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Green_Sliche

Green_Sliche

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Green_Sliche
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  • @Wa_ge said:

    I just got camped and tunneled out of a game for the nth time today, so I am emotional and going to rant. How come when killers cried about dead hard, they nerf the perk every time. However, survivors have asked and asked to prevent camping and tunnelling but nothing has happened except for base kit BT. How come the devs ignore their community?????? We asked for a solution to this problem, because it makes survivor a living hell and not fun to play when the killer tunnels them out. Killers cry and they get responded to. Survivors cry and they ignore us. It is just frustrating getting tunneled and camped out of a game.

    How about you just move on to the next game? And if you get camped again, go to the next one? Keep moving to next game until you get the easy and enjoyable one. After all this is what killer players are advised to do when they get one-sided unbalanced and not fun match. It should work for you too, right?

  • Some people forget that not every killer can blink through objects like nurse, run at max speed as blight or phase out like spirit. Large map, too many pallets nearby, widely spread gens, bad totem spawn for hex - there are way too many factors that can make killer's game worse from second 1. Survivors don't suffer from such problem as long as they don't 3 gen themselves as for them most pallets are usable, any totem can be used for boon and any window can be used for a loop.

    People also forget that some killers may have very narrow momentum window because they need more time for a setup and any misplay may as well cost them entire game. Some killers have no means of dealing with pallets other than force survivors drop those on them over and over until a dead zone is created.

    I believe it's not ok to say that losing a match is fine when so many factors were stacked up against you. That's like saying it's fine to lose in casino when the game was rigged against you from the start before you decided to participate in it.

  • You know if a pinhead is standing on the box and not moving it's an insta-win for you already. You just need 2 people to deal with hexes or generators where one does the job and the other just tanks the chains.

  • @m4x1m_000 said:

    Survivors have two hands, so it makes sense that if they want to survive, they will bring two items. Just an idea for new posts.

    Would be messy to implement / balance but would be a fair trade for 5th slot, but only for killer. Giving survivors 5th slot will cause lots of balance issues, especially when certain perks can stack and produce powerful effects.

  • @Veinslay said:

    Pulsar is the ScottJund of the forums. He's the cool killer main that wants to make sure all the survivors have a really fun time. He beats comp teams with Clown no perks/add ons so anyone who has anything to say about balance just needs to git gud and eat, sleep, and breathe DbD

    If only game's objective was to collect hooks and not kill survivors, maybe then the entire idea of play for fun would make more sense for more people.

    It's nice that someone can go perkless Trapper and kick some pros but apparently there also people who struggle in game even with decent killers and those people get the worst treatment instead of being motivated to improve. Oh and as op said, it's Twitter opinion that is considered the most during balance review, this forum is clearly just for venting purposes and nothing else.

  • Game goes for 1 kill average ratio so I'd say get used to it unless you go sweaty.

    You might get advices to not read end game chat or just move to the next game. While it can work in a sense it's nothing but turning a blind eye to the problem with community and game balance. Sure you can come here and complain about it but know that it's survivors who ''bully'' the killer situation and not otherwise and since survivors ''bring the cash in'', don't expect such behavior from their side be punished at all.

    To people who say it's a skill issue - while it may be so, it also demonstrates a good glaring issue with this game. Apparently if killer does struggle in the match there is nothing that game does to help. I'm talking about certain perks that could be made base-kit for killers which currently aren't even used on their own and mostly exist to help beginner and inexperienced killers. The heavily disliked fact is that Basekit Borrowed Time is also a skill issue ( skilled survivors don't get caught or can be body shielded by skilled team mates ) yet since it favors survivor playerbase it stays no matter what.

    OP : I'd say just move on. The sooner you do the better. Don't let those people stress you up, it's not worth it. I'm saying so because there will be no punishment enacted upon them so the only ''damage'' they can do to you depends on how close you take their words.

  • @almofan1001 said:

    None will thrive because nerfs to gen regression are general nerfs to every killer. Even if they got personal buffs in one way or another, the gen regressions offset that negatively, and end result is that the killers are nerfed across the board.

    Pretty much this as nothing equal was offered to killers in exchange for nerfed gen regression. Killers who relied on 3 gen playstyle or needed some slowdown will now struggle to perform well unless they resort to more aggressive tunneling / proxy camping if there's no obvious weak link in survivor team.

