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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • Mechanically it'd help, but it would kind of ruin his vibe. Doesn't strike me as telekinetic. Maybe they should kind of basekit the trapper bag and give him all his traps at the start but still allow him to pick them up.

  • @Nazzzak said:

    Thanks for sharing!

    Interesting that average chase time of high MMR survivors are only several seconds more than average chase time of mid MMR survivors.

    Makes sense to me. Smart killers don't usually get bogged down in long chases. If I see someone who is an effective looper, when i play killer, I don't engage with them. They'll waste so much of my time and I'll lose gens. Best to leave them until i can force them into a bad postion and get an easy down.

  • @OmegaXII said:

    That would be dead of Vecna.

    If survivor sticks and run circle right around you, you cannot hit them with your power at all, because you can't aim directly at your feet.

    PS: I'm currently world ranking 39 Vecna :)

    @cogsturning said:

    They're mashing their faces right into mine to dodge the M2 and you want me to not be able to hit them??

    My thoughts exactly.

  • It is very easy to avoid being t bagged at the gate. Simply don't chase people out.

    When I'm playing killer and gates are open, unless I have the chance to pick up a cheeky down, i.e. I'm playing oni, wesker, or iri coin slinger, or someone is injured and i can go undetectable and down them, then I simply don't go to the gates. I wander round breaking any dropped pallets/ breakable doors to get myself a few extra bp.

    Like you don't need to go and make a futile swing at them. Just let them sit there and waste time while you farm a few extra bp. Plus if you're lucky, they'll do something stupid like try to find and hassle you. I've actually picked up a few kills this way in lost games. Where they've gone too far from the gates and I've managed to down someone and slap them on hook. Or occasionally they mess up the timing amd die to the endgame collapse.

  • Yeah older killers need an update. Trapper is the poster child for the game and i barely see him in game. Moris need an update too

  • This one feels like an unecessary change. Special pallet breaking killers do get a little more value from this but it's not over the top. There are way more useful things dbd could be fixing rather than nerfing an already distinctly mid killer perk.

  • I agree on soley indoor maps the 4 zombies are definitely a bit OP. Lerys and RPD should maybe be bumped down to 3 zombies because of the number of choke points and they get an inordinate number of downs on these maps. But on the outdoors maps 4 feels fine. The passive pressure on gens does even things out a bit, considering that 2v8 does feel a bit bit survivor sided since the gens fly so fast and half the surv team ends up running escapist with the on command sprint burst.

  • Add henry and demo. That combination would such a vibe. And one more special survivor skin for the stanger rhings cast so we can run a full set of 8 unique starnger things survivors against the 2 killers.

  • I play guide the most because I derive an evil pleasure in blast mining killers 🤣 and doing my utmost to prevent the team from doing al of the gens on one side of the map

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056699#Comment_4056699

    It is hard to bring Aura read Spam if you are only playing with his perks :P

    Oh i just meant that as general advice, since you said you already got the adept

  • @Leon_van_Straken said:

    Hello everyone,

    so… today was the big day I finally decided to come back to play dbd after a long break which I need from time to time and you won´t belive what my eyes saw. Two new survivors and a new Killer and more importantly new archivments which as the person I am like to archive.

    So after a break from over 3 months I started playing the new Survivors and got the addept really fast because the Killers I versed werent that good at all. So I decided to did the thing I hate the most about DBD swapping to Killer.

    My hands started shaking and my performance annixiety raised high but I thought to my self calm down it is nearly 4 months ago that I played my last Killer round so what could possible the worst that could happen?

    Well… after 15 games I finally got my addept after a long series of ending matches with 1 to 2 hooks…

    So my question is the following. How is it possible that after a long break of 4 months my Survivor games feel like the Killer never touched the game before? While my Killer games feel like the Survivors know every pixel perfect frame to archive dodges, flashlight saves and so on?

    Is it just me?

    Im assuming you mean vecna? Try running aura read spam on him. You'll be vining people through walls in no time.

