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  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854399#Comment_3854399

    If people talk about Nurse-Nerfs, they mean significant Nerfs. And this did not happen

    Every single one of her nerfs were giga significant, but they're not enough to make her weaker... she's just that overpowered, a rework would do the trick (but we would see a lot of people saying something like "omg they killed her identity! Survivor sided game! Buuuh!")

    but we would see a lot of people saying something like "omg they killed her identity

    To be fair, my friend, that did happen once:

    image.png

    I don't think anyone wants it to happen again.

  • Even though I do think killer is the more enjoyable role, I've been playing a lot more survivor than killer these days.

    Mostly because I want to get my Mikaela to P100.

  • Good news!

    This event won't be miserable for survivors.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854846#Comment_3854846

    Way back in the day, if all 5 Generators got done but your team was dead, you could still repair the remaining 2 Generators to escape through the Exit Gates. But as DBD mechanics have changed, this achievement has aged like milk. It went from something situational but easy to something insanely hard to get.

    Heh, makes it extra special for those who got it after the EGC was added to the game, imo.

  • Congratulations, friend!

    I wouldn't say this achievement is poorly designed, it is simply not made for modern DBD. It was designed around a game where killers couldn't close the hatch, and there was no EGC. Back then it was already situational and not exactly easy to get, but now it is easily one of the hardest achievements we have.

    I got it in 2021 against a Huntress on MIdwich. I had to 99% the last generator and wait until the other survivor still alive (my friend who I was playing SWF with) died so I could finish it and immediately go for the gate.

    Even though I had Wake Up and Spine Chill, Huntress almost got me, it was really close.

    I don't think it should have its requirements changed, but it will always be a challenge for those who want it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854755#Comment_3854755

    Exactly, some players are pushing it. And it basically playing the game wrong. The game is designed around Survivors having 3 Hook Stages, not them dying on their first hook after being slugged. And even less that they are slugged until bleedout (which is also the reason why bleeding out almost gives no points at all). In general, Hooks are one of the central aspects of the game.
    (Mind you, I dont mean 3-hooking everyone here… Just using Hooks during the game)

    And I can imagine them adding a mechanic to pick yourself up when slugged for too long. As long as it is tied to conditions, it should be fine anyway and not disrupt regular gameplay.

    Yep, I completely agree.

  • 20241211214602_1.jpg

    There is no BP bonus, it is all a lie!

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854694#Comment_3854694

    This would not work. We know from the past that incentives alone dont work to change any behavior.

    @Topic:

    At this point it is inevitable that there will be something about slugging in the future. Slugging goes rampant, especially slugging for no reason. Nobody really has something against slugging when the Killer needs pressure, but there is so much slugging going on at 5 Gens or simply to be annoying.

    At this point it is inevitable that there will be something about slugging in the future. Slugging goes rampant, especially slugging for no reason.

    Actually yeah, I agree my friend.

    Some players are really pushing it to the limit with the unnecessary slugging these days. If the devs decide to address it in the future, we will know why it happened.

  • @jajay119 said:

    I miss nighttime cold wind.

    Same.

  • Coldwind Farm in particular. Those maps got butchered.

  • @Reinami said:

    @Xxjwaynexx thanks for tagging me on this, as i usually post in these.

    https://forums.bhvr.com/dead-by-daylight/discussion/434668/there-is-no-reason-to-nerf-a-killer-when-nurse-exists

    There is a fundamental problem with nurse, that i usually respond to when these threads come up. It is a simple question, that most refuse to answer or deflect, but i'll try and ask it of you.

    Should DBD be balanced around the highest skill players, or average skill players? I'll tell you my own opinion at the end, but i want you to really stop here and think about it before you keep reading. How should ANY game be balanced really, not just DBD.

    Every time BHVR releases data around kill rates, nurse is usually at the bottom of the pack in terms of kill rate. Devs balance for a 60% kill rate (you can disagree but thats what the stated goal of the devs is, mathematically it amounts to killers winning 50% of the time, but that is a different discussion). Anyway, 60% kill rate is the goal. But when devs release their data, it shows nurse usually being around 49-50% kill rate. Even at high MMR her kill rate is often only around 50-55%, usually the lowest or one of the lowest in the game.

