JustAnotherNewbie
JustAnotherNewbie
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There are a lot of add-ons that unfortunately reward bad play/low skill/mistakes. Look at this and then look at Spirit's Dried Cherry Blossom which basically removed the weakness of Mother Daughter Ring, which experienced Spirit players didn't need anyway, but not as experienced players could clutch on it. It's the same issue with 3 Blink Nurse. It affords you more mistakes than you should need as a Nurse and makes counterplay harder for even good survivors.
Not to mentioned the Flashlight burn which was removed from Nurse and many others (and this was a tool mostly used by good survivprs anyway). For real this buff isn't needed for Nurse.
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The black short skirt one is so slick.
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I do like Pyramid Head, but his power as others have said is definitely a bit clunky. If they could iron it out without making him oppressive it would do him huge favors. His power is also probably the only one that can hit multiple people.
I'm sure if he got an add-on that made his special attack's warning delayed for a bit , it'd benefit him immensely. His add ons are pretty bad.
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@Reinami said:
Screencap this post.
Killers are starting to use a devour hope build, or the popular, "all hexes build". Almost every game today i have played i have devour hope, if devour kicks in on the 3rd hook, survivors start to just kill themselves on hook or DC instead of looking for the totem. Its going to be the next perk, screencap this.
Me, almost two months ago: https://forums.bhvr.com/dead-by-daylight/discussion/376937/is-full-hex-build-going-to-be-the-new-meta#latest
It's also funny killers were telling "Nah, no way it's gonna happen". Sometimes it takes them so long to adapt lol.
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I think he'll get ironed out and potentially become more of a thing in the future and then we'll look back at this and be like "can you imagine people were calling Singularity bad?"
Also let's not forget that many people like licensed killers even if most of them are extremely boring to play as when compared to original characters BHVR has added, it's also why we get a bunch of threads for M1 killers to be buffed. No way people who enjoy M1 killers would enjoy Singularity.
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I want the town of Silent Hill to be added, full of fog. As well as Maria (SH2) as an alternative skin to Cheruyl.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485414#Comment_3485414
Spirit is a lot of fun to play and she has some pretty outfits :) You don't have to wait anymore!
You're the only one who gave me Spirit though and Spirit was pretty strong back then.
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@Depressedlegion said:
Extremely hot take, with a little luck, ace on the hole is a good perk.
I love this perk. It's so fun to run.
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You just made it an alternative to camping that accomplishes the same goal, either forcing a second hook or a death lol.
Calling it anti-camping doesn't make it so if you can exploit it and get a similar benefit to camping and possibly waste even more time for survivors.
It's probably even better than proxy camping...
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@Wylrin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486606#Comment_3486606
I agree with a lot of the points here. Honestly, if generators aren't popping if a chase is lasting a decent amount of time, then there's probably no amount of skill or strategy to save the game there from a survivor perspective.
I guess my problem is anytime I drop a pallet, I just hear Monto playing as a killer going, "Thank you!" Because yeah, I'm aware that a lot of content creators really frown upon early dropping of pallets, but I'm also fully aware of those same content creators raising brows at greedy plays by survivors. So it just seems like a balance that needs struck, but I'm terrible at maintaining balances, especially in games.
It's probably just something I need to get a feel for. I've been having more luck lately using Head On and Quick and Quiet, honestly, because it opens up a whole new resource that can't be depleted, basically. But there are a lot of people who would have a conniption at the thought of risking going into a locker. So it's probably just contextual for every individual player and what happens to work best for them and, by extension, their team.
Uhh there are plenty of killers who are allergic to breaking pallets and just keep chasing you, so some you can reuse.
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On PC it's the opposite. Killers are more intuitive to play than survivors (I've played on consoles all my life).
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I don't think anyone's claimed that MfT rewards bad survivors, they're saying the opposite majority of the time. That it rewards good loopers and makes them even stronger. Whoever's saying it rewards bad survivors (if there's any) they're that desperate to get it nerfed lmao.
They're also saying that it punishes M1 killers and does nothing for M2. Which is something to be looked at (but we cannot really know because there's many people claiming they can't win as killer...which might point to a skill issue).
Removing BL 2 and 3 isn't that unpopular of an opinion, but I'm going to assume it greatly helps low MMR killers, rather than high MMR ones. So it might stay for a while.
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@Sharby said:
Tunneling already is super risky and has an inherent counter called being good.