    But yeah a lot of good survivor teams around atm. And i feel you on adepts. Survivor adepts all you need is to get one single escape. But killer adepts you need basically a perfect game and you have to make sure you've got the last two survivors locked down. So many times someone will bring a hatch offering

  • @drag27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056357#Comment_4056357

    made a post about buffs/ changes to Nemmy that I'd think you'd like as well:

    1. Whipping Generators: Tier 2/3 Tentacle Whip should damage Generators as if they were kicked
    2. Shattered S.T.A.R.S Badge (add-on change): 150% increase movement speed for zombies are always active
    3. Survivor Zombification (new added mechanic): If a survivor dies by any means while contaminated they will respawn as an additional Zombie they can control , if they choose to leave they will not receive DC Penalty and will be replace with a zombie Bot. (survivors controlling zombies can earn additional BPs for Zombie events: Attacking survivors, bodyblocking Nemesis/other survivors or feeding Nemesis mutation), vaccine chests respawn.
    4. Iridecent Umbrella Badge (add-on rework): Nemesis starts the trial at Tier 3 Mutation but zombies no longer spawn (excluding Zombified Survivors)
    5. Cerberus and Licker add-ons: add-ons that turn zombies into these enemy types. Maybe the licker has increased detection range or can detect based on sound (running, grunts of pain, vaulting) while having long range attack but moves slowly on the ground/walls/ceiling). Cerberus could attack like Houndmaster's Dog, holding them in place and despawning after survivor knocks them off.
    6. Zombie Mori: If a zombie is nearby a survivor in the dying state Nemesis can hit a button prompt for the zombie to mori the survivor without nemesis having to be near (survivor controlled zombies can also mori survivors by walking up to downed survivor and hitting the "kill" prompt).

    Interesting suggestions. Not a fan of some of them, 150% is way too fast for a constant speed buff, the different zombie types are interesting but dbd would have to get licencing to use them and i doubt they'd do it just for an add on or two. And mori, maybe if it's in a situation where the survivor could be morid anyway, i.e. last alive or offering.

    But I love the tentacle whipping generators idea. And survs cming back as zombies is a fun idea and gives players killed early something to do. But that could be open to abuse for survs trying to help their old teammates so maybe remove collision with nemesis and limit it to one per match for balance. Tier 3 at start is maybe too strong, so maybe tier 2 and only pne zombie perhaps

  • 🤣 it is funny to see ghostie crouched following along behind him like an igor style helper "yes sir I'll clean up for you, please don't hit poor ghostie again sir"

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056315#Comment_4056315

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056319#Comment_4056319

    The survivor licensing would already have included statements about allowing them to work together with characters from other franchises and original dbd characters, you can't include them in the game without that happening.

    Killer licensing wouldn't have needed such a clause and without one you can't have them work together. Myers license holders, as an example, may not want him to appear alongside other killers and may especially not like them cooperating with another killer. Terms like that would likely already be in place for newer killers unless the license holder refused to allow the killer to be added with such terms.

    I mean pyramid head is playable in 2v8 and he's one of the less recent killers

  • Ehh it's a temporary game mode, and tbh I've found killers do fairly well. Most of my 2v8 killer games go fairly well

  • @Rick1998 said:

    i got an ace named cheesehub multiple times on my team yesthurday . When the match starts the gates are opened allready and everyone just leaves . Real lame .

    Best remove the username from your comment. Naming and shaming is against forum rules

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056323#Comment_4056323

    "The problem is the insta down. The free heals don't mean a huge amount against oni because he ends chases just as quickly when he's raging whether surv is injured or not. Even getting healed quick leaves a lot of blood orbs lying around."

    I would say its the average 2v8 players bad sense of macro that makes Oni so strong the amount of times I have played 2v8 and have only seen a few people trying to manage themselves, healing should be done in a corner so that it takes a long time for the Oni to get there, too many people just heal nearby high traffic areas like gens and then act surprised when Oni does not have to go far for his power this is even more important by late game as of there are few gens left go heal in the area where most are already done to make him have to travel for it.

    20% is not even the important part I just said that to poke fun at OP's "REDICULOUS" turn rate its the movement speed buff that gives him the extra lunge and even then with how pallet dense 2v8 is its not like you don't have a way to hold him off. Also regression is just equalised in 2v8 its 1 to 1 with how fast a single surv can repair it this can be countered by guide with a blast mine to make up the time lost difference and give a massive head start.