    Here are just some examples:

    https://us.v-cdn.net/6030815/uploads/TKHDHIH7E57R/image.png

    https://us.v-cdn.net/6030815/uploads/C00QCMAACSOQ/image.png

    https://us.v-cdn.net/6030815/uploads/JHNW3Q9CUX8E/image.png

    Even looking at UNOFFICIAL data, if you look at nightlight RIGHT NOW and sort by kill rate. You'll see that nurse has a 52.97% kill rate. When you look at averages for killer as a whole, that is currently at 54.66% kill rate. So it stands to reason that, when looking at most players, even the "high mmr" ones that BHVR classifies as "high mmr" nurse is actually BELOW the average in terms of kill rate. This would indicate that nurse is completely fine.

    https://us.v-cdn.net/6030815/uploads/ATTUKBAHR75H/image.png

    https://us.v-cdn.net/6030815/uploads/2IK5J7G8WFXG/image.png

    But, and i think most would agree. Nurse is objectively the best killer in the game. When played at the HIGHEST level, not whatever the hell BHVR says high mmr is, but the HIGHEST level of play, she is clearly the best killer. As someone who is a nurse main with 4k+ hours in this game, i can truthfully tell you that legitimately, i cannot remember the last time i lost a game as nurse, like i literally cannot. Occasionally i get a draw, maybe a couple of times a week, maybe if i'm memeing around, or going for a tome challenge, or honestly just go up against a good team that puts up a good fight. But a loss? No. My "no loss streak" with nurse is probably well over thousands of games at this point, unironically, but i don't bother counting.

    I don't say this to brag, i say this to agree with you, that nurse is a "problem" in the sense that, someone who dedicates the time and energy into playing her, into maining her, is going to be able to exploit her to her fullest potential, and when judged at that level, she objectively needs massive changes.

    So, lets say i agree with you, and that nurse needs "nerfs" so to speak (personally i think she needs a total rework, but that is again, a different discussion). Well now you need to contend with the reality of what you just said. You want a killer who, for all intents and purposes, at average level and high mmr is below average, to be nerfed, because of what a few VERY high level (like top 1k or even less) are capable of doing with her. So now, you need to own up to the consequences of that decision.

    And what are those consequences? Well, the fact that when you look at things at THAT level of play? Nurse is pretty much the only viable killer. Arguably blight and hillbilly could maybe compete as well, but its probably an uphill battle. At THAT level of play though, with the best of the best players in the world? Nurse is basically the only viable killer to play a "fair" match.

    Now this is the part where someone usually says things like "But killers like ghostface and dredge also win matches in comp". But, what most fail to see is that comp usually balances things differently for different killers. Different killers have different perk bans for survivors and killers, different killers get played on different maps.

    Ghost face for example, is played on Lery's a very good map for him, that makes him much more interesting. Similarly dredge is played on Midwich, another very good map for him. And different killers have different things that are banned for them. Effectively, comp balances things on an individual killer level by trying to change perk bans and maps and such perk killer, rather than overall.

    To conclude, if you think nurse needs to be nerfed because of what the highest level players are capable of, per the data, then you must also content with the fact that at that same level, she is the only viable killer, and nearly every single killer either needs MASSIVE buffs, or survivors need MASSIVE nerfs, to come at the same time as these nurse nerfs.

    Now, i said at the end i would answer the question i asked of you, should the game balanced around average skill players, or high skill players? I think the game should be BALANCED around high skill players while DESIGNED around low skill players. Keep in mind that BALANCE and DESIGN are 2 different things. What i mean by this for example, is lets look at Nurse, as you have. Nurse is very OP in the hands of a good killer player, but really BAD in the hands of the average player. This is why she needs a total rework, she needs to be designed in a way that new players can play her and have a good time, but BALANCED in a way that she is fair at the highest level of play.

    There is a video i like posting that explains this idea for TF2, i linked the relevant timestamp, but the entire video is a good watch:

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    This often happens in games where maybe a character is really really good in low level play (a noob stomper) but actually bad in high level play, so the devs need to do some redesigning that "nerfs" the character in a way that makes them less of a problem in lower level play, while also buffing them for high level play. And vice versa is also possible, where characters can be really really bad in low level play, but way OP in high level play, such a thing also probably needs to be redesigned in some way. Maybe not totally, but certainly some better design decisions need to be made.

