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Green_Sliche

Green_Sliche

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  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734452#Comment_3734452

    Give Vecna 20 abilities to detect and relocate wherever he wants, but if none actually help with getting hits and downs, then you still have a glorified M1 killer.

    And that doesn't matter one bit if he's still strong. You're completely hung up on dismissing every part of his kit that isn't just in-chase potential, when he already has that, AND he has other stuff supporting him outside chase.

    It doesn't matter if it's an M1 killer if the stuff outside of chase compensates for that. The stuff he has outside chase still helps him, quite extensively in one case. But then he pairs that with solid in-chase power. Most folks here have been saying they've been doing really well with him, so really, what the complaint boils down to isn't that he's weak.

    It's just that he's not breaking chases on top of being really strong.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734472#Comment_3734472

    Flight of the Damned:

    You listed one counter five times. And as others have mentioned, this isn't always a counter as it can still trip the survivor up.

    Mage Hand:

    How is it susceptible to holding W? Redropping and continuing the loop is not a counter, that's Vecna using the power poorly. The magic item that gives haste is the actual counter, knowing which pallet is blocked is overall useless.

    Making sudden and tight changes of direction

    Does not negate the distance covered in any way.

    Magic item that shows the aura of the killer, revealing their location map-wide

    Does not negate the distance covered.

    Magic item that shows you the sphere, completely making it useless (and giving you info on where Vecna is)

    Unless you can perfectly communicate it to the other survivors, it doesn't make it useless, it just makes it work worse against -you-. And even then, you could get zoned by it.

    In this scenario, Vecna's only strength comes from the guaranteed hits, one being Mage Hand to lift up a pallet as soon as it's dropped (which is getting nerfed soon anyway), and the other is using Flight of the Damned when a survivor is running to a vault.

    Again, plus the map traversal of Fly, and the intel of Sphere. Y'all seem to be intent on chopping this kit up, looking at each piece individually, taking specific scenarios and then saying 'Worthless' to the guy as a whole. Dude's waaaaay more complex than that and may well be the most complex killer in the game. He's getting written off because he can't instawin chases or loops without looking at the totality of his kit.

    That doesn't make him bad. It makes him a macro-oriented killer. That may not be your cup of tea, or a good fit for your playstyle, but it's nothing to do with how strong he is.

    In the game where gen defense has been nerfed, killer has to make chases short. Killers who can't do that might as well run from one corner of the map to another for 4 or 5 minutes for fun and move to the next until they get matches with potato opponents.

    Vecna cuts his chases short mostly because of Hand of Mage, not Fly, Flight of the Damned or Channeling Orb. I'll tell you more - you won't suffer much if you only play with Hand of Mage without using other spells while if you use only 3 remaining spells but never Hand of Mage you will have to put much more effort against decent opponents.

    This means those 3 ''support'' spells as they are don't decide the outcome of the game much. Sure they can be used for scouting / traversing but in reality it's one spell that allows Vecna do the job, which is getting downs and hooks asap.

  • Why? Because it involves survivors? Apparently a minor nerf to killer's only reliable chase tool is fine, yet a minor nerf to survivor in any way is the end of the world.

  • @Mazoobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734583#Comment_3734583

    So what relationship does Mage Hand and Generators have again? None.

    The relationship here is Mage Hand nerf comes so killer does feel more fair against survivors. The 5% nerf would make survivors feel more fair for all killers.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734006#Comment_3734006

    Dude it's a very small nerf, simply to make Mage Hand a bit fairer for survivors, Vecna is still going to be A tier easily.

    Why don't we also nerf survivor interaction and repair speeds by 5%? I mean it's a very small nerf and will make game feel more fair for killers. I'm sure survivors will still be fine. SWFs probably also won't feel the change. Right?

  • @nodforkiss said:

    i yet to find a fun killer to face against according to survivor mains.

    Perkless Trapper. But those are extinct.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734308#Comment_3734308

    Why you assume that I struggle getting down?

    Because that is what you bring up as a counter-argument when I point out that Vecna's kit is wider than just his in-chase potential.

    Because I say competent survivors have many ways of countering this killer?

    That's a natural consequence of Vecna's kit being so multi-faceted. The more stuff a killer does, the more interactions survivors have with their kit, which in turn, inevitably, means more counters. This doesn't mean the killer's weak though. A killer with 15 abilities and a counter for each of those abilities, bar one, is stronger than a killer with three abilities with a counter for each of those. Even though the former has more counters.