    Classic hardcore Nurse, Blight, Spirit and Billy players will remain the same as nothing has changed for them.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392749#Comment_3392749

    You're not supposed to benefit from DH as killer, it's a survivor perk! Do you expect every survivor perk to be balanced to No Mither/Autodidact levels?

    Seriously, how do you expect to balance DH with Lithe/Sprintburst when DH gives a 35% shorter burst, requires a hookstate to be used, and can easily be outplayed or missed?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392873#Comment_3392873

    DH's effect being an exhaustion perk is a con to DH. Remember that you can also get endurance from BT, OTR, and MoM.

    But again, as I mentioned, you either take DH for 2x on-hit sprint, or take SB/Lithe for a longer sprint + 1x on-hit sprint. How do you want to balance this out if you took away the on-hit sprint from DH?

    DH already gets balanced by having it's uses limited. What it needs to do is to be a bit more reliable to use now.

  • @VoidOfMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392749#Comment_3392749

    And when will you learn how to avoid hitting them on their super safe 0,5 seconds invincibility?

    Maybe when DH gets a proper animation and people stop using auto DH tools?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392786#Comment_3392786

    Who said anything about Hexes?

    Again, like I said, you clearly don't understand WHY CoH was strong.

    I don't think it's a bad perk now, just not really worth it unless you're a 4-man, which heavily limits it's usage.

    Well, you said there is such a thing as bad spot for Boon to be applied. I said there is no such thing because boon can be applied to any totem and re-applied over and over as long as there is a totem standing.

    So you say COH was strong for something else than it's ability to grant free self heal for a single person? Tell me what else it did offer to survivors.

    I doubt it's for Swfs. It should work just fine if survivor goes for healer / support build. Of course in Solo Q any build can be hit or miss but that's because it's unknown if your team mates do actually try to play or decide to die on the first hook. The way I see, COH can work with decent randoms and certainly has a purpose.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392772#Comment_3392772

    If you think that this CoH nerf wasn't harsh, then you clearly didn't understand what made it strong in the first place.

    Oh, and there's more maps without good Boon spots (like Autohaven maps) as there are with good Boon spots (Ironworks).

    The lack of self-heal is not a problem anymore now when it's back to 100% heal as well as the reverted changes to healing. Two survivors can still go and heal each other quickly without a problem.

    There's no such thing as good or bad boon spots. Boons can be relit over and over. Hexes on the other hand are applied to random totem and random totem spawn points can decide if Hex will last long enough to do any job or not.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392715#Comment_3392715

    No you don't.

    Are you talking about the on-hit sprint? Because that's not unique to DH. People who use SB or Lithe will get that too when they become injured.

    Either you use SB/Lithe and get one on-hit sprint, or you use DS and you get two on-hit sprints. You are trading SB/Lithe for an on-hit sprint.

    Except DH is hard to land.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392713#Comment_3392713

    Then bring STBFL if it bothers you that much. You can't expect DH to give the exact same value result as Lithe and Sprint Burst when the latter two are infinitely easier to use and far more consistent. (And now DH also costs a hook state to use)

    Saying to bring STBFL to ''benefit'' from DH doesn't actually do much unless it's the 8th stack that you've gained from that hit. Also not many killers need STBFL in the first place where DH is a solid choice for all survivors once they learn to press the button in time.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392596#Comment_3392596

    So what should it do? Waste 14 seconds and then give the survivors nothing? What is this genre of 'yeah, this perk is waaaay more conditional than X, but that doesn't mean it should get to do marginally more than X when its conditions are met' complaints?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392669#Comment_3392669

    DH doesn't give movement speed.

    DH makes killer literally stop and do the recovery animation while survivor can continue to run which is pretty much the same as giving the speed to survivor upon being hit without killer doing the weapon clean-up animation.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381162#Comment_3381162

    Come now, if you don't think DH & CoH weren't nuked too your bias is showing.

    Compared to what has happened to killer perks? Yes, they were not nuked.

    COB is nerfed to the ground so now COB and Overcharge together will only grant killer the effect of old COB. That's 2 perk slot occupied for the same effect as 1. Pain Resonance has 4 uses only which entirely defeats the perk's purpose. It's effects were not even buffed to compensate such nerf.

    DH got tweaked where it doesn't get expired if it does not protect you from hit. This means you can still use it at pallet and if killer doesn't hit you, DH will be back after exhaustion cooldown. It simply got a requirement of unhooking someone so DH can't be reused again and again every 40 seconds even after it did it's job and protected player from going into dying state.