    Overall I don't think Oni is the free win machine some say its just in 2v8 people only think about micro play and forget the macro giving the killer free pressure.

    Agreed he isnt a guarenteed win, but does seem a bit op as is and unfun to go against. I dount many players are going to actively avoid healing in central areas, besides quick healing is the way to deny more orbs. If survs are running round looking for good places to heal, then they're just spreading orbs around

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464137/should-nemesis-get-an-extra-zombie-in-1v4

    The zombies are the worst part of Nemesis power. Getting an extra zombie could be something or nothing, depending on the maps, the spawns, etc.

    If they are going to give a buff to Nemesis, it should be onto his main power, not on the more inconsistent part of his kit.

    Tbh I'm not fussed about a mainline buff, his tentacle power is fine. it's more about making the zombies a bit more of a presence in game. Yeah they're inconsistent this'll just help with that

  • @Inosennatoki said:

    He should be able to turn the survivor into zombies.

    https://us.v-cdn.net/6030815/uploads/6WIBU7ZXFTAU/1000066589.jpg

    That would be dope 😂

  • @MangaMania said:

    https://forums.bhvr.com/dead-by-daylight/discussion/438574/2v8-always-genrush

    As a solo Q killer in 2v8 i can only agree if my teammate is not a S tier killer it literaly impossible to win a single match.. like i play trapper it as so much potential if my teammate actually make pressure but all the time, i see him getting looped at a corner of the map where there is no gen and it honestly annoying knowing they are all literally at the opposite of the map…

    Right now the meta is Nemesis + Any killer (those zombie are so good)

    Nemi is so much fun rn. Those zombies are wreaking havok 🧟‍♀️ 🧟‍♂️

  • @SpellCasterNav said:

    Am I the only one playing killer in 2v8 and always getting genrushed and having 7 or more survivors escape? Seriously, this has become the rule for 99% of my killer marches in 2v8. And I played many killers in this mode. Spirit, Wraith, Legion, Wesker, Nemesis and Blight. And the result was almost always the same. The vast majority of survivors escaped on almost every match. This is the worst version of 2v8 experience I've ever had. I have to wait for 20 minutes to find one lobby only to get genrushed and the match ends in 5 minutes... If BHVR objective is to make me stop playing killer, congratulations, It's working. Not even on 1v4 I get genrushed this much. Sorry if this Just sounds like a killer mais weeping, but guess what? I'm a survivor main. And I mostly play solo. I like playing killer as well, but I play rarely do to having faced many SWF.

    Have you tried oni? If you can start chaining rages you get a lot of quick downs. Also nemesis is much better now with the 4 zombies.

    Also you're best to play with a killer team-mate in voice chat, a bit of coordination goes a long way in 2v8.

    These will help but yh 2v8 can be rough for killer. If survivors are playing in 4 stacks gens will fly. You'd be surprised how well 2 killers can hold down 5 gens at the end though. I usually play nemisis with my mate who plays wesker. And we had only 4 hook states at 6 gens finished and managed to secure a full 8k by guarding the gens hard with a little help from my zombles. Regression is very strong in 2v8. Simple gen kick and guard for a bit and ypu can fully regress a gen from 80%

  • @Ragna_Rock said:

    First its legion, now its Oni who is next?

    "They also gave Oni a RIDICULOUS turn rate so now he is pretty much an easy stomp if he gets a map he can free-run in, which is most of them."

    https://us.v-cdn.net/6030815/uploads/E0AKUOGEQNDQ/image.png

    Its 20% :/

    So all the pallets and windows on the map just don't exist I guess.

    If free heals from vials, free anti-slug and fast heals from medics are still not enough to deal with him at what point are you finally just going to go "Maybe I or a teammate just messed".

    The problem is the insta down. The free heals don't mean a huge amount against oni because he ends chases just as quickly when he's raging whether surv is injured or not. Even getting healed quick leaves a lot of blood orbs lying around.

