from the genrush, the maniac should act proactively because an uncamped survivor can cost him a victory, I have a good idea to to remove all genrush perks from repair speed and give all m1 killers +0.2 to speed, the first 30 seconds, generators repair more slowly

    But in return, give kindred to all survivors and make it so that after hanging you cannot be removed for the first 15 seconds (very often the survivors are removed before the killer leaves) but these first 15 seconds the timer does not go in this way it will be +30 seconds (with two hooks)

    thus m1 killer will feel better and less likely to resort to the camp, and the survivors will have more time to resist the camp and the tunnel

    Sure. That's also the reason why patch 6.1 boosted camping and tunneling like never before. Killers camp, because devs designed the game so, that it makes the game most effortless way to win. This was already shown by killers. Even 500hrs killer can camp/tunnel his way into 3-4k against 4man SWF lobby with 3k hrs on average now. But you would know it if you actually cared to play both sides

  • @TOFFU said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307364#Comment_3307364

    then nerf it. make SWF 1 slot to occupied by radio

    it was not DESIGNED in game to know when to get off gen for Eruption counter etc

    Sure. But game was designed around survivors having many more pallets, 2 windows at shack, permanently sabotable hooks, hatch allowing whole team to dip and so on.

    Killers were never as strong as they are now. The fact is, that SWF and killers are very close to each other. Solo in nightmare to play. Loosing 6 games in a row? Why do you even bother stating it. That's normal. In comparison I don't remember loosing 4 games in a row as killer. Also just yesterday (or day before) I had 3 wins out of 15 games in 4-man SWF. Average hours in a lobby 3000.

    That's how "balanced" the game is right now. You loosing 1-3 games in a row does not come even close to how unfair survivor is from patch 6.1. Incentives sais so, kill rate sais so and players dropping also indicate so (I survivor main now play killer more then survivor, because playing against sweaty camping tunneling killers taking most OP addons and as a direct result loosing game after game after game is just not fun).

  • 60% killrate. Basekit stbfl, thana, brutal strength, longer gens, shorter burst after hit AND ALSO corrupt? What would be actual optimal outcome for killers? 99% kill rate?

  • @SmolBlob said:

    Take a deep breath. Relax.

    Camping and tunneling are strategies that have inherent counters built into them. If a killer is camping or tunneling, that means they are not pressuring gens or other survivors, who can punish the killer by getting gens done in the meantime. There are also perks meant to help with this, such as Deliverance, Off the Record, and so on.

    Several survivor perks were nerfed because they were unhealthy design and could be used in situations they were not meant to be used in.

    Nurse has already been nerfed several years ago as part of a mini-rework, and the reason she hasn’t been changed since is because her basekit is perfectly fine. Most players just do not know how to play versus her correctly.

    Nurse got buffed at 5.5 and 6.1. she overperfomes in higher MMR hugely.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306760#Comment_3306760

    Again with the 60% killrate? Again I have to explain to you why that doesn't mean 60% of win games for the killer and even in terms of MMR a 60% killrate only means killer are doing just fine and that is why that was the percentage BHVR wanted to obtain?

    And let's not forget to use personal experiences and specific situations to argue about something that affects a bigger picture, of course. But you know what? This time, get mine as well: Started playing Wraith again with no meta perks. Result: Everytime I got a game with SWF or well coordinated survivors I got destroyed, a 1k as much. So, being forced to, got a loadout with meta and who would know, now I can compete against SWF and do something in the games.

    The funny thing here is that I don't even say they shouldn't do something about the current state of the game, but what you people pretend is to just address the killer side of this using SoloQ as an argument. That is not wanting balance, that is wanting to nerf killers for the sake of it. You want balance? Then both sides should be changed in tandem so one side don't get advantage over the other. Are SWF doing fine while SoloQ players don't? Then you should be asking for SoloQ players to have the same tools that allow SWF to do that good so they are at the same level, not pretend for BHVR to balance not taking in count the most efficient way to play the game competitively.

    Again. 60% kr is 60% wr. At least by MMR. But also from surv perspective and win perspective (2k being rare outcome). So no. Killers are OP and it shows. And it's not just soloQ. It's killers overall

  • @SmolBlob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306158#Comment_3306158

    A 3-gen is a losing game of attrition for the killer. Person A on Gen A, Person B on Gen B, Person C on Gen C. Killer chases, IDK, Person A. Person D gets on Gen A. The killer can't protect them all.