The only reason killers should win by tunneling is if the killer is super good in which the game was over anyways or the survivors play bad in which they should lose anyways.
I don't think survivors need more than what we have to counter it personally.
The killers super good at tunneling (Blight,Wesker) just need nerfs is all.
I agree with you mostly, but tunneling also alleviates pressure from gens with survivors trying to body block for the tunneled person and maybe getting slugged in the process. It's also extremely powerful when the killer can find the weak link(s) and currently that is not very difficult to do (usually the no prestige or prestige 1 Claud/Meg/Dwight/Jake/David etc.) and these people's only skill is doing gens not looping.
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Idk, I'll see how it is when they get added. It could go either way really.
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Ok...so i like Reactive Healing, ever since it came out. It's just not meta at all now with Sloppy Bitcher being meta though. That's about it.
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486114#Comment_3486114
hatch would be fine if survivors would JUST LEAVE but no they don't that so we just remove it if they aint gonna use it
Hatch must be very hard for you to find, upwards of 10 mins. Map are huge after all.
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@Nazzzak said:
I hadn't played in a few days and hopped on yesterday. Had a game where a Laurie unhooked me while carrying Pinhead's box, then proceeded to solve the box immediately right there and bring Pinhead to us. Of course he went for me, the injured one, and Laurie didn't even try take a hit or take aggro, she just immediately hopped on a nearby gen and left me to it. I'm positive it was an intentional sandbag. My desire to play completely left me at that point. I put up a half-a**ed chase, just wasnt feeling it anymore, and turned off the console after that game. Team mates can truly be terrible.
You just reminded me of a very frustrating Pinhead game I had on the game. I was chasing Bill and later Kate trying to get them to heal me (Mikaela was on one hook away from death and was hiding in the locker lmao, saw it after I was sacrificed) and heal them in return cause we were all insured. And they would just ignore me, get the box and solve it on top of the stairs of the vault that drops you down near the freezer... And there was only one gen left to boot. I don't understand why they decided to throw the game like that.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485827#Comment_3485827
Never said anything about my experience but fine, go ahead and make assumptions about me. I forgive you.
My problem has nothing to do with matchmaking. "Killers" should do well against bad players. Afterall theyre "nondescriptive" against "bad".
I may dislike the whole "casual" approach but not caring if you win or lose might be good for mental health. But not caring about winning and expecting your opponent to do the same is quite some issue often observed in "casual survivors", but I'm getting off topic.
My problem is the obvious community survivor bias and resulting hypocrisy.
"Killers" should do well vs bad players, don't they already do? Cause that's what you're implying, that they're not. What is your definition of a bad player anyway? For all I know you could mean people doing gens and playing stealthy or players who can make chases last over a minute (it's not farfetched when you see people complain that WoO actually makes bad players good lol)
Good survivors should also do well vs bad killers, but the points I see is people complaining when they get decent survivors. Even though most of the time you could get 1-2 decent survivors and 2 or more potatoes on the same team. Am I supposed to accept I am just as bad as the Claudette who I got that only has 5 hours and she is in my game and got a killer who has at least a prestige 3 Huntress/Trapper (any killer)? I guess I am bad though and should not complain and killer chasing me and losing over a minute is unfair for him or something...
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484736#Comment_3484736
The words “Chase better” would make more sense if most of the pallets in the game were designed to be mind gameable, god pallets were deleted + Bloodlust numbers toned down
If Killers are expected to demonstrate skillful play via chase to win, the same should apply for Survivors.
When did Bloodlust get toned down recently. If anythign last year hitting BL 2 and 3 became faster. Unless we are comparing it to when BL was introduced and tiles were even stronger than now.
This already applis with certain perks and killers still don't like. Look at the 100th MFT. Killers are like "but good survivors get value from it" which is the whole point. Or killers complaining about WoO which is only useful to SOLO survivors cause seal SWFs already callout the pallets the used and the deadzones.
Also read the posts complaining about the new anti-camping mechanic and hook grabs being removed and convince me camping is actually a high IQ strat that can only be done by people who have 6 fingers because of how mechanically demanding it is. As well as convince that actually tunneling prestige 1 Claud/Meg/Dwight/David is also just as skillful and mechanically demanding. I'll be waiting.
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@Raptorrotas said:
Its funny how good survivor players use bad survivors as a shield but killers exist as an amorphous blob of 1 skill level.