    The perfect example of this in DBD type of decision IMO is the original change to Hex: Ruin. If you weren't around back in the day, the OLD Hex: Ruin did this:

    https://us.v-cdn.net/6030815/uploads/GTV3Z8FGLUKA/image.png

    This perk was basically taken every single game by every single killer. It was in like 50% of games or some crazy thing at one point, because it was very effective at slowing the game down. Not only did it make great skill checks not give a bonus (which at the time i believe was 5%, and this was on 80 second gens), but it made it so good skill checks actually REGRESSED the gen.

    People who were bad at hitting great skill checks would often resort to "gen tapping" which made a gen take around 100-110 seconds depending on how often you did the tapping JUST to avoid the skill checks. If you were bad at skill checks, this was actually faster than just doing the gen. Lower skill survivors have a hard time with skill checks, and finding totems.

    Basically, every single game was "find the ruin before you do gens" and if you found the ruin in 60 seconds, great, the game was an even playing field, but if you didn't, survivors probably lost. And if the killer lost ruin as soon as they spawn because survivors spawned on it? They probably lost. However at the HIGHEST level of play, what did this do? Well, those kinds of survivors can ALWAYS get great skill checks, so all it really did was remove the bonus, they could just ignore ruin completely and fly through gens. On top of that, ruin "just worked" there was nothing the killer needed to do to get its effect unlike pop for example which requires a hook. Its slowdown just worked by nature of bringing the perk

    So it was OP in low level play, and very weak in high level play. So it was completely reworked, in what i think is BHVRs greatest balance decision they have ever made.

    https://us.v-cdn.net/6030815/uploads/2HXGZL3BZ57Z/image.png

    Now, ruin sucks because 100% is not nearly enough, but that again, is a different discussion.

    This ruin was GREAT from a design perspective. It required the killer to push survivors off of gens and pressure them in order to get the effective regression it provides instead of it "just working" this means that the effect of ruin is proportionally effective to how good the killer is at pressuring survivors. So in low skill play, where killers are not able to pressure gens as effectively, ruin was much weaker, but in higher skill games, where killers can often pressure multiple survivors at the same time by juggling the different gens, they could get MUCH better regression, making ruin a real threat. It wasn't long before high skill survivors were always cleansing ruin, and lower skill ones could ignore it a bit for the first few gens and maybe stumble upon it.

    It wasn't much longer where we got undying, which made it even stronger in the high level game, while only making it slightly better in lower skill games.

    So anyway. BALANCE the game around high level players, and DESIGN the game around low level players, and the game will be in a much more fun and fair state for everyone.

    Thanks for coming to my TED talk.

    So it was completely reworked, in what i think is BHVRs greatest balance decision they have ever made.

    You liked it?

    I must admit I've always hated this change.

  • I've seen survivors say a match was "ez" when they were the first one to die. I've seen killers say the survivors were "pathetic" when they couldn't get a single kill.

    Toxic players don't make any sense.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854547#Comment_3854547

    I don't think so, even the Add-ons of this killer make the survivor not hear the skill check warning, and mix it with some perks and the result is the explosion of generators, and every generator the survivor blows up reduces the progress of the generator by 10% in addition to 3 seconds of not recording any progress after failing a skill check.

    This is literally more brainless than brainless itself.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854547#Comment_3854547

    Boons123 says it right, that addon was a better version of Hex: Huntress Lullaby. Adding to it that addon that reduced reaction checks, it could compete with Doctor. Personally, I liked the Undetectable status that made my terror waver.

    The old Knight could, but a different build was going on there. It's not that I was into 3 gene defense, then it was enough to tunnel the first one and play 9 hooks. Rather, the situation is that the survivors themselves gave me 3 generators like in the video with Freddy.

    03.03.2023 Knight. Here, from about the 4th minute, you can see what 3 generators with Knight looked like. This is a more active defense with other perks, but apparently I was greedy on addons. Although in all the other videos they simply did not survive to 3 generators.

    https://youtu.be/RNnzmK-Tj9k?si=jVT7tK_MCX3dVcL6

    I admit I neglected to consider the add-ons, simply because I was not aware she had one. Yes, I can see the add-on becoming a problem, specifically when paired with the then meta.

    @warp1die The Knight game seems what I expected, really. I know people complained about Knight during that meta, and it indeed seems to have worked well for him.

    @Karth said:

    Aaah…Chess Merchant…I remember that era all too well.

    Decided to switch it up back them and transform myself into Totem Merchant instead back then, for shits and giggles….

    Maybe with Thrill I should pay that playstyle a re-visit but naaaah…

    Unfortunately I wasn't here for it. Mostly because I was interested in other games at the time.