    COH needed a nerf. Amount of times it was used by survivors along with other healing methods is too big to ignore. It can still be used to heal faster with medkits, it just can't be abused as free self-care for everyone, aka the 5th perk for entire team.

  • You can still relit your boons most of the time.

    COH lost it's most abused mechanic in a form of self heal. It can now be used to heal others with medkits faster which will still help save time. With certain perks medkits can be refilled or new ones can be found in the chests. The perk is not dead, it got repurposed instead.

    Other boons are still here and can still do their job just fine.

  • Another perk goes to the garbage bin. Along with Hex Ruin, Corrupt Intervention and all others that received this special treatment.

  • Kinda shows how much survivors don't want to adapt to changes anymore. Killer players get their entire meta thrown out of the window once again and have to change their perks which is considered fine, but when heals and constant DH get rebalanced then suddenly a storm of hate starts raging.

    I'd say take a bit of your own medicine and learn to adapt. I know it's bitter tasted but that's what killer side has been doing for all these years.

  • Hit and Run is what was often suggested for people who used to ''overcommit'' the chase, yet game actively punished killers who both tried to do hit-and-run by giving survivors plenty of ways to recover afterwards or commit till the end by giving plenty of speed burst and second chance perks which would result into a 1 minute+ chase or worse.

    People just need to adapt to these changes. Specifically survivor players. Killers on the other hand now have to shift to a new meta and change their entire perk load-out because gen kick regression meta got nerfed along with % progress regression, making path to chase and heal pressure.

  • How are these changes in favor for killer role when another batch of killer perks got gutted and entire killer meta gets shifted once again. This time it moves from gen kick to aggressive chase and hit-and-run playstyle. Meanwhile survivors got their free healing toned down and DH tweaked to more usable but less abusable perk.

  • I suppose it's now jolt for regression on killers who can down quickly along with bunch of exposure stuff or purely chase perks. Normal M1 killers are up for tunneling now since they will still suffer in chases, unless they try to go for hit-and-runs with sloppy butcher and franklin against medkits.

  • @JustWhimsical said:

    Killers can finally seek treatment for the psychological damage that dead hard has inflicted onto them.

    You can now get a token of DH and it won't deactivate if you fail to DH.

    DH is not dead but toned down and buffed for people who struggle getting any value out of it.

  • Healing of all sorts required a nerf long time ago. At least some hit-and-run playstyle will gain some sense back.

  • Let's talk about this situation from the other side. With introduction of custom icons for survivor actions, how many buffs did killers receive afterwards?

  • @Mechanix82 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373577#Comment_3373577

    Wouldn't that criteria be met with 3 gens? If the killer refuses to continue a chase he is refusing to do his objective...am i wrong? lol

    Killer continues doing the job by defending the generators. It's more of a stale-mate because leaving the generator area will lead to loss of the match so killer has to drag the game. At least 3 gen can be avoided by not repairing gens that are too far from each other.

  • You likely reached the high MMR where survivors are very effective at everything, be it chase or generator repair. Boons are used over and over, survivors bring medkits and toolboxes, everyone runs DH and does execute it almost perfectly and chases last more than a minute because survivors are good at hugging textures and mindgames.

    There are few options here - optimize build for early game or go for late game. Dead lock is pretty much a must as it's the only reliable slowdown left for you ( hexes usually get destroyed very quickly, other perks are not helping because they require downing or hooking ) as well as map and addons that you get.

    You probably will get trapped in the 50% win-rate vortex for a while where you will get strong survivors and have few matches with 0 - 1ks and then significantly weaker survivors who won't last 20 seconds in chase with 2+ ks. The only solution here is take a break and let your MMR decay a bit.

  • @Jurizaurz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373585#Comment_3373585

    The survivor gameplay is to repair, escape and hide from killer while killer is supposed to find us.

    The killer failed at finding us. So we are stealthy. Once again - how exactly playing stealthy is bannable when it's a gameplay part.

    There are certain cases where killer has no detection perks equipped and map size allows survivors to hide for extremely long time with killer having to choice but roam aimlessly and hope survivors get detected somehow. Killer can't trigger end-game collapse and quitting the match will result into penalty.

    While this indeed should not be bannable, it should also not be possible. After certain period of time, gradually, survivors should become visible to the killer with their auras revealed permanently so 20+ min hide and seek stops being the case.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373413#Comment_3373413

    by official stats - 61% kill rate in higher MMR. Nerfing few strong remaining things will just mean you have to buff survivors. They are already weaker role.