    Out of all the killers I've played against during 2v8 he's the least fun to go against. Early/midgame he isn't too bad, but the real issue comes at the end game when there's one or two gens left, all the action is focused around a limited number of gens so he gets an absolute glut of blood orbs and is basically constantly raging. So he can easily guard and instadown anyone trying to do gens. Plus the regression in 2v8 is pretty rough. Makes for a very boring, very frustrating end game where you have to play for hatch.

    The 20% improvement on turn rate is just the icing on the cake, it's huge for a half way decent oni player.

  • Could be your internet connection? That error can occur if internet connection is briefly lost. Frustrating but any disconnection will be treated as a player disconnect.

  • I doubt it's a licensing issue. I'd imagine it's just a lot of work to rebalance each killer for 2v8.

  • Oni is definitely strong in 2n8. Way more blood orbs spawn and when he rages, he has a very target rich environment. A sprint is almost guarenteed to find a survivor or two.

    Seen a couple of oni/ghostface pairings where ghostie just tidys up the bodys oni leaves in his wake on a rage rampage.

  • Would be nice to be able to call them over to help out on loops.

    Tbh playing nemesis on 2v8 has been a blast with 4 zombies. They are engaging in all sorts of mischief, like straight up downing survivors on their own sometimes. And had a few wander close enough to screw surviors on loops or in dorrways. Especially in lerys and rpd 🤣

  • Tbh it's not easy to tunnel in 2v8 lol, i certainly struggle to keep track when I'm playing killer lol. It's always manic

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055670#Comment_4055670

    if you do see a killer bot, my suggestion is to let them do their thing and not get in their way. they're kinda dumb but as long as they don't get confused by getting too close they'll just clean up shop. tbh I'd rather play killer by myself with a bot than a solo q teammate haha

    I'd imagine they are predictable but accurate. And lol yeah, i flatly refuse to play survivor solo unless i have a challenge i really need to do. It's good to have at least 1 team mate who listens

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055641#Comment_4055641

    the thing about Oppression is that I feel we shouldn't rely on the satisfying explosion noises, but rather rely on Oppression oppressively oppressing the gens while you Oppress them with your pressure.

    I find it's not helpful towards the start, but moreso once people are getting hooked, dying, busy doing side quests etc.

    anyone remember the cooldown on Oppression? it was like 2 or 3 whole minutes. It blows my mind to see it at 35 seconds now. I call it pocket ruin

    Didn't realise they buffed it. It's a very slept on perk. I wanted to used the forced skill check to hopefully push people off it and trigger dms. But Didn't work very well. Often ended up blocking the gen I wanted to kick

  • I managed a flashbang save yesterday still haven't managed one with a torch yet. Your timing has to be absolutely flawless. And most 2v8 killers are very aware of players going for flashlight saves. So usually check around body or face a wall when picking up

  • I find bots tend to play better than normal players as a rule 🤣 not really seen killer bots but i can imagine the nurse one is a nightmare.

    They do some janky stuff and can be caught without too much difficulty once you're familiar with how they move. But they are straight flawless at dodging powers if you try to use them in the open without corraling them into an unavoidable hit

  • Might be your internet connection? I play on xbox too and my 2v8 has been stable as a rock.

  • I run gen kick builds on several of my killers and they've been working great, combo eruption, pop and nowhere to hide makes for easy hits/chases and good regression.

    Kick a gen to apply pop and prepare eruption, get a free hit with nowhere and follow up for a down and to trigger eruption. Add trail of torment for extra fun. Nobody expects stealth nemesis 🤣

    I did try something janky with oppression and dms to try and block gens from a distance but didn't work too well, like any build that uses oppression really 🙃

  • Yh me and my mate played as wesker and nemesis. Had an absolute blast 😁 the 4 zombies for nemi is so much fun. They actually do a lot. Especially in the first match on lerys.

    Bu yeah was absolute carnage and chaos. First time i tried the mode and it was much better than i thought it would be

  • Only one jeff? Full jeff main here. Glad i didn't pick a basic survivor like feng or sable to be my main lol

  • Issues with any pc game to be fair. Usually on console I'm spared this but so many games are cross platform now, I always see a big uptuc in cheaters when i have tonplay with pc

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055409#Comment_4055409

    OK, so it appears that disillusion is the exception rather than the Rule.