    Give Vecna 20 abilities to detect and relocate wherever he wants, but if none actually help with getting hits and downs, then you still have a glorified M1 killer.

    Vecna already has slowdown to every ability which prevents him from snowballing around. Survivors can get items on top of that and render Vecna's abilities even less useful.

    I suggest you try playing at least one match against decent survivors without using a Hand of Mage. Do that and then tell us how useful his other kits are to you with their current cooldown and effects.

  • They also have an audacity to demand buffs to their perks and continue to demand more nerfs.

  • @Chocolate_Cosmos said:

    I have all killers excluding him. Is he unique enough? Fun enough from the rest of the cast? At least decently strong? Perks usable/good/bad?

    No. Don't.

    On top of one of the worst perk sets that this killer has he is receiving nerfs soon. Unless you are achievement hunter, stay away from him unless you enjoy challenging yourself for no particular reason.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734139#Comment_3734139

    Your chase potential decides whenever everything else you do has any meaning. If you can detect everyone or be everywhere at anytime but can't get anyone downed then it doesn't matter how powerful you may think you are on the paper. Everything else simply doesn't matter.

    First off, you ALSO have chase potential, on top of everything else. He has an incredibly wide kit, you can't expect him to be king of one, and good at a bunch of others.

    Secondly, and I don't know how to put this politely, but… If you are struggling -that- badly to get a down, it's not a character problem. It's a you problem.

    Why you assume that I struggle getting down? Because I say competent survivors have many ways of countering this killer?

    Regardless, a nerf to his main tool has already being announced. Just as expected. Lets see how well will this killer perform when his most efficient weapon is nerfed down.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733852#Comment_3733852

    Not really. The usages I listed pretty much describe what Vecna's toolset is.

    Again: In chase.

    Chasing is not the only thing you do as killer. If every single one of his spells was able to secure hits, you'd have an S+++ killer on your hands.

    You may want that, but no one else does.

    Your chase potential decides whenever everything else you do has any meaning. If you can detect everyone or be everywhere at anytime but can't get anyone downed then it doesn't matter how powerful you may think you are on the paper. Everything else simply doesn't matter.

    Oh and it appears his Mage Hand will get a nerf much sooner than expected. That was fast already. Guess a hype was high enough and enough people bought him already.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733735#Comment_3733735

    Vecna's only reliable tool is Mage Hand. It's a fact.

    Vecna's only reliable CHASE tool is Mage Hand. Everything in his kit is plenty useful, just not in chase.

    The tools aren't weak, you're just using them wrong.

    Not really. The usages I listed pretty much describe what Vecna's toolset is. He has 3 spells that have a rather simple yet not always effective use and 1 spell that allows him to do the damage. He is one step away from becoming one of the most weakest killers and that step shall be done by developers when the time comes. He simply has nothing else special about him.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733587#Comment_3733587

    Do you think an ability is only good if it allows you to cut chases short? The orb is great for intel. Flight can still stutter survivors. Fly is excellent map mobility.

    Not every tool needs to guarantee hits. Especially not in a kit with four of them.

    Oh yes, you mentioned the only things these abilities do outside of chase. You don't use orb mid-chase because you don't need the information, you know your target is in front of you. Fly of the Damned may deny a window / vault in 1 out of 10 situations or force survivor crouch but the slow down you get even now makes it not worth using. Flight is 50 50 and requires a very specific scenario to happen if you want any real value out of it mid chase. It's still a traversal tool.

    Vecna's only reliable tool is Mage Hand. It's a fact. Everything else has secondary effects but slowdowns they cause might cost the entire chase.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733306#Comment_3733306

    This argument would only make sense if all 4 Powers are designed to help in chase or grant a Hit. And this is clearly not the case.

    What use is the Orb to you mid-chase? Or Flight of the Damned that never hits and can be dodged either by running straight or crouching for a single second? Or maybe the glorified fly ability that can be countered by going backwards if there is a window or towards nearest pallet?

    He gets hits and downs right now because he can pick a pallet mid-chase so quickly that survivors can't gain distance. Should they nerf this ability he will become another pub-stomper that has nothing to offer against slightly organized or competent survivors.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732802#Comment_3732802

    Funny how I made no mention of Nurse, Blight or Spirit. Nurse is a given, people who play her know what they're doing, much to our dismay and suffering.