    So given your example - take last dollar from a poor one and give it to the richer person

    Haven't we reached the point where the balancing around those official stats is the reason why we have so many balance issues in the first place?

    When it comes to perk selection, survivors still have much more to choose from. Killers either stick to meta or purely rely on luck.

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373472#Comment_3373472

    Call of brine should have it's gen regression part removed...

    Typical BHVR balancing. Gut the perk's real value and give nothing back or an effect that isn't even required.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373391#Comment_3373391

    Ah. So remove all the remaining things on survivor side, but keep all the obnoxious things on killer side. Ok I get it now

    No. If you take a dollar out of a pocket, put another inside instead. If you can't count right, don't take dollar out of pocket at all.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368005/circle-of-healing-either-needs-a-total-rework-or-a-complete-gutting

    I mean.. if survivors have to waste a perk to USE COH then you can surely "Waste a perk" to destroy totems.

    Indeed. Let killer players dedicate one of their 16 perk slots to Shattered Hope. Oh wait, killer also has 4 perk slots? How come?

    @Gandor said:

    You can remove both COH (this thread practically removes it - because it's already by far nor as good as these thread make it sound - time wise - because everyone just conveniently forgets looking for totem, moving to range, having free dull totem, booning time, interuptions which regress whole process, etc) and DH. But then disable gen kicking altogether (with all associated perks to it). One of the main reason these perks are required is the obnoxious ability for killer to make every match last so long, that there are literally just windows on the map.

    That is nowhere near fair trade here.

    DH and COH are almost always used in games where MMR is average and above. Killer perks that are used so commonly usually end up gutted to garbage tier. I'm yet to see a single perk receiving the so-called ''BHVR treatment''.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373130#Comment_3373130

    I guess you could always exploit the weak link for win.

    And I'd assume you'd exploit that link 25% of the time just by playing.

    So, I don't know what to conclude from these statistics aside from the majority of anecdotal reports disagree.

    Either the stats are wrong, or everyone is dumb.

    Stats are certainly wrong.

    There are plenty of factors involved. There can be more than 1 weak link, there can be no weak links. Some players can do critical errors, some can play flawlessly.

    Thing is this game is heavily balanced around lower MMR rank and not average MMR. Top MMR is mostly ignored by devs because clearly that playerbase is small compared to average MMR which in turn is smaller than low MMR. The problem here is devs try to make game easier for low MMR player but the ones who receive the ''blow'' are people from average or high MMR. Top MMR players usually aren't effected much as well as competitive players who play by their own set of rules already.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373118#Comment_3373118

    Nope, you struggle.

    "Sometimes there's another boon brought too ( the Unbreakable One ) and when both are used together slugging stops being an option as well."

    IDK, maybe don't slug then? That's the point of this perk, to stop slugging. If you're struggling against it, it's because you don't want to stop slugging. You don't want to change how you do things.

    Also, fun and casual involves "anything goes" and being willing to take losses. If fun and casual means winning or making big progress, then that means you define fun as winning. Which is a pretty consistent issue I've noticed with the DBD community.

    "Killer role was barely any fun before boon introduction,"

    Sounds like you're burnt out and need to take a break.

    Well, I didn't say I keep slugging people when there's Unbreakable Boon involved in the game. I said that once it becomes clear that it is in the game ( provided it is certainly the boon and not the Unbreakable Perk ) slugging stops being an option. Slugging can be a good way to apply extra pressure when there are other survivors nearby but when there's this boon involved slugging loses it's value entirely. Some M1 killers certainly take a blow as they can't snowball that well anymore.

    In my opinion fun is when both sides feel like their actions are making an impact. In this game, survivors certainly get their fun by escaping or outplaying the killer, where's for killer the fun can be the thrill of the chase and sacrificing the survivors. Unfortunately like in many competitive games, one side's fun comes at the expense of another and people tend to forget that there are some live people with feelings and emotions sitting in front of computer on the other side of the planet. It can quickly turn into toxic and personal thing when one side gets it's fun denied one way or another.

    As for playing Killer - I barely play as Survivor because I know how unfair and aggressive can survivor players be to their peers. I also play for rifts and tomes mostly - there's no reason to play this game for long sessions as it will quickly lead to burnouts.

  • Our boy Bubba and Co finally bring some true fear into people's hearts.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373100#Comment_3373100

    Are you saying you're struggling with Exponential? Which is easy to counter the moment you know someone has it?