    When I started playing her she had already been changed, but recently the SM brainrot has consumed me.

    @danielmaster87 said:

    Whatever you do, don't refer to Hens' video of "the best DBD team" (gag) getting held "hostage" by Skull Merchant. It's just about the most biased, casual-appeasing thing you can find.

    I agree.

    I'm really tired of that one video being even mentioned.

  • @[Deleted User] said:

    Please remove sensitive survivors from the screen. This video contains a huge number of sad tactics for survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854500#Comment_3854500

    Skull Merchant from 10/03/2023. 22 minutes 45 seconds. I specifically wanted to test the tactics of defending 3 generators. The build was selected in accordance with my idea of ​​how I would like to defend the generators. The survivors wanted to destroy 3 generators, even left the distant generator. Took by attrition. I received 4 rainbow emblems for this.

    https://youtu.be/Cn2qN1OvuLk?si=P7M5cmFbtw2DRkPh

    Freddy from 01/07/2022. 35 minutes 31 seconds. The surviving side left me a triangle that I defended with the strength of the old Tinkerer. You could say this is a prototype of the tactics of defending 3 generators.

    https://youtu.be/5AZ2tIoaMGs?si=JjuKDCYBrf7kRIef

    Thanks for sharing the videos, my friend, I appreciate it!

    From what I've seen so far, it seems to me the whole "Chess Merchant" had more to do with the Gen Kick meta than her actual power.

    In your video, where you stated you wanted to go for gen defense, you get value from the drones, but it doesn't seem to be enough to defend the generators by themselves. Call of Brine, Eruption and Overcharge actually prevent the gens from being finished, but they are perks.

    Correct me if I am wrong, but wouldn't killers like Wraith or Knight get basically the same result, if they had the same build?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854486#Comment_3854486

    I may have even more than you need. I can offer my services.

    First, I want to ask you. Are you interested in the defense of 3 generators? The same chess Skull Merchant.

    I have two videos about the defense of generators.

    Skull Merchant from 10/03/2023. 22 minutes 45 seconds.
    Freddy from 01/07/2022. 35 minutes 31 seconds. Yes. I once made a defense of 3 generators, when there was no Skull Merchant yet.
    The only drawback of the video is that the interface language is not English.

    Tell me if you are interested in a video? I will provide it to you, but as payment I will ask that you mention me if you decide to share the conclusions you made during the research. I will be interested to read your opinion about Skull Merchant and 3 generators.

    If you are willing to share the videos, my friend, I'll gladly accept!

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854278#Comment_3854278

    I greatly appreciate your ancient Freddy main wisdom, friend. It really scares me when I also main an M1 Killer to see other Killers get the nerf hammer like this just because Survivors refuse to learn the counterplay.

    Ancient Freddy wisdom? Thanks friend, I appreciate the compliment.

    Unfortunately, nerfs caused by players who refused to learn how to play against things that aren't problematic is always a real possibility.

    Freddy I think is temporarily safe, because most people complain about how weak he is. But this immunity will only last until the January changes, after that he won't be safe. No character is.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851234#Comment_3851234

    Yeah I liked her second iteration rework. Nothing wrong with it at all.

    She could have been left alone, honestly. She should have. All these nerfs weren't needed.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854397#Comment_3854397

    https://youtu.be/opIq7RJo4-0?si=c9NZIqxxu10XU6De

    Link fix. This video by Spooky with PixelBush as a guest explores Skull merchant in fine detail.

    It is 40 minutes long, but it is a very interesting watch.
    Spooky himself plays the role of a layman who doesn't know or understand Skull Merchant, and asks all about her with in game demonstrations from Pixel throughout explaining how things worked and why she basically got taken out back and shot in the head.

    Survivors do get kinda called out for their bias quite often… and you can consistently hear Pixel's exasperated sighs whenever he has to talk about how dirty survivors played with their SoH and DC tactics to get her killed… and to be fair to Pixel… he's not wrong… it is kinda disgusting the lengths survivors went to to destroy this killer… but as long as you go in with a open mind, there is a wealth of valid and interesting info in this video.

    it is kinda disgusting the lengths survivors went to to destroy this killer

    What makes it worse is the fact that it wasn't the first time.

    The exact same thing happened to Freddy a week after his release, and the developers know that. In fact, they regretted doing what they did to Freddy back then (Cote's words, not mine).