    And yes, I do think that killer players were in a good spot before these nerfs and spoiler alert, They still are. I'd like to remind you that not every survivor you face or interact with is a SWF waiting to hit you with a flash save because it's funny. ( I say this because Objectively, killers are STILL more likely to win with or without those certain perks, it was just the ' Go to ' for many killers. )

    I believe the answer to your question is obvious but I'll spell it out for you; you continue to mix and match perks till you find the build for you, or put bluntly; deal with it. You're in the same boat as every survivor is and it doesn't particularly feel good to have a perk YOU thought was perfectly fine (And or ' necessary to slow the game down ') get nerfed because "It's too difficult to counter, It's too broken, Complaint, Complaint, Complaint."

    Now that killers have been handed what they ruthlessly dished out, it's not exactly a fun pill to swallow…is it?

    If you're looking for a genuine answer, that wasn't downright condescending? That would be to actually change perks and find fun in some other combination rather then running the previous meta build for killers to easily gain a 4K. (Just like every other survivor does.)

    Perhaps I indeed should seek fun in 4 - 5 minute games by trying non-gen defense build. Bad me asking for changes that may make game for survivors less fun. I deserve a whip on the back for that.

  • @Aven_Fallen said:

    Vecna is not weak.

    And I dont really understand how someone really can complain about the Cooldowns of his power. Vecna is meant to be played in a way that you use all of the different powers he has and not that you only use one power all the time. This is why they are on such a long Cooldown. If that Cooldown is too short or too long - we will see.

    But the goal is that you use all of his powers, not just e.g. the Mage Hand all the time. Because if the Cooldowns were much shorter, this is what exactly would happen. Players just using one power over and over again while ignoring the others. And this is not the intended way to play him.

    That would make more sense if every power helped getting a hit / down in more reliable manner. Right now only Hand of Mage does that. Everything else is either too unreliable or doesn't work at all mid-chase.

  • The only thing that keeps him going for now is Hand of Mage buff. At moment it makes pallets almost useless against him in many scenarios which often guarantees a hit / down. This will get nerfed in a brief time. Once killer generates the intended amount of revenue he will get hit by a nerf hammer and will be as common as Singularity or Unknown and in the same tier as well.

  • He will get nerfs, be sure of it.

    The first thing that will likely get nerfed is Mage Hand. Maybe they will nerf his fly power too. They just wait until the killer is bought enough times and everyone's pocket is full and then he will get the same treatment as all recently released ones.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732846#Comment_3732846

    What else do you want the devs to go by? The average results from the tens of thousands of trials played daily around the world, or the one rough game xKiller95x had against a 4 man?

    First resolve the issue with first hook griefers. Then provide the average chase data for every killer rather than kill rates. Maybe also provide the average gen repair times too. There's plenty of data out there that could bring the light at how games are generally played rather than how games do end.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732846#Comment_3732846

    I mean, what do you want? There's high kill rates -everywhere-, including in the one area that should realistically be the most stable, and you want to cry about killers being weak because of an unsubstantiated theory that's supported by NO stats whatsoever. I mean, we could just buff killers over and over because a handful of killer mains on the forums -feel- that the game's unfair, but we're gonna end up with 80%+ killrates and the forums flooded with topics about how unfair it is that survivors sometimes escape.

    Unless you have proper grounds to discredit the statistics BHVR presented, the ONLY thing we have to go on IS indeed indicating that killers are overperforming across all ranks. You want to challenge that, come out with better.

    You really do think that the statistics that stated that killers like Freddy and Sadako had 60%+ kill rates are legit and these killers are on good spot and probably need to be nerfed too, right? It's exactly the type of statistics that devs present, griefers, trolls and chill people who only inflate kill rates are not excluded from the final numbers.

    That's is like saying killers are natively stronger than survivors because they can kill them. Well, yeah, what you do expect them to do?

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732703#Comment_3732703

    Weave Attunement tells players it's active so I doubt it'll do much of anything. It does give aura reading around chests if survivors swap items in them, but that's about it.

    That won't work because item has to be fully depleted first. Item can be fully depleted only when used by survivor. The moment that happens item is automatically dropped so if survivor does pick that item up the aura reading won't happen. Afterwards the depleted item can be restocked with certain perks and even if it gets depleted again it won't get dropped because the entire perk works only once per item.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732519#Comment_3732519

    nope. chucky is meant to be balanced around 4.4 m/s. His scamper is meant to be usable in the chase. If he is not good, it is balance issue with his power not being good enough.

    Maybe, but now they made Chucky a slow semi-stealth killer with a dash. Is there any reason to pick him over any other stealth killer now?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732811#Comment_3732811

    Killers need means to slowdown because they can't have all 4 survivors away from gens. Devs want to promote chase play but instead of buffing chase perks they nerf gen defense. Best logic ever.