    "Most of the time it is already a COH being brought into the game."

    Yes, because every other boon is not worth a perk slot.

    And if you have an M1 Killer who should be getting wounds, consider running Sloppy. Amazing perk overall and makes COH users begin to spend note-worthy amounts of time off of gens. Or... idk, doing anything with your build to counter it instead of running 4 gen regression perks.

    Like, if you're struggling so much to deal with COH (when there are some strategies to mitigate COH effectiveness or still get your objectives done with COH present and giving value), simply adjust your perks or add-ons (depending on your current Killer) to give an edge.

    "I shouldn't HAVE to switch my build-"

    Yeah, well, you don't HAVE to be on the forums trying to justify not wanting to take even small steps to make things easier for you, or ignoring advice on how to deal with COH, but here you and plenty of others are.

    And if you haven't heard that advice, I can give you it. COH is difficult if you're actually dealing with competent Survivors, it seems like plenty of low MMR players who bring COH seem to fail at using it effectively... or at all.

    I wouldn't use word struggle here. It's more of annoyance to deal with boons and it becomes a headache when it's a swf team that uses the benefit of boons to it's maximum.

    If we talk about fun and casual match, boons certainly don't contribute well to this factor, at least for killer players. Killer role was barely any fun before boon introduction, now they are another sub-objective for killer to deal with when there are 4 survivors and 1 killer in the game. If there's anyone who needs extra objective that's certainly not a killer role.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373067#Comment_3373067

    I've seen so many people complain that slug times were too long, and I agree with them.

    What happened to the basekit unbreakable?

    Better question: which side abused the fog out of it to prevent it from being implemented in the base game? (Usually what happens)

    Basekit Unbreakable would cause more problems rather than provide the solution to slugging. It's good this thing was not introduced in the end.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373051#Comment_3373051

    It should be optional basekit, but then boons need to be buffed accordingly, because then you would NEVER see any other boons besides COH, because nothing else is worth dealing with the risk of dumb teammates getting every totem broken in solo queue.

    Most of the time it is already a COH being brought into the game. Sometimes there's another boon brought too ( the Unbreakable One ) and when both are used together slugging stops being an option as well. Right now when there's COH in the game you can no longer do hit-and-runs because survivors can just run into boon's area and heal themselves or get healed by each other. If you have an M1 killer who should be building up pressure by having people wounded, well, you are playing the role of the paid actor because you don't get downs unless you commit and a decent survivor will just run from a pallet to a pallet if you do so with 3 others hump the gens meanwhile. Should you try to apply the pressure elsewhere, it gets mitigated because wounded survivors just go to boon area, heal-up and return.

    Boons as they are right now don't need buffs much, but them being re-appliable over and over is certainly a problem while shattered hope in it's current way is not a decent solution.

  • I like how it's bad for killers to complain that survivors can repair same gen together thus reducing it's 90 second repair time down to 45 or even below but it's ok for survivors to complain that killer tries to get one of them out asap because an average chase can be much longer than those 45 seconds and in some cases take too much time to be worth it. #TotallyNotBiased.

    As many stated already - don't punish people for trying to play in the most efficient way they can. Instead, offer them other efficient ways to play so they can have an alternative.

  • @Nos37 said:

    How is it, that...

    The devs are fine with players stuck twiddling their thumbs while bleeding out over 4 minutes as the killer hunts down the last survivor.

    But the devs are not fine with players stuck twiddling their thumbs for 4 minutes while a lobby gets backfilled with an equally skilled opponent? Instead they throw in the next available player, regardless of skill rating, to save them from waiting (only for it to be a 1-sided match)?

    People complained that wait times were too big so the requirements were adjusted to favor speed over quality. Can't have a quick and fair match at the same time anymore.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373032#Comment_3373032

    This...is literally the most recent data we have. Its only a couple of months old, not years.

    It is from 2022. It's missing bunch of killers. I recall there was similar one with more recent date which featured the general kill rate of all killers. It had Wesker and Sadako at top list with Nurse being officially the lowest tier. There was a big debate about it's accuracy as well.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368005/circle-of-healing-either-needs-a-total-rework-or-a-complete-gutting

    So many suggest basekit Shattered Hope without even thinking how this will make perks that are already bad or incredibly niche like dark theory and exponential,, useless

    Shattered Hope should be basekit.