    I see you live pre-patch 6.1. As was proven by Hens. You can hold 3gen until server shuts down and survivors get auto-sacrificed. It just works now with 4 regression perks. Especially against solo players. The only possibility for this to NOT be true, is taking 4 BNP's and proof and all the other genrush things. Then sure - killer can't hold his 3gen. Otherwise it's always killers that hold all the cards.

    @Batusalen said:

    Ah, the old "SoloQ players are not doing as great as SWF, break the killer knees so they can overperform as well" argument. Never gets old.

    If you are so much worried about SoloQ players what you should be asking is for an in-game voicechat so SoloQ players can communicate and coordinate as well as an SWF group in a Discord server. Then we can talk about changing mechanics to address how both sides are playing in the current meta, not only to basically make killers unable to counter how survivors are playing right now.

    60% kill rate. Today I played 15 games. I got out 3 times. In 4man SWF where average hours are about 3000. Sure killers have very hard time. They stand no chance at all. Especially soloQ outperfoms it all.

    @Forza said:

    i play a lot of killer and there aren't many cases where there is a really strong 3 gen setup. glenvale occasionally has 2 gens spawn behind the gallows + 1 gen on the gallows which makes it basically impossible for survivors to do anything. there are a few other maps that occasionally have a similar setup. it wouldn't be hard to better balance this. in a similar tone i think there are plenty of maps where generators are too safe, and make it way too hard for the killer to pressure gens.

    I play more killer then survivor, because soloQ sucks so hard right now I refuse to play it ever. For a very strong 3gen - you can play saloon, haddonfield - main, one touching the main just outside it and 2 gen-spawns a bit farther in the open (I have never seen less then 1 of those 2 gens spawn) - that can have anything between 0-3 pallets, both RPDs (2 in main with one connected to one of neighboring rooms - and all neighboring rooms can have gen in it), azarovs (just pick side), suffocation pit (just pick side), wretched shop (main and 2 behind main), eyrie of crows (main, next to main and behind the main), ormond (main and 2 next to it from any side) + all the random 3gen spawns. That's quite a list of maps with strong 3gens

  • @notclaudette said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304228#Comment_3304228

    idk man dh was in the game for 5 years, circle of healing has big giga nerfed 3 times and is still s tier, devs nerfed the most viable strat for killer (even if annoying) tunneling, dh is somehow still an issue due to killers like oni who cant bait, etc etc. plus ever since the 10 seconds was added everyone brings prove and toolboxes so gens go flying.

    games just not balanced period. randomly shifts from killer to surv sided. current killer meta is absurd, too. just buff base regression and people wont stack 4 slowdown.

    its not just 4man swf that makes killer painful a lot of the time, thats such a strawman. 2s and 3s might not reach a 4s level, but their still obnoxiously good. 2s are in every 4 games, while 3s are in every 10. so overall that makes the chances of any size swf like 30-40 percent.

    just because kill rates are in a good spot doesnt mean the game is balanced.

    60% is where it's supposed to be? Idk, but I am pretty sure you would speak differently if it was 60% escape rate.

    Also tunneling nerf? I see DS gutted and OTR can be negated just by single hit off hook when surv can't move. If anything, tunneling got buffed. And it shows, because killers now tunnel way more then before patch 6.1

    Also game had toolboxes and proofs in exactly same state before patch 6.1. So there must be some reason why people feel the need to take genrush builds now way more then they used to. Maybe it again has something to do with those 60% and camp+tunnel.

    Also if you buff base regression, you directly buff also regression perks (because they work in percents). From camp/tunnel experience from patch 6.1 - I know killers will take them more (instead of less). You would need to nerf regression perks to get your proclaimed result.

    And for the last point... 61% kill rate. On repeated stats. After meta settling down. And killers were given time to adjust MMR with their wins. They still have a lot above 50%. That should tell the whole story (but it doesn't, because farming killers and giving hatch and games with DC (where killer dominated and would have won the game) being excluded from stats).

  • Pain res or other scorge hooks don't need buff. They are super strong as they are. So no

  • @CheesyBabyBoi said:

    Kind of give and take given the game, The more communication you give to players to let them play a game nicely, the less of a "Horror experience" it feels like for everybody. Its hard to get right.