    We've had metas before PainRes-Pop where this wasn't an issue. Why is it an issue now? Even so, if you want to argue that the nerfing of PainRes-Pop is going to drop killer win-chances across the board, the only way that can be is if PainRes-Pop are objectively the most effective way to play. And with killers overperforming, that means the nerfs are perfectly justified, both on the subject of balance between factions and between killer perks.

    Killers ''win'' so often because the situation with survivors dying on the first hook intentionally still hasn't been resolved. The kill rates for many pub-stomper killers remains high exactly because some people do die at 5 gens on purpose which then often results into 3 or 4 man death on survivor side since 1v3 at 5 gens is not a simple task for SoloQ randoms.

    Except the kill rates are consistently high across the MMR levels. Even in high MMR, which you can't get to with quitter attitude, killers perform really, really well. And as Pulsar points out, 4-man high MMR SWF, which logically should not have -any- quitter activity, still won't hit 50% escape rate.

    So it's widely assumed that since High MMR games end with high kill rates then everything is fine, right? Apparently it's impossible for neither High MMR games nor 4 man SWF teams have a griefer, chill or inexperienced player.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732802#Comment_3732802

    Please tell me how will killer players will play now when perks that gave them more chances to win in the game got nerfed?

    Does this only work for killers, or do survivors also get to throw a tantrum when, for instance, Made for This got nerfed?

    Or do you by chance killer players were in such a good spot that they needed these nerfs? I'd like to remind you kindly that not every killer player plays only Nurse, Blight or Spirit.

    Considering the stats point out that killers win far more than they lose, yeah, they kinda are in a really good spot. And no, that's not just Nurse, Blight and Spirit.

    Killers need means to slowdown because they can't have all 4 survivors away from gens. Devs want to promote chase play but instead of buffing chase perks they nerf gen defense. Best logic ever.

    Killers ''win'' so often because the situation with survivors dying on the first hook intentionally still hasn't been resolved. The kill rates for many pub-stomper killers remains high exactly because some people do die at 5 gens on purpose which then often results into 3 or 4 man death on survivor side since 1v3 at 5 gens is not a simple task for SoloQ randoms.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732774#Comment_3732774

    THIS! It's always a problem when killers/ killer perks finally get the necessary nerf, but where's that same energy when survivor perks get nerfed, especially unreasonably so. (Ahem…Adren….)

    Please tell me how will killer players play now when perks that gave them more chances to win in the game got nerfed?

    Or do you by chance think killer players were in such a good spot that they needed these nerfs? I'd like to remind you kindly that not every killer player plays only Nurse, Blight or Spirit.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732422#Comment_3732422

    I’m not the one constantly complaining and making it seem like killer is impossible and that all killers suck such as yourself. Alien is one of the best killers in the game. If you think he is not good that’s a reflection on your skill.

    Reported for gaslighting. You may move on now.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732509#Comment_3732509

    So you bought something that you knew was overpowered and unfair, at the very least KNEW it was gonna get changed, and are now upset about it.

    I mean, c'mon.

    First of all if content is sold in overpowered and unfair state ( just like recent series of chapters seem to be ) then it's already a red flag. This is akin to buying a car that seem to be good and functional on the moment of the purchase ( as seller states it is, right? ) but then suddenly you receive a notification from a seller that certain aspects of your car that you've found attractive, interesting or convenient shouldn't be inside your car in the first place so you must now part with them.

    Is buyer responsible for buying something he or she likes at the moment of the purchase? A chapter and it's content presented upon sale should retain their aspects unless they are broken or not functioning at all. With this game, stuff gets sold in one shape ( be it overpowered or cool / fun ) and then gets changed numerous times, often to a state that likely wouldn't even be bough by initial buyer in the first place.

    As for this chapter - even with the low regional price that it currently does have for me, I won't purchase it. I just heard that something appeared to be ''unintended'' and will be fixed asap and that's pretty much a Day 1. This is how it usually begins, but it always ends with killer being not fun to play as.

  • Chucky should probably get a movement speed boost. There's no reason for him to be so slow now when his scamper mechanic was nerfed so much.

  • Probably the same reason as to why survivors killed by Nemesis by bleedout don't rise as zombies. Performance issues. Second comes the ''balance'' issues.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732500#Comment_3732500

    Then don't conflate balance issues with moral issues.

    No morals are involved here.