    There are 5 totems in the match which means survivors can rekindle their boons at least 5 times through the match. Killers can't rekindle their hexes at all and can have their hexes either cleansed or blessed upon.

    There's no need to explain how killers being alone against 4 need their every perk dedicated to something and have at least some benefit of using each. If killer dedicates one slot to shattered hope and survivors bring no boons at all then it's one perk being thrown out from the very start. This is clearly not an ok thing.

    Survivors can decide in chat lobby who's gonna bring boons and stuff. This should prevent them from having two players with boons in the game. Still, even then they can have 2 separate totems blessed. There are plenty of options how this can be worked out.

  • He gets 2k per match every time or he gets 2k per match in 65% of the matches?

    Also this data feels dated. A more up-to-date information would be a better example because meta certainly shifted numerous times during those 2 years.

  • This does not consider human factor, also it's clear devs don't take top MMR numbers into consideration at all.

    Also how are these numbers calculated? Does 65% chance kill rate mean that Wesker has 65% chance to get at least one kill per match, or does that mean he kills 65% of survivors per every match? According these numbers Wesker should reliably have 2k+ kill rate, but I doubt every Wesker match does end that way.

  • @Ilithiophobia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368523#Comment_3368523

    I wonder how many of those stats are skewered, because of crybabies killing themselves on hook when things don't go their way?

    None of those stats should be considered as they don't reflect the true state of things. I still remember where Sadako was considered as one of the few killers with highest kill rate. Guess what? Against beginners and bad players even trapper can have a 3k+ kill rate. When it comes to decent players ( especially swfs with voice ) killers like Sadako are at bottom tier with 1 kill on average.

    I understand the logic developers do follow - they want game to be beginner-friendly and at low mmr level it's clear that survivors struggle a lot. Even with plenty of base-kit perks and lots of second chance perks the kill rate is indeed 2k+, but this problem comes from the lack of proper practice / learn field. Beginner survivors don't have a way to learn how to play other than start a match with random team mates where their chances of getting sacrificed are very high.

    Survivors need a place to practice. Give them bot killer, at least one so they can practice to juke, hit skill checks, hide and help each other and you will notice how kill rates will go down because there will be less beginners being thrown as a food to experienced killers. As for people who willingly kill themselves on first hook - that's a human factor. Not much can be done there other than give such people ''incentive'' to actually play the match and not just die asap and move to the next one.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368364#Comment_3368364

    Circle of Healing is way less of an issue than people give it credit.

    Circle of Healing means killer either commits to the chase or gets nothing.

    Every game against decent survivors involves toolboxes, medkits, dh and boons. There's no room for casual killer gameplay because game offers way too much help to survivors while punishes killers for any mistake. It's simply annoying to deal with the same set of perks and same kind of playstyles because the odds of winning are simply too high and there's no reason to pick weaker perks and struggle instead.

  • @BenOfMilam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364287#Comment_3364287

    Killer's job is to kill people, not babysit generators.

    It's the survivor's job to stare at gens half the game.

    If people would just stand still and let killer do their job, sure. Right now if you want to kill someone, you need to search and chase, which has higher success chance if you roam near generators and exit gates are not powered on.

  • Let's be honest here - this game is no longer scary for anyone. Might make it a bit more of an eye candy this way or the other way.

  • They intentionally made default skin so hideous, leaving only this 10$ somewhat pleasant to the eye. That's very dirty move you know.

  • @BenOfMilam said:

    Gen kick meta sucks.

    Apparently it's more killer doing their job meta that sucks. Killers should be walking clowns who only scare people but never harm anyone at all.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364119#Comment_3364119

    If I was horny I’d just play huntress with her new skin

    Huntress is for people with more refined taste. If she was a bit more akin herself like in Hooked for You game, more people would pick that skin up.

    With skull merchant, it's clear she is revealed as much skin as possible.

  • @Wexton said:

    Well I'm glad that there's at least a couple people enjoying this chapter at least

    I'm sure it's because she is indeed fun and not because of her 10$ skin.

  • Without perks that contribute well to gen defense and Deadlock it's normal to lose 1 - 2 gens per chase. Unless your build allows you to chase and down quickly, you will be losing gens for that reason. The build you seem to be using is end game build, which means until you have gens, you aren't benefiting from perks like Blood Warden and NOED at all. These perks also don't help you to chase in any way so you are essentially left with nothing but addons and skill to rely upon. Consider that not every map is good for your killer and you get those 50 - 50 games.

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