    If you play the game for 100+ hours (which still makes you new to the game), then there are hardly any horror things left in game.

    Maybe mirror meyers for a very rare experience.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303767#Comment_3303767

    I told you why your non-argument is a non-argument. You must not have read it. Or you think saying 'nuh-uh!' is a valid counterargument.

    And saying 'This was hard for me, so everyone else should suffer too' IS being selfish. Sorry if you can't accept that, but it's the truth. Just because YOU did the Adepts while they are hard does not mean everyone should have to have the same experience as you.

    See? I invalidated your stance again. You going to ignore it again?

    The achievement is achievement because it's hard. Make it easy and it's just a random writing that nobody would think about. Making easy achievement suddenly hard (or wise versa) is unfair for people that had to do it hard way - because "it's just a writing now that holds nothing" - robbing them of their hard-earned achievement, because it could have been done in easy way.

  • @Batusalen said:

    Camping is only useful for the killer if it has some kind of instadown, there are seconds left for the sacrifice to be completed or the gates has open and you want a consolation price (and taking in count how bad grabbing unhooking survivors works, if there are 3 survivors left not even for this as they will unhook and start the body blocking parade to the exit gate with a little stop for the tbagging).

    And this is not just an opinion, it is a mathematical fact:

    120 seconds to fully hook survivor, lets say killer spent 10 second patrolling 3 gens, 30 seconds to down (being soooo generous here) and another 10 seconds to hook the survivor. 120 + 30 + 30 + 10 = 190 seconds.

    A generator take 90 seconds without great skillchecks to complete. Now, lets suppose the other 3 survivors got to a generator by the time the killer downed who would suffer the camping: They can not just complete their respective generators, but also have an extra 40 seconds for the three of them to try the save.

    And this in the hypothetical worst case scenario, if any of the other survivors had a gen with progress already even before the killer got to his first gen in his patrol, they would have even more time to do the save. Add tools, perks, body blocking, godly great skillcheck accuracy and all the paraphernalia to the mix and camping is not a good strategy to follow in the majority of cases for the majority of killers.

    To be honest, many times camping work because the survivors doing, the moment someone get hooked or grabbed they just leave their generators flashlights and toolboxes in hand and go to the rescue in that instant without completing the generator they were doing. More so, even if the save seems impossible, they will still try even if they see that not only they can't save the first survivor, one or two more are downed.

    So the lesson is, there is already an anti-camping system, is called "Don't get to Hero Squad Mode and do the gens unless the situation allows it".

    Your laboratory numbers do not hold to real world scruttiny. Also you would need 4man SWF to know what's actually happening. You want to know how it really holds up? Survivors have reassurance, or you get at minimum 2K. See:

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


  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303681#Comment_3303681

    4 randoms *without any communication* doing all 5 totems on the map (without even knowing the killer HAS noed) is an unrealistic expectation.

    No it's not. That was the point of the game before the devs ruined it with SWF.

    NoEd is fine. Any flaws stated are invented on the spot ('It rewards losing' and 'Killer basically lost when 5 gens pop' or 'it gives free kills') or exaggerated ('No team can do 5 totems') in an attempt to make it look OP.

    Right. 4man SWF that are according to stats in 5% of games completely screw up everything. And yet killer having 60% kill rate makes them still weaker role somehow. So much entitlement

  • If you are talking about level where people don't know what to actually share, then ok. You are right. But I thought the game should not be balanced towards beginners.

    Or do you mean to tell me someone with more then 10 hrs in a game would struggle to think about sharing info like "killer is on me", "who is going for that save?", "is anybody blessing that NOED/dhope/...."or any other basic kind of information?

    We are talking about icons that provide you information about what is somebody doing. Not information where it's happening, what is your future plan (what will you be doing in a few seconds), where will you be doing that or any other information like that - which is already something decent SWF does (and I am talking about generic plans for the future - there's still pinpoint exact information godlike SWF can share with each other (that are the teams people here complain about) will provide you with actually precise estimates of when and where and how (if relevant) people will go down in the future - to actually ask for help from teammate to meet him in specific spot nobody is in right now, where that other teammate will take hit for chased person to actually prolong the chase for another half a minute or more).