    I simply state that it is continuous coincidence that recent releases receive changes that if they were introduced prior to the release would likely make many people reconsider purchasing the content. I don't see this practice going anywhere yet. It's only a matter of time before ''something broken'' will be found in Vecna and it will get ''corrected'' in quick manner. Few such corrections and Vecna on release will feel like different killer than Vecna after few months.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732497#Comment_3732497

    You mean to tell me, in a live service game, you expect things to never change?

    I expect some competence from devs to begin with. Here though, I suspect a marketing deceptive move where the presented content is intentionally provided in a state that most certainly won't represent the said content in a short period of time.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732422#Comment_3732422

    Alien can be played at a high-level.

    New Chucky, jury is out on that one, since he just released today.

    Unknown is fine.

    Vecna is brand-new, give it some time.

    Killers being made more fair is not some massive offense to you. The Devs are not out to get you, nor are they out to get other Killer players.

    Yes I figured already that purchasing a recently released content is stupid move since it will get ''improved'' beyond original recognition few weeks later. There was no need to state the obvious here.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732424#Comment_3732424

    Yes, Alien was made a bit weaker. But he is still an A tier killer, surely not a C tier killer. Same goes for Chucky.

    It's ok if you see him as A tier killer. Not gonna debate about this as it won't produce any results.

    As for making a killer a bit weaker - that's a nerf. First it's one thing, then it's another. All that happens after the killer has been released and purchased by a decent amount of people. Apparently it's fine to release ''broken'' killers who are good at the moment and then ''repairing'' them to the point those killers perform differently. It's really a good healthy marketing practice, right?

  • It seems you got a chill SWF group so perk load-out didn't really decide the game.

    In second case it was probably the opposite.

    I highly doubt random perks can improve you. Sure it will make you play with perks you don't normally use but random combination or random perks has a random chance of being useful altogether. You may get a game or two where it could work but that's just luck factor.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732259#Comment_3732259

    Alien simply was made a bit fairer by being punished a bit more for missing an M2. That and it made flame turrets a bit more viable, but that's it. Alien is still a strong killer.

    And the same goes for Chucky. He is arguably stronger now according to some.

    A killer made fairer by being made weaker. Now how else is this called?

    Oh yes, Chucky was also made ''fairer''.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732259#Comment_3732259

    “They are map dependent killers who are between B and C tier,”

    Just because you’re bad with those killers doesn’t mean they are bad.

    Another wanna-be pro player I see here? No?

  • You really expected some value out of those skills, right? Well, pity you had to deal with that yourself.

    The phantom skeleton is practically useless if survivor sees you casting them. Yes, that means you should assume that this ability does not exist at all most of the time and Vecna has 3 skills in the game.

    Your most useful powers are flight ( still the distance traveler perk ) and hand of mage which is your only anti-loop power. Orb is a scout tool. Vecna is essentially an M1 killer with tricky anti-loop power. Perhaps if you try to play him as M1 killer you'll have slightly higher success rates.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732248#Comment_3732248

    What nerfs did Unknown receive?

    Also, neither Chucky nor Alien were nerfed to C tier. Not even close. They are both still very strong killers. And don't require very certain addons at all. So if Vecna gets the Alien or Chucky treatement, I'll have no problem with that.

    Unknown probably didn't but Alien did. This new Chucky is also nerfed with scamper changes. These killers also require specific set of addons most of the time.

    They are map dependent killers who are between B and C tier, pretty much a typical pub-stomper stars who can perform only against poorly organized survivors and beginner / chill soloQ players.

    I see Vecna as a candy-wrapped M1 killer who at moment will dominate inexperienced players but will struggle massively against more competent ones, let alone swfs. He will receive ''hotfixes'' within a standard 1 - 2 months period which will put him into a so-called ''good'' spot. In reality it will be another case where killer purchased on release plays and feels absolutely different than what it does after some time.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732169#Comment_3732169

    What killers have had that happen to them in the past? Really curious because I can't think of any, and I doubt Vecna will have this happen to him as well.

    Chucky, Alien, Unknown.

    All got conveniently ''fixed'' after a while and then ''rebalanced'' for fun experience. In reality they all became nerfed and now require specific set of addons in order to function at least on decent level.

    Vecna is no different. If people begin to ''struggle'' against him for some reason this killer will get nerfed once again to the point where his pick rate will be very low. It's their marketing strategy that they have been following for few chapters already.

  • Expect the same move on this killer like with many others - a set of nerfs in a month or two so killer drops to C- tier or worse and becomes absolutely addon dependent. Even with all the ''buffs'' he has received I'm sure most of the time he will be played as M1 killer because his abilities still can be countered by smart play. His perks were garbage in PTB and will still be garbage post release.