Why cant we tweak the game for casual players on the killer side? *the crowd gasps*
Why is the balance goal for survivor: "buff survivor character till 4 random bad survivor players can perform exactly like 4 teammate good survivors on comms"?
Whereas our community takes out the torches and pitchforks for any killer above B-tier. Even those who agree with "lessening the difference between killers aproach it from the opposite direction they use for survivors. "Lets buff solo to swf" "delete/nerf the strong killers down to B tier.
Same with our community not wanting comms in the game but having the results of good comms usage added to the basekit/game UI. All the results without any input. Cant wait for a map/radar to be added because the pros have an clock system lol.
Because killers do better in low MMr compared to survivors? The game already favors casual killers compared to casual survivors. But sure keep telling it to yourself that killers struggle vs bad survivors. Unless you're going to bring up actually having to go against decent survivors. Which should not be a balancing issue. Casual killers should be losing to survivors who are more skillful than them, we already accept that casual survivors should lose to a killer playing seriously.
If your problem is that casual killers get matched with higher skilled survivors then maybe you should be complaining about the matchmaking instead.
But yeah, go ahead and act like 90% of the time you face SWF with map layouts on the side bring BNPs and MFT. That's more convincing.
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I mostly run off meta builds anyway.
My most fun build is SB, Blastmine, Flashbang and Residual manifest. Although it's easily mitigated by Lightborn. Still...it's a pretty chad move to escape with a single perk. I just need to perfect it and become better at flashlights and flashbangs.
My other fun build is 3 perks dedicated to totem cleansing like small game (for easy tracking), Counterforce for speed and either Inner Healing or Overzealous. Just want the satisfaction of negating NOED plays but like all curses on DBD when you bring a certain perk that counters another perk or playstyle you rarely come across it. Plus most of the time you're throwing the game if you're prioritizing totems over gens. But I'll still run it from time to time. You just need to adapt to the circumstances I guess.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485781#Comment_3485781
Maybe because killer vs good swf is the most miserable thing in the game (yes i play solo survivor.) Anyways, I wouldn’t have a problem with solo being on par with swf if they balanced for that. They could do something like this if they added voice comms, but they straight up refuse.
They can just add a ping system (Legaue added that ages ago) and maybe some canned phrases like "do gen" and some location. At least I'd make use of it.
You're not saying which kind of killer vs a good swf you're talking about.
Also I dunno what kind of nerfs killers want to survivors. Gen rushing is frowned upon. If a survivor is a good looper killers don't like that either and looping is more skillful than doing gens.
Who is more skillful? A SWF that does gens but avoids chases or a team that that is good at looping? Because to me it seems that the first team will usually win more. And looping is or should be a stronger tool to carry your team especially in solo that you don't know everyone's skill level (because not every survivor is good at chases or even decent). If you remove/nerf perks that are good on good loopers you make the game more uninteractive and competitive.
But hey gen rushing is the optimal strategy maybe that's how top MMR games should be played as well...after all in any competitive game players seek to mitigate interaction with the enemy and take advantage of mechanics that are low risk high reward. But looping and chasing is closer to high risk high reward. (the risk for survivors being getting sacrificed and for killers having their time wasted). If winning is that important then people should look to minimize those two aspects of the game but also if you care about winning that much and top MMR maybe you should be more concerned with playing broken killers than seeking to buff weak ones. Your problem would exist if you had no such killers available.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485728#Comment_3485728
If the game were balanced around strong players, both sides would do fine.
Even League which is way more competitive than DBD balances for lower MMR as well. They address "broken" strategies that affect lower MMR despite those strategies not working on top MMR players. It's also why champions that are simple mechanically are usually not viable in top MMR cause otherwise they'd be broken (as they wouldn't have much of a counter).
If the game was balanced for strong players, no both sides wouldn't be fine. Sorry to rain on your parade but there's this thing in the game called solo survivor, I know most killers don't wanna acknowledge it. So the difference between casual killers and casual survivors would grow even bigger. And simple killers would be even stronger in low/mid MMR if they were to be viable in top MMR.