    Do you mean dissolution?

    If that is the case, then it's a very different interaction. It requires the survivor to take an action to trigger, it is only active for 20 seconds, survivors have a notification that it is active.

    And it's not broken tbh. You'll maybe get one free hit out of it but then survivors will be wise to the trick. The TBTC interaction is very spammable and hard to figure out to start off with. You can just keep chaining easy downs off of it. And it puts a ridiculous amount of pressure on gens, since the only way to counter it is to not to gens for a full minute after every hook.

    I've no doubt the dissolution interaction was also unintended, but since it isn't such an oppressive problem I don't think anyone's bothered enough about it to complain, let alone for bhvr to put work into a fix. I'm certainly not bothered about it.

  • @diablo916 said:

    In my opinion survivors get way too many handicaps in this game. 16 perks in 1 game against 4 killer perks that always come with a downside, and on top of that 4 items and 8 addons that can heavily impact the game. My idea is to give the killer a 5th perk out of a select pool of perks that stays on as long as there are 4 survivors alive in the game. Nothing huge but something impactful that deactivates after 1 survivor is killed or sacrificed. Some killers probably dont need this but thats when they can look at some weaker survivor perks and bring them to meta level. Its all about scaling in these asymmetrical games and the killer matching a single survivor's number of perks doesnt feel like the power role.

    2nd would be to take survivor addons out of the bloodweb and make it to where you can't bring addons into the trial. Too much clutter for stuff that will never be used. Survivors should only be able to bring base items into the trial and upgrade them during the trial through various actions. Replace the addons with item parts that can be used to craft or upgrade specific items or attach mods that are able to alter its function in some way during the trial only. Chests would be then the only way to get addons (at random) that the item would then lose if they escape the trial. Make these addons game changing sort of like vecna chest items.

    Im no balance expert but giving survivors something else to do besides gen rushing would actually make me want to play survivor again. Cleansing totems is boring and there is no incentive to do it. The killer is often times left hoping to create enough pressure in order to stop survivors from ending the game fast, and most of the times the only way to do that is by forcing the killer to slug or tunnel. Something survivors hate btw. Imagine finding an addon in a chest that gives you base kit unbreakable one time (with a huge downside though like broken for the rest of the trial) Add ons need to be good but one time use and rare. I.e. 5 chests per match. Everyone would be fighting to open chests.

    Just something to chew on. Im sure BHVR will never implement this idea. They wouldnt even listen to otz during a huge livestream so I doubt they take these forum posts seriously. BHVR listen to your vets! Theyre giving you a goldmine of ideas on here but you keep nerfing killers that dont need to be nerfed!!! Also something that they did a long time ago still irritates me and really shows where their thought process is, when they disabled the killers ability to change their killer in the ready up screen! Bring that back bhvr! Why are survivors able to switch last min but I cant at 60 seconds if I changed my mind. Such a dumb and useless change. Rant over

    @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054413#Comment_4054413

    Oh I'm pretty sure I do. I regularly encounter 4 stack teams with hundreds of days play time a piece, plenty of ttvs who literally play the game for a living. And mmr occasionally throws me weak teams that absolutely should not be paired up with me. Heck i saw a david with 2 hours playtime in a killer game yesterday.

    I never said I win all those games. Often i get survivors who I can't touch in a straight on chase. So i play around them, go for the weaker members of the team until i can lure the chase jockeys into a postion where I can down them get the game to a point where finishing gens is effectively impossible and i can chase them for ages at my leisure. Sometimes it works, sometimes it doesn't. But I don't let the 0ks get to me when they happen.

    I have 1100 hours currently. And yet when i play killer i can still beat players who have easily 4-5 times my playtime. Whereas when I play survivor the story is very different. I am not particularly good as a survivor, I'm maybe mid on a good day. Usually i only play with one swf team-mate and the experience is not fun. We regularly get 4kd by killers with less than 100 hours plays time. When we 4 stack the odds improve but we certainly don't sweep every game. Had a session of maybe 5-6 games last night. One 0k, two 1ks, one 2k, two 3ks and two 4ks. And that is an extremely good day for us.