    As for survivor - a meme survivor who people will go for because of Bardic Inspiration Perk. We already know about that. Not sure if it's a deal worth agreeing for and spending $.

  • @Shuma said:

    Well, there are no come back mechanics for survivors. Most times a minor mistake does end the game for survivors. Survivors pretty much have to play close to perfectly or they lose.

    It’s like chess, when you know you’ve lost, you forfeit, you don’t keep playing a lost game.

    There are plenty of come back mechanics for survivors in form of second chance perks. Thing is, no amount of ''help from above'' will work for you if your team refuses to play.

  • @Chocolate_Cosmos said:

    Killers are the power role here and that's how it should be, its 4vs1 game. However, how the hell is soloQ fine being the most underwhelming, underpowered, weak, no coms role to play?

    SWF groups have slighty higher escape rate, with over 40% yet soloQ can't even have that. This role needs some serious buffs to make it closer to SWF escape rates.

    How you intend to deal with situations where team mate just suicides on the first hook?

    Low escape rate in SoloQ is massively influenced by troll behavior from survivors who literally refuse to play and let killer snowball and dominate. SWFs don't have this issue by default unless entire SWF group decides to throw. As for communication - the only bit that can be improved here is letting SoloQ players see each other perks while in the match. Everything else is pretty much opposed ( voice chat for example ) and I doubt devs will add a text chat mid-game instead.

  • @Caiman said:

    The Unknown has convinced me to stop buying new chapters because they always turn out disappointing after a month or two.

    Welcome to Reality Club buddy.

  • @Chocolate_Cosmos said:

    Can't find a match againts him for many days now.

    When there are so many killers who can do same stuff as IT but better, why play this killer? I figured he would go the lowest tier club very quickly and join Knight and few other M1 killers.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723450#Comment_3723450

    And that's fair enough. The results of my games have been pretty much the same as regular mode (not winning any more or less) but the games themselves have been alot more fun, unpredictable, and if anything they feel alot closer in terms of skill. There's been no real steamrolls from either side.

    Most of my games for some reason are clearly swfs with good draws where I keep getting 4 chase perks that don't even stack together. The only perk value I got was lightborn against 3 people with flashlight twice in a row, which makes me think certain perks might have higher odds of rolling out, but that needs confirmation.

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723528#Comment_3723528

    you're literally here trying to stir up a fight hours later when you admitted this is not on topic. i have no further words to say. you came here saying something objectively untrue, people called you out on it, and now you're playing victim when you're here trying to start fights. this topic has spiraled so off topic purely because of you, for no reason. have some shame. i will not be talking to you further and will be hitting the ignore button on your profile, because you're either a troll, or someone too stubborn to listen to people who disagree with you.

    Please don't talk to me. If there's anyone who's provoking or trying to fight with someone it's you.

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723520#Comment_3723520

    like dude, genuinely let it go. no matter how much evidence anyone would give you, you would still believe killers are hopeless without slowdown. you are just a net negative to this conversation because you're a brick wall and are not contributing to the discussion.

    I don't care about your so-called evidence. I also find your posts provoking and not contributing to this discussion.

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723520#Comment_3723520

    why are you still crying in my replies? even you yourself admitted "This topic is not about that.".

    I'm not crying. Again learn to read and learn to reply properly.

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723420#Comment_3723420

    "literally unplayable" is such an exaggeration, i literally won with perkless skull merchant on this gamemode, dawg. either you're getting bad matchmaking or you should practice and get better at killer, there should be no cases of "literally unplayable" killers ever.

    @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723498#Comment_3723498

    yeah, maybe i was a little harsh, but i think my point still stands, this is a fun mode, i feel it's a good chance as ever to learn and adapt to play without slowdowns and some people just refuse to 😔

    @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723492#Comment_3723492

    yeah, idk why you made it into crying about how you can't win, this is about keeping the gamemode. 😂

    @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723482#Comment_3723482

    you are definitely projecting your skill issue onto other players. many people can win without slowdowns against good teams 😁.

    You should really learn to read other people's posts better. Also bragging that you won a match with no perks or w/e against clearly clueless survivors doesn't suddenly make your point valid.

  • @aewi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723482#Comment_3723482

    you are definitely projecting your skill issue onto other players. many people can win without slowdowns against good teams 😁.

    I'm not projecting anything here.

    Apparently we have different definition of good teams but w/e. This topic is not about that.

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