Also League has working matchmaking and it actually balances for close to 50% winrate (except for champions that are high skill which usually have lower winrate like Nurse). The game also has a ban system so if you hate facing certain champions you just ban them. If a champion is broken you can ban them, you can also counterpick your champion. Maybe those features should also make it to DBD since we're balancing for top MMR, as well as bring the ability to communicate through pings or something to solo survivors.
if anything solo should become more in line with SWF, but I don't see any killers ever argue for that...I wonder why.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485672#Comment_3485672
The perks would not affect normal survivors. Also, what goofy perks? Every game has a meta, and a ton of players run it in DBD, casual or not. I rarely see great perk variety on either side.
And none of this addresses the elephant in the room: why is killer balanced around top players? Like 1% of Nurse players are at a high level and yet this forum screams for nerfs.
People complain because the matchmaking is bad...you can get matched with a better killer and have a Claudette with 10 hours on your team. Or the killer can have 10 hours and get match with survivors with 100 each. So those Nurses more often than not don't face the 1% of survivors consistently.
I played two days ago in the morning vs a Sadako and they claimed they were only level 6, if the game can do that you see where the issue is.
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@Shenshen said:
Face the Darkness is the the most reliable hex perk in the game and more hex perks should be like this.
Devour Hope should get the NOED treatment and after some time survivors should see the totem.
We'll make it is the best survivor perk and more people should run it.
Midwich is not as bad as people say
We'll make it is a pretty good perk, especially now with Sloppy Butcher being so common.
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I don't think I've gotten this bug.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483600#Comment_3483600
Casuals already get stomped. Balancing for them doesn’t matter. All it does is ruin the game for experienced players
Then that means casual killers are doing good no? But I guess shafting casual survivors is ok, casual killers no.
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@Rovend said:
Shroud of separation should be given to survivors and shroud of binding should be given to killers
What he said^.
Although survivors more often than not spawn at least in groups of 2 (most common) or in a group of 3.
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@MikaelaWantsYourBoon said:
I just disagree with op.
Sometimes we are getting boring and weak killers. But then we are getting interesting and fun killers. Sometimes strong killers. It's good for DbD trying to make different type killers.
And the newest killer, the Singularity is not weak btw, he is easy A tier killer. But his power is clunky to control and honestly i found him so boring.
From what I've seen on the forums no one seems to like Singularity. I don't disagree with you, but the forum killers don't seem to appreciate him. I'm not saying we will never get a fun/interesting killer again, I'm simply saying it won't be as much of a huge deal as Wesker because duh, he's not Wesker. So killer releases probably will never reach that amount of hype, not that the quality will be bad.
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@CrypticGirl said:
I was wondering this myself. Just yesterday I was on a gen and two teammates got downed within seconds of each other, and my gen exploded and my character screamed both times. I'd have a clip of it from my stream, but my understanding is that we're not allowed to post screenshots or videos if players' names are visible?
Although to note, the killer did have both Jolt and Eruption, but the killer didn't kick the gen (definitely not for the second time the gen exploded). Could it be a bug of having both perks equipped?
No, it makes you scream even if it's just Jolt.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484847#Comment_3484847
Agree, so to help that I think survivor run speed should be nerfed to 2 m/s and the removal of pallets and windows, as well as doubling the amount of gens needed to complete and timer for doing them each 4 minutes
Also, nerf calm spirit
Unless the killrate changes to 80%, I don't think the speed will do something for the killers.
Bad killers will still do bad, because their point isn't for the meta to change, their complaint is basically "I want to win more, nerf survivors". So unless survivors are nerfed across the board without compensation, even if exhaustion perks are nerfed, survivors will get buffed on a different field to compensate and keep the 40% escape rate.
Plus I hardly doubt they'll be able to adapt to the new changes even if they happen and they'll still think the game should be played how the played it when they first joined.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485414#Comment_3485414
huntress, before wesker she had the highest pickrate according to nightlight. people also really like demo even though he doesnt show up often, but thats due to dubious circumstances.
Did she have Wesker's pickrate though? Because Wesker also happens to be a licensed character.
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@H2H said:
If your point is “BHVR makes lots of bad killers,” then I agree.
Basically Wesker is the exception not the rule. So it's unfair both to BHVR and the killers themselves to be compared to Wesker.
If there's any killer who could have matched Wesker's hype in the past it's probably a licensed and not an original killer, and imo...even they are not that great from a playstyle point of view. BHVR hit the jackpot with Wesker, it's like one of those points in life that something incredible happens to you (idk, you won the lottery or something?) and then you compare every new experience to that high you experienced in that one exceptional moment. It's just a counter-intuitive thing to do.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485401#Comment_3485401
I’m honestly surprised by the number of dredges that don’t use locker teleports in chase when I play survivor. That’s one of my favorite things to do with him, map and survivor pathing allowing.