    So why do the exact same thing with SM? It doesn't make sense.

    Which is why I believe all of her recent nerfs should be reverted, and the rework should be scrapped. Those who refuse to learn how to play against something that isn't problematic for the game should never get their way.

  • Yes, that is also a good option. Rather that than one single perk ruining the event.

  • Yep, this is it!

    Thanks for the help, friend, I appreciate it!

    @[Deleted User] said:

    Google Chess Merchant?

    When I tried to, my friend, all I got were rant videos from people complaining about the chapter and killer, or that one match with Team Eternal that I'm really tired of seeing.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854296#Comment_3854296

    The risk is egregiously disproportional to any other situation. 200k bloodpoints can be upwards of an hour or two of playing, all for the chance of one offering. You can get a sacrificial ward by logging in with the daily bloodpoint login bonuses that always seem to be running. I'm not begging to bring map offerings every game, all I'm saying is with the current implementation, there is no point to run a map offering because the investment is too much for the risk involved. I understand that was the point of the band-aid fix, but like the math shows, it is completely unfair for those who want to complete map achievements or anything of the sort when their rare offering is countered by a common one.

    there is no point to run a map offering

    Then… don't.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854282#Comment_3854282

    The point of what I'm saying is that the risk of running a map offering far exceeds the risk of one person saying no. Someone spending 200k+ bloodpoints to get one map offering of their choice versus someone spending at most 50k to have almost a guaranteed sacrificial ward is not fair in my opinion. The risk is still there for the map to get cancelled, but at least that player would have another fair chance to run the map the next match if it was refunded, instead of having to potentially spend another 200k+ bloodpoints for another of the same offering.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854254#Comment_3854254

    I'm perfectly fine if offerings that have no effect get refunded, that goes for sacrificial wards too. This is part of a larger discussion about how bloodwebs, items, etc. need a full rework in terms of their acquisition, but that's a can of worms outside the scope of this thread.

    But no offering comes with that guarantee. If you used them but didn't get any value, for whatever reason, it is part of the game.

    They always have that risk.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853293#Comment_3853293

    Yes, but when the heck is that? The winter event is now dead and its just so frustrating.

    Yep, they really should fix it before the event starts.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854018#Comment_3854018

    I understand what you mean my dear friend. Though some aspects have improved like immature players holding game hostage etc or refusing to leave when the game is done.

    And you mentioned this already --EDIT. I really should read the entire post first lmao.

    Hahaha, well friend, that is what they claimed the EGC was meant to do.

    But sometimes I still wonder if survivors holding the game hostage happened as often as some people claimed. I started playing before the EGC was added to the game, and I've never seen that happen.

    Endgame Pig was really fun, I liked it!

  • I don't think that should be done.

    You aren't forced to use a map offering. In the old DBD days I saw someone play Mirror Myers without a map offering, if you can believe that.

    By choosing to use an offering, you choose to take the risk of the offering being canceled, and I think that is okay.

  • Honestly, I am not looking forward to another 2v8.

    This second iteration was not fun, and it is still way too restrictive. They should add way more content to it before bringing it back, in my opinion.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853951#Comment_3853951

    I deeply worry that the Killer buffs we've had could be undone by Survivor perk buffs needlessly going crazy in the future. :(

    I wouldn't worry too much about that because the game is nowhere close to being survivor sided at the moment, imho. For all the recent killer buffs to be undone completely it would take time, and a lot of changes.

    I'm more concerned with the killers who are already set for changes. Skull Merchant was fine the way she was, this whole execution was unnecessary. And she'll get another rework, when we have a clear history of reworks that failed.

    Freddy's rework is also approaching, and we know nothing about that, except for the extremely disappointing fact that it won't be a return to Old Freddy.Recent changes haven't been good, so I'm once again worried about my favorite killer.

  • I think the game is, overall, killer-sided these days.

  • I blame the Endgame Collapse for that.

    This mechanic has always been a terrible, terrible addition to the game. Sure, it solved the problem of survivors holding the game hostage (which I have never seen happen, not once) but it removed everything that made the end-game interesting.

    You can't have interesting plays or strategies when the game is forcing you to leave, there is simply not enough time. Hell, an entire build that was created around extending the game after the gens were done (Endgame Pig) got literally deleted from existence to make way for that mechanic.

    A tactical part of the game got replaced with the idea of ending the match ASAP, and that was never good or healthy for DBD.