    Maybe you should watch at least one game from any comp team or any strong SWF team (like Hens's group) to see what kind of information they will (and which info they won't) share with each other and then compare it to this action icons and things it provides (touching this topic around the edge - even these insane guys that hold more then 200 games winsteak do loose against supaalf's nurse - out of 3 games that they showed, it was 1 win 1 loose 1 draw - meaning even this insane kind of information sharing will not make you invincible and the game will still be about your and killer's skill - but sure, taking strongest survivor stuff you would need to take strongest killer's stuff - in this case nurse, or blight or spirit and almost nothing else).

  • @Sycamore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302847#Comment_3302847

    Because SWF had to share the information - they didn't get it for free.

    Now all the information is free. It's a buff to solo. It's a bigger buff to SWF, because now not only do they no longer require to share that information, but they can fill that time with sharing other information more consistently, like the Killer location, and other player locations.

    It was suggested more than once that they implement a quick message radial for survivor, so that survivors would still have to share information, but instead they decided to go with the option that doesn't close the gap, and does nothing but provide Survivors with another buff.

    wow. So giving SWF info they already have and will provide with priority when it matters (and they will still do that because icons can be overlooked) buffs mainly SWF, because solos didn't have that information, couldn't share it and them being able to get that information is less buff then the actual SWF maybe not needing (but in fact it's still needed to stress most important part) to share that information and being potentially able to share other less important information in the meantime so that's more of a buff.

    I don't know what to tell you. That's next level mind gymanstics. My mind just exploded

  • What? It's such a niche perk. It's so rare that it provides any value. You would need to quickly down multiple people on same spot. On hook hungry map (like midwitch). Without slugging, so that people get unhooked instead of picking up. And it all needs to take less then 3 minutes. Those are some very specific conditions. Like I do understand that breakdown can be partial counter to scourge hooks, but really. It's already not worth a perk slot as it stands.

    I would very much like to learn why breakdown needs adjustment. In which situation it becomes op instead of slowing down lost game or partially countering scourge hooks. This makes no sense. If anything, I would actually buff the perk.

  • All 4 ideas sound fine. Devs please. Pick one (don't do them all) and implement it. Personally I would prefer them in order that they came in, but even the last one still sounds reasonable.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302924#Comment_3302924

    The ting is you are right camping should not be but to this day no one has delivered a actual good idea that hinders facecamping but let startigic camping still be a thing

    @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302835#Comment_3302835

    You have a point... there aren't any perks that help Camping and Tunneling but there aren't any perks to help the Survivors either

    And yes until that changes we will be at each others throats

    Agreed

  • @Adjatha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302847#Comment_3302847

    Oh, it's info comms already communicates. But that requires regular voice communications and play-by-play details. MANY people defending SWF use the excuse "oh well, we're just goofing around and aren't communicating all the details constantly. I SWEAR it's not that much of an unfair advantage, despite the fact that we win constantly!"

    Now, SWF can see what their team mates are doing instantly, at all times. And then work off of that. "Hey Bob, I see you just finished your gen. Want to meet me by the shack to heal?" "Oh Dylan, you're being chased? Swing by mid and I'll bodyblock." "Hey, we're all on gens. Anybody got eyes on the killer?" and so forth.

    Do icons give anything SWF don't technically already have? No. But it's instant, for everyone, for free. And SWF can then use that info to better coordinate, which makes the game even easier for them.

    Solo CAN'T communicate any further. They won't know if the person going for the unhook is being stealthy to safely free the person, or just hook diving to farm their own teammates. They don't know if the person on totems is removing Devour Hope, setting up Circle of Healing, or just nuking a dull one. It's a bit more info, but it's going to end up being ignored by most solo teammates, who tend to be oblivious to anything other than what's immediately in front of themselves.

    And THAT is why it's a SWF buff, not a solo one.

    The real solo buff is changing how the game works on a fundamental level between SWF and Solo. And it's literally the only way that solo can ever get a buff that SWF won't benefit from far more. They're two very, VERY different games, and pretending that solo isn't Hard Mode and SWF isn't Easy Mode is being willfully obtuse.

    1, yes, swf get info they already had. So it's not a buff. If one completes a gen, everyone sees that - killer included. In current version of game. So there's no change there. Also I wonder which serious SWF did not already communicate they are in chase (+where they will go with killer). So it gives them no additional info. Now compare it to solo when 1 is on hook and 3 on gen? Now they know one needs to go. Huge buff for solo. 100% much more then redundant info swf already had in better/more advanced form.