    A top tier super good survivor is immensley difficult to catch, and a team of 4 such players makes for an unpleasant killer game. But they make up a very small fraction of the player base. If we balance the game around them then the lower skill survivor players get stomped even harder than they already do which is a lot. General balancing changes affect all players. We can't just cater to the 1%.

    If you don't mind me asking, how many hours do you have in the game? And how much would you say you balance playing killer and survivor? Your post count suggests you are relatively new to the forum, and I'd be interested to know how long you've played the game for. Not looking to stat bash here but it's good to know how much experience you have.

    So do I get an answer or no?

  • I'd make a dynamic system that tweaks the balance as the game progresses. Check gen completion versus how many hook states and kills the killer has.

    If gens are vastly outpacing the killer then gen repair speeds should slow down. If killer is stomping survivors very quickly then gens should speed up. Possibly with speed nerfs and buffs in the mix

    It would be immensley difficult to implement but is the only way i can see of rebalancing the game without screwing up either high tier or low tier games. Any survivor buffs make the higher skill end of game almost impossible for killers and any general killer buffs make low skill and soloq more punishing for survivors than they already are

  • Demogorgon is my absolute best boi. His basekit leans into my playstyle very well, and i usually do pretty well with him. Working on getting him to p100.

    I just love the combo of traversal and stealth, and hitting a jammy shred is always satisfying and great for putting pressure on when survs predrop pallets.

  • Killers get plenty of fun interactions. But this one is unbalanced. I actually decided to test it out in a game, and the result was enough to make me say "yeah, no, this absolutely shouldn't be a thing"

    I play a lot of killer and mmr throws some damn good teams my way. I came up against a team of very effecient gen jockeys, all of whom could run chase very well. And I absolutely wiped the floor with them with minimal effort. They were doing gens quick but I applied way too much pressure for them to get enough done. I didn't even need to tunnel or hook camp, i hooked everyone in order twice before i started finishing them.

    By the time I'd broken the back of the team (2 dead) they only had me down to 3 gens. Hell i even used the ability mid chase, herded a very skilled, injured toilet paper dwight away from my last hook victim towards a gen i knew was in progress, got right on top of him while cloaked, popped the gen and there was no way for him to get away.

    I try to keep an impartial view of this game. Ideally the kill rate should be 60% and survs should die more than they escape. But this particular interaction is wildy unfair.

  • captain-holt-brooklyn-nine-nine.gif

    Yeah didn't think they'd let that one slide.

    In all seriousness I'm not a survivor stan or a killer stan. I just want to see a balanced game. And that interaction was very cheesey

  • Well I'll be playing him over the weekend. Still having fun with him, and I'm on the hunt to mori every stranger things character. I've got dustin and robin so far

  • @Yords said:

    Most of the time whene playing, there are so many survivors, and even killers who just give up. From the killer side its usually met with a DC, but on the survivor side what they do is give up, or even troll their team for the rest of the game. It happens more when playing a strong killer, but even then it happens with every one. They don't rq, they don't stay till endgame chat to get angry, they just go afk and give up. It ruins the match for everyone involved even if one guy does it. It makes me very sad. What made this happen more often?

    :(

    Nature of the game and players unfortunately. In dbd when you have a one sided game (which is unfortunately rather common), it becomes pretty obvious that the game is unwinnable for one side or other in the first few minutes. Like if a killer has 3-4 hook states (or has someone double hooked) at 4 or 5 gens then it's probably a hatch game and gens won't get done. If theres are 3 or more gens done and killer only has 1 or 2 hook states then unless the survivors are setting themselves up for a 3 gen, then killer is like getting a 0k or maybe 1k if they can tunnel or endgame camp a hook. Losing a game of dbd like that, for either side, is a particularly punishing experience. A lot of players will opt to go next to try and find a better game rather than string out an obvious loss.