  • @Mandy said:

    There's no current plan to change Shoulder of Burden, it was adjusted from the PTB - Live, and it is something that will be monitored on our side, if we see it behaving problematically then it's of course something that we can change, for right now we're happy with how it's performing.

    Good news.

  • @M1_gamer said:

    I'm a little worried for what the devs are doing with Freddy.

    We all are, my friend.

    @SidneysBane1996 said:

    There won't be any Killers that need it after this.

    To be fair, my friend, the Skull Merchant didn't need nerfs either.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853925#Comment_3853925

    It's not that difficult to buy enough time for teammates to do gens. Survivors have lots of vault locations, pallets and loops especially on large outdoor maps like autohaven. Many killers have anti loop mechanics like executioner, but his attack can easily be avoided by simply moving to the side if the survivor pays attention to where he's aiming. Chases are not supposed to last a very long time because gens fly so fast if chases lasted that long then all gens would be done by the time killer gets 2 downs. So the aim is last long enough for gens to be completed.

    I think it depends on who are you playing against and where you are.

    Pretty much all of Coldwind Farm and Haddonfield are death sentences, even against the weaker side of the killer roster.

    Greenville Square has a lot of pallets, but most of them are weak and unsafe. Against a killer that is extremely oppressive in chase, such as Xeno or Artist, they aren't going to do much.

    I feel like maps used to be more consistent and overall had better layouts. And we don't need to go extremely far back with maps that strongly favored the survivor side. We can think of the original map adjustments from patch 3.7.0

    Those layouts were balanced, and they were way better than the maps we have today.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853692#Comment_3853692

    Survivors get loops and pallets not just perks. If survivors looped better they wouldnt be caught to be tunneled or slugged. They also have a team... It just so happens teams are awful in soloq. But if the team worked together like swf players do and set perks that compliment eachother (4x4 perks is 16 different perks a killer needs to deal with) then survivors can put up a good fight against a killer.

    If survivors looped better they wouldnt be caught to be tunneled or slugged.

    For that, they need:

    1- A killer that does not get a hit on every tile

    2- A good amount of resources

    The current DBD doesn't provide that. With the way things are, and depending on the killer, you cannot expect chases to last for a very long amount of time.

  • @Nazzzak said:

    They said on Reddit they didn't have time to add it to this fix so it's going on the next. Guess I'm just playing the event for the Tome, shame. Solo queue games are too miserable.

    I really hope they can get it fixed as soon as the event starts, otherwise I won't play Bone Chill as survivor this time.

  • @RaSavage42 said:

    Maybe instead of getting Nurse first we could have gotten Knight or Unknown... how different would the game be if that were the case

    Or maybe starting the Licensed Killers with Ghostface instead of Micky

    Or maybe realizing that adding in all of the different mechanics into the game in the state it was in wasn't a good thing

    IDK if that helps but that's just my thought process when you're question came up

    The Unknown is a way better fit for the Old DBD than modern DBD, now that I think about it. He would have worked well with the old horror atmosphere.

    @Heliosse said:

    Xenomorph. Going back to old dbd, i would miss my Alien. Plus, turrets beeping and the Xenomorph animations would be so cool with the old dark and foggy atmosphere.

    Ah, I know the feeling, my friend!

    I cannot imagine a DBD without Freddy, it is simply not possible.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853806#Comment_3853806

    Unfortunately, just by doing that you've tilted the entire balance of the game to the survivor side, especially if using coms.

    You can't play a 4 man swf and be casual, they are inconsistent with one another because by communicating between survivors you've already broken the game balancing.

    Mate, last time I played with a full 4 player SWF we spent half the match talking about food because I was trying to eat dinner and play the game at the same time.

    You definitely can play casual with a full team. In fact, most people do.

  • @GentlemanFridge said:

    Me. They will nerf me by progressively removing the birds from the game.

    Finally, Artist nerfs.

  • For the game to be survivor sided again it would require many changes. Way more than a single hotfix patch, imo.

  • Shoulder the Burden is not a problem like Thrill is.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853006#Comment_3853006

    And it was fine, it was good and healthy for the game

    You defend the old system of ranks a lot, and while the MMR system we currently use isn't perfect, it's still better.

    When they did MMR system testing and feedback a couple years ago, they did blind testing without telling the players what they changed, asked for feedback on how it felt, and changed it again for a week or two.