    2, I would argue that even SWF is hard. Maybe it's not harder then killer (I think it is, but sure I could be wrong), but saying that you win all the time is huge overstatement, or it means you are insanely good (same as e.g. supaAlf that is on 555+ winstreak on nurse, but there are many killer mains going for extended killer streaks on many (not all) different killers). The difference between swf and killer is quite small one way or another (from patch 6.1 - before this patch 4-man SWF 100% had advantage over killer).

    3, sure they will not know how someone is going to unhook. But they will know someone is on a way. That means no more going to 2nd or death stage because "somebody else is surely on a way". This is HUGE for solo. Extra hook state. You can't compare this single thing to what swf got.

    4, sure if someone is bad, he will stay bad. But that applies to swf too. You can't compare bad solo to good swf. Bad swf will not share information even if they could (effectively making them 4 solos that just chose their teammates). The difference is, that solo will now get the info and if they are good, they will act on it. No more multiple or 0 people going for save. Again. This alone is huge.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302897#Comment_3302897

    If you can't accept that your opponent is trying to win just as hard as you are; Maybe don't play PvP games?

    So keep in game breaking stuff to keep more options. I am glad you want return of permanent hook sabotages to the game, because why should survivors be denied alternative gameplay to deny hooking for killer? He can still slug and there's still basement. You know your opponent is trying to win just as hard as you are. Maybe you don't play PvP games?

    Can you see it now? Do you understand the issue? Denying actual play time is bad. And excusing it with "opponent is also trying" is 0 argument. The game should be about interaction. Making best play by being afk is detrimental to the game SO it needs to go. Or at least it needs to be not the optimal gameplay.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302861#Comment_3302861

    I think what they mean is you can quite easily make a situation where the killer looses by defending the hook and that is not camping. The whole situation Inst that easy to resolve because if it where bhvr would have done something ages ago.

    You want to weaken camping but you want to be sure that there is no way that what you do against camping is to strong because bhvr wants camping as a strategy to a certain degree and you don't want to make a situation where the killer basicly has to give an unhook because he should defend his hook.

    It's quite difficult to find the right balance in this and that's why bhvr is acting very slow on this matter and the same goes for tunneling btw you don't want to make a situation where the killer needs to dance around the unhooked survivor because hitting them would only slow the killer down since he can't hook them without getting punished like many suggests in the forum

    Please give example then.

    The only thing I can think of is hooking in 3gen. This would be legitimate reason as killer is technically just patrolling his 3gen. But this should not be a problem if the hook area is small enough (12m is small enough) and camping timer would regress at same speed as it progresses (so you can stay within the area for 10s if you stay outside another 10s). But even if this somehow becomes too restrictive (and I don't think so), then this can be specifically programmed around - if there are 2 or more unfinished gens within say 16m from hook, then ignore this protection and consider it survivor screw up/punishment (same way as basement) - but indicate it in hud for everyone.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302884#Comment_3302884

    And that's the excuse to force one side to play worse? Because their opponent are people?

    Guess what? The Killer is a person, too! And it's less fun for us when we have no say in who we can hook, and if we'd lose because a mechanic said 'No, you already hooked this injured person. Go spend another 4 minutes finding, chasing, hitting, chasing, hitting, and hooking someone fresh. Oh, they popped 3 gens and 99% the exit gates. Sucks to be you, Killer.'

    It's a PvP game; if your opponent trying to win ruins your fun; don't play PvP games. What is with people thinking 'My fun is more important than my opponent trying to have fun & win'?

    It's the same reason why permanent hook sabotages got removed. Or why hatch can't spawn for all survivors. Because hard camping and tunneling is cheap and steals away important part of the game making the other side miserable. For this reason it got removed. What would you write to an idea to bring them back with reasoning that forcing one side to play worse is an excuse? Because mechanics said no you need to allow killer to hook survivors somewhere? Or you need to stay in match so that killer can catch you?

    Also camping and tunneling is especially game breaking, because it elevates worse killers to play against better survivors (because they will get kills they did not earn). Side product of it is feeling for killers chasing is survivor sided and maps are made for perfect chasing for survs so killer is forced to camp. But in fact it's lack of knowledge of how to chase compared to more experienced survivor. Because free kills elevated MMR.

  • @Stabby_Widdershins said:

    Just give the camped Survivor BP for every second they are camped.