    The players don't help, a lot of killers will tunnel and proxy camp hooks right from the start, and stick the boot in hard when survivors are losing. And good survivors, when they have the upper hand will often bm and taunt the killer. I also see a lot of survivors DC if they realise the killer is using a perk they don't like, i.e. lightborn.

    Me personally, I try to just keep playing to earn bloodpoints and look on every survivor game as trying to score as much as I can before I die. As killer this is a little harder, if you're getting totally outskilled by a survivor team, then you can't get downs or hooks so you score next to no bloodpoints. It's relatively rare but if a team is leading me around in circles and I can't achieve anything then i just wander round kicking gens and breakable doors until they finish the last gen or two, and then i open the gates to end the game.

    Community on this game can be pretty toxic. I try to be the change I want to see. If I'm clapping a survivor team as killer then I shift it down a gear and let the game go on a little longer to allow survs to get bp, and i usually make an effort to spare the lower skilled survivors, let one get hatch or sometimes let the last 2 finish gens and get an exit gate and slug race

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054676#Comment_4054676

    Some killers can get kill like bubba,billy,huntress,springtrap and others when they paly good but than killers like ghostface,trapper,merchant are just punching bags and I know majority from what I named can be teamed by 3 rescuing survivors especialy if they dont have instadown like bubba,billy,mayers (ghostface has no power when there is hooke/dwoned survivor staring at him when he is in night shroud which is strange because no other killer can be countered by survivors that are downed or hook but ghostface is only punching bag in this exception), huntress has great comeback if she hits hatchet or dracula,blight,ghoul can catch up fastand get that down again but on most killers if survivors dont screw up when there are still 4 alive and one is hooked while all gens are done and gates are open or 99 than its mostly gg especialy with perks like Dead hard.

    Don't forget deathslinger. Nothing like pulling a survivor put pf the gate, exposing them with iri coin for the insta down. Very satisfying lol

  • Because most games have a meta? Killers will run what is effective. Can't expect them to use bad perks and weak killers to lose games all the time. That said I get the frustration, I'm sick of seeing vecnas with aura read builds, friends forever builds, and wraiths using the busted tbtc and serpent add on combo.

  • I'm on the fence about this. As usual it's really a dependant on survivor skill. If you can consistently dodge his vine attack then he's pretty balanced.

    But if you can't, then as soon as he gets a worldbreaker trigger he'll have you down remarkably quickly, and can easily hook 2 survivors by the end of a worldbreaker trigger.

    His basekit also leans into tunneling very well, that and aura read spam means he can get some pretty jammy hits during worldbreaker. It's like if nurse could injure people just by blinking into them without needing to take a swing.

    Overall i think he is a little OP on balance, mainly for low to mid mmr. Personally I would mess with his undergate travel and try and make is ranged attack a little less spammy.

    Tbh I have no idea why he can still see and hear everything he normally would in undergate travel. Even aura read. Personally I'd cut out all sound and hide scratch marks. He's an absolute bloodhound when it comes to chasing someone after an unhook. Every pther traversal killer gets a visual or sound limitation. Idk why henry doesn't.

    As for the vines I'd decrease the radius a tiny bit or maybe give it a slightly longer cooldown if it lands an injuring attack. Getting 2 tapped with it during worldbreaker is amazingly frustrating.

  • @MechWarrior3 said:

    The amount of how much he can't use his power by a hook feels awful. Most killers can use their power by a hook. Even in EGC I can't defend myself against a swarm of survivors because welp…my power doesn't do anything.

    I am not a fan at all of these restrictions. PH, Vecna, Houndmaster, Huntress, Trickster, Hag, Doctor, Bubba, etc so forth and so on can all use their powers at a hook.

    At the very least. Let me use it at ENDGAME. Please.

    It's to prevent him turning every unhook into either 4 tokens and a worldbreaker activation, or a double wound with an undergate attack, which would be wildly unbalanced.

    Even with vines it would be a guarenteed 2 tokens or double wound during world breaker.

    Remove that restriction and he would become a tunneling machine

    Sucks that it always does that by hook Regardless of the situation. have surv players been abusing this? But i guess it would be difficult to code it to only impose that restriction on an occupied hook and during and just after unhooks. Be ideal if they did though.

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