    When they gave us the results, the old ranking system was one of the tests, and if was wildly unpopular. The only thing people really want from ranks is to see their MMR on screen, which was one of the major problems with ranks.

    Ranks had the ongoing problem of the players being able to manipulate their rank at will. Deranking was a huge problem on both sides for players who simply wanted easier games and pub stomping.

    The current system obfuscates the numbers, and people can't really do that any more (at least, not without spending days deranking with boring losses, and even then you can't be sure it's working).

    That's what I hear when people think fondly of the old system, since one if the make complaints is always "games are too sweaty", which is identical to "I want easier opponents".

    My only real criticism of the MMR system currently is that I didn't think they're iterating on it to fix the issues that do exist. But revealing the number isn't one of those issues.

    You defend the old system of ranks a lot

    Thats because it was better, of course.

    MMR created a huge drop in matchmaking quality and made the game less enjoyable. The ranking system with the actual rank reset was easily the best one we've ever had, and I want it back.

  • @Sngfun said:

    The soloq improvements. Honestly I don't know how people survived without it, even with kindred it's still insane to me how bad it w

    You adapted, learned to play with the information you were given. I've always thought solo queue wasn't as bad as most people said it was.

    But the HUD improvements helped. It definitely did, even if I still prefer the old UI. Maybe the two could have been mixed… food for thought.

    @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853161#Comment_3853161

    haha I might be one of the only handful of people that uses it - I actually haven’t seen anybody else use it in my games either 😅

    Hahaha, must be rough getting a Spirit or Dracula, then.

    I know Dracula and Spirit can counter the perk because the illusion doesn't disappear when they use their powers.

  • Garden of Joy is interesting, I'm not sure how it would have looked with the old lighting and atmosphere.

    But probably it would have looked better. Every map did.

    @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434433/what-is-something-from-the-modern-dbd-you-wish-existed-in-the-old-dbd

    I think two of my perks - mirror illusion and plot twist would have been even more fun in the old DBD as it might have made for very funny moments - mirror illusion is almost seen as throwing by some in the current state of the game but it always brings me joy! I suspect in old DBD it would have been taken in good spirits by teammates and killers alike (it still does for some which makes me happy!)

    I'll be honest, my friend, I don't even remember the last time I've seen someone use Mirrored Illusion. But Plot Twist can be pretty funny sometimes, I agree.

    Good choice of perks.

  •  it wasn’t like this

    That is a good point. It wasn't like this.

    Sometimes, people seem to forget that the sheer amount of tunneling / slugging killers just wasn't a thing back in the day. Those strategies existed and some players used them, of course, but generally speaking you could expect killers to go for 12 hooks.

    And it was fine, it was good and healthy for the game. In current DBD things have gotten out of hand, especially slugging these past few months.

  • @bjorksnas said:

    I think up to a certain point in a match its fine to hop in lockers and force slugs / hooks but sitting in a locker for 10 minutes as the last one or hopping in a locker after he drops you is a goober play

    This.

  • @Marc_go_solo said:

    I would bring the HUD changes as the main thing. It has improved my SoloQ experience exponentially, but more than that I feel if it was introduced much earlier on, then survivors may be much more confident and aware than they are now.

    HUD is definitely the top choice, but honourable mentions go to: Basekit Borrowed Time, Alternative game modes, FOV slider, and the visible heartbeat and colourblind systems. Those would have made the game healthier in its earlier stages.

    If there had been a way to introduce the HUD improvements for solo queue early on without massively changing the UI I think it would have been perfect, my friend.

    @versacefeng said:

    I think Eyrie with the game's old lighting and atmosphere would be pretty to look at

    I agree, specifically because that map is the only one that still has a decent level of Fog, if you use an offering.

    And I say the same for OG Borgo (the red was fine and I'll die on this hill).

    @radiantHero23 said:

    Piggies 28m terror radius.

    My bad, I read the title wrong.

    ...

    Sadako ^^

    Sadako could've worked, my friend! She would be a good fit for the game's horror atmosphere back then.

  • Either Tuesday, or Thursday together with Bone Chill.

  • Lightborn is fine as it is.

  • @Berienn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852306#Comment_3852306

    the question is why shouldnt he leave you on the ground until he gets last one??? hiding can let last survivor escape, perks can let survivor escape when 3rd is dying on hook… why should killer let that happen and risk losing

    A 3k is definitely not a loss.

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