    Fixed, and Survivors can stop demanding Killers be forced to play sub-optimally.

    Make all killers 95% speed and give them 1000bp for every minute in game and consider them happy with the change /s

    No BP's don't solve anything. If you can't play the game, the thing is bad experience and BP's will do nothing to fix the issue.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302366#Comment_3302366

    You'll notice that Exposed, as a status effect, is conditional. Perks that apply it only activate under pretty specific conditions, can be permanently deactivated with relative ease, or both. Instadowns eat up a pretty huge portion of a Killer's power budget if their power has one.

    But Dead Hard? It's almost unheard-of for you to NOT get an opportunity to use it; you're often able to do so multiple times in a single match, in fact. And all 4 survivors all using this perk in a match? The amount of time it can buy a team is astronomical.

    Point me to the perk that applies Exposed multiple times in a single match, to a survivor of your choosing, with no conditions required, and we'll talk.

    Slinger, legion, original pain pinhead, every instadown (finger clown, iri hatchet huntress, iri addon dredge, iri vial wesker, iri tag blight, billy, bubba, ghostface, ...), exhaust addons, fearmonger, blood pact, ... Or being in deep wound by killer hit during basekit BT, BT perk, OTR or styptic. The list is quite long for something that has 0 counterplay. This does not even consider waiting it out. Or deliberately not, but missing on purpose. Or getting survivor in the open where that 0,5s helps almost never. Or killer having bad ping and getting hit even at the end of DH animation.

    Clearly the perk has 0 conditions ever. You just need to be blind to all of the "hundreds" of exceptions when it can't be used.

    @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300925#Comment_3300925

    Survivors can pre-drop pallets to avoid Spirit Fury, Enduring and Hubris. They can choose to repair one generator at a time to avoid Deadlock. They can choose not to stack on one generator to avoid Discordance. They can choose to leave a loop if they see the window get blocked by Crowd Control (Or to cleanse the totem).

    But try playing Killer without hitting injured Survivors sometime. Because that's the only condition that needs to be fulfilled for DH to activate.

    Oh, so the Oni who got Dead Harded twice in the November community cup finals was just a noob? Gimme a break.

    And my answer applies to this comment too.

    @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300925#Comment_3300925

    Embarrassingly false equivalence. You know better than this, you are simply being wilfully obtuse.

    It's not? Explain why you think so? Perk that punishes normal chase gameplay on one side and on the other side are same equivalency. Is it false because one punishes survivor for correct play and the other killer? I don't think so. If correct gameplay can be punished, it should stay like that for both sides. Like stuning the killer is correct gameplay so why should I try to predrop instead? What is so different here compared to DH requiring killer to not hit from the very edge of hitable distance?

  • @Clockwork_Enigma said:

    Developers, please understand the lack of logic here.

    Survivor Adept

    • Escape the Trial with all three of the Survivor's personal perks.
    • Escaping the Trial includes one of the following three available methods:
      • Escape through the Exit Gate.
      • Escape through the Hatch.
      • Escape via Killer disconnection.
    • Escaping does not include performing any action that progresses the game. This is trivial and easy to do since you don't need to do any Generators or unhook/heal Survivors to achieve this.

    Killer Adept

    • Get a Merciless Victory with all three of the Killer's personal perks.
    • Getting a Merciless Victory includes performing all of the following actions:
      • Hook all Survivors at least 9 times in the game.
      • Chase and hit Survivors at least 15 times in the game total.
      • Prevent Generators from progressing past a certain point or keep the Exit Gates from opening.
      • Prevent a Survivor from escaping the Trial.
      • Use your Power in an efficient and effective way.
    • The following things will also ruin the ability to get Merciless Victory:
      • Using any Power, Perk or Add-On that allows you to instantly down a Survivor.
      • If any Survivor decides to disconnect from the Trial, especially if they have not been hooked.

    Devs, please lower the Killer Adept to be Get a Brutal Victory with the Killer. It shouldn't take so much effort for Killers to get these achievements when Survivors have a piss easy time to achieve it.

    It's completely unjustified how difficult this is compared to the Survivor adept and it should have been changed when these achievements first released.

    Agreed.

    And yet the game balances itself by providing much harder optional stuff for survivors. Pips are generally harder for surv then killer (e.g. because tunneling, or camping, or instakill mayers/condemn sadako, etc). Or check out all the challenges/other achievements - killers generally just need to play the game normally. Survivors need to throw games to do them or take no mither or any other unreasonable things (sure there are some exceptions - meyers needing to instakill 4 survs being one, but generally the trend is clear - like escape 20x after opening gate in RPD to more then counter meyer's achievement).

  • @Stabby_Widdershins said:

    And it could still be abused by Survivors standing out in the open [x] distance away from the hook. Let's say 1 to the North, and 1 to the South, 50M away.

    Now the Killer is not in a chase, so he loses movement speed. But if he chases North; South heads in for a save. Killer resets. South backs off.

    Survivors were STILL too far away to trigger a Chase, so the Killer is STILL losing movement speed. But if he chases one person; he now slower, and can't catch them, and the other gets a free save.

    And that still leaves one person doing gens freely. So now the Killer is slower, can't chase anyone, and is basically forced to give up a save because Survivors think they deserve free unhooks.

    And 'punish gen camping'? So now Survivors think they deserve free gen time, too?

    Why not just say 'I'm tired of Killers trying to win. Plz punish any Killer who does anything I don't like'? Because that's all these two ideas are; Ways to 'punish' Killers for doing anything Survivors don't approve of.

    No.

    @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302517#Comment_3302517

    I just pointed out how it can be abused, and your answer is 'Nuh-uh!'

    And 'Well, there's already other abusable things!', as if that makes it OK to add a way to abuse Killers into forcing free unhooks. Really?

    You just explained how you were denied camping benefits. That's the point. You are arguing that getting free info about other survivors is not enough and you want more (trade on hook? Free hit? Earn it in chase instead).

    You already need 2 people to go off gens and then 1 in chase and 2 people occupied by healing off unhook. So only single person doing gens. And that's unfair? Well getting downs for nothing is actually unfair. Earn your downs for a change.

  • @Sycamore said:

    Free buff to SWF too.

    @Adjatha said:

    As with every survivor buff, SWF will get free information that they will actually use and the game will get easier for them.

    The vast majority of your solo queue teammates will ignore the free information and will continue to get slaughtered.

    How does this buff (competent) SWF? This info is 100% superfluous to any SWF on comms, because people will tell you what they are doing, where they are doing it, how far along they are and provide the info when it matters instead of bloating your screen.

    On the contrary this "buff" will only tell you what someone is doing. You will still have 0 idea if somebody is finishing 90% gen and then go for a rescue, because he's close, or he just started working on a gen that is on other side of map. Or it will not give you the info if somebody has nothing to do and is just cleansing dull totem, or somebody found devour hope that needs to be cleansed as #1 priority more then the gens other people are fixing.


    If you spoke about op's adjustments - knowing perks is something SWF has, so no change for SWF. SWF tend to not quit on their teammates (they quit together if they ever do) and grades does not change anything gameplay wise.


    So once again. How do icons buff SWF? I really want to know. Please answer on this one

  • @RaSavage42 said:

    There are perks now:

    Kinship and Reassurance

    So how about using them instead of begging for changes... or does that get in the way of what you want to do?

    1 perk to counter camping and 3 perks to counter tunneling (OTR on it's own is not enough because hit after unhook before you can move, so you need DS and DH to complement it now). So in the end there is 0 perks left for survivor because killer had to invest 0 perks for this "strategy".

    The thing should be actually fixed. Or at least DS nerf (not the end game part) should be reverted.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359067/call-of-brine-eruption-tweaks

    I like Eruption working on hook a lot. It keeps it viable, but gives easier counterplay.

    CoB does not need any sort of nerf.

    Exactly my words. Nerf eruption, do not touch CoB. I would be even OK with making incapacitated 30s intead of 25s IF they tied it to hooks (same way as pain res) instead of downs

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302073#Comment_3302073

    whats the winrate without survivors dcing or throwing matches

    And killers giving hatch kind of also skews the data a little bit.

  • It just seems you found survivor that are just better players then you. Winning in high MMR is so impossible, that a lot of people play winstreaks. Nurse has 555 wins in a row and counting. Onryo has 100+. Most of the killers have high winstreak. But solo survivor has record of 34. And as for high MMR = SWF only - that's also not true. You get at most 10% of your games 4-man.

  • Same here. I was actually able to grab and hook invisible survivor (kinda funny when your empty shoulder wiggles)

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