Honestly? I see a lot more Dredge's use lockers (not that often though) than Sadako's. Sadako's never teleport ahead during chase. Dredge's I rarely if ever see leave their Remnant behind when getting looped.
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@Seraphor said:
This very topic demonstrates just how subjective and variable map strength is.
Good maps against most killers: - Eyrie, Borgo, Garden, Game, Lery's, Red Forest, Asylum, Ormond, RPD, Toba, Coldwind.
There are many killers that excel on Game, Lery's, RPD and Toba. And even most of the maps which are deemed to be 'survivor sided' and nowhere near bad enough that killers can't play on them. All maps are viable, and I have slaughtered survivors as the weakest of killers on the most survivor sided maps, just as I have been slaughtered by survivors on killer sided maps.
Ultimately, if you ended up on any of the worst maps through shear chance, you could play the map just fine. But if you ended up on a map via a map offering... what has changed exactly?
Strong SWFs can still end up on survivor sided maps without an offering, and you can still beat uncoordinated survivor teams on survivor sided maps. The difference here is the skill level of the survivor team, not the map offering.
Did you lose to the highly coordinated SWF who played a Garden of Joy offering because they played a map offering? Or did did you lose to them because they're a highly coordinated SWF?
The issue is not map offerings, the issue isn't even mostly that maps are unbalanced, because that level of imbalance is grossly overestimated. The issue is differences in skill, and the knee-jerk reaction to blame a loss on a factor outside of your control.
Map offerings offer a slight advantage to the side who plays it, and that's what offerings are meant for. They're not really any more powerful than reagents or oaks, or potentially even shrouds (if they worked correctly for the side who played it), they're altering the playing field in your favour, slightly.
Sir...this is not the Hot Takes thread :p.
I just don't understand why we can never have an honest conversation about maps but always have to resort to "these maps bad for killer and thse maps good for killer" and it's always the same maps too. Midwich and Dead Dawg killer sided, Eyrie, Garden, Mother's Dwelling survivor sided. It's like everyone has come to the agreement that this is the argument and the killers who suffer on those maps and more have been agreed on and we all inherently know who they are (so who are they? I still don't know).
The only sincere discussion regarding maps and killers has been from that guy trying to compile the best and worst map for each killer and surprisingly you didn't end up with best map being Midwich and Dead Dawg on all killers.
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@H2H said:
Wesker was the last good, strong, fun killer. When multiple killers in a row are weak and bad, it’s not surprising people want to compare them to the last success.
Find me a killer who is both fun and strong and extremely popular that isn't Blight or Nurse that released before Wesker. I'll wait.
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@DredgeyEdgey said:
Hot take dredge is a top 6 killer if he gets a good map
And most people just don't know how to play him
I distinctly remember one game on Haddonfield against him. It was impossible to break his 3 gen because 2 of the last gens were in one of the houses, and those houses had a bunch of lockers on the second floor and there were no more lockers left. I don't think we could have done anything at that point, he just could teleport away. Must have also been the one Dredge player who knew what he was doing somewhat.
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@squbax said:
I mean true, but I hope people understand too that this is the same reason that they see so much weskers, when no other killer is as fun and as rewarding as he is expecting people to play something like trapper or pig is foolish to say the least.
I'm not the one who's been complaining about versing Wesker (for now at least lol), I am just bothered that the people who post here compare every new chapter to Wesker's chapter. That kind of success is not able to be replicated. From a killer perspective even Nemesis isn't that successful of a killer, despite bringing in way more players. And they're both from RE.
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I'll probably comment on the killers that have stood out to me.
Nurse players I hate. They are fun to verse but they don't have a single fun bone in their body, unless they're playing her for a daily. I also had an encounter today or yesterday where the Nurse was playing very suspiciously some tiles, at least from my experience with the average Nurse, but perhaps they had a second account where they played more Nurse...who knows.
Blight players I also dislike. Number 1 offender of bringing a Mori during anniversaries. Run the most meta perks and strongest add-ons.
Onryo can go either way. I've come across cuties a few times and we may have a soft spot for each other (they might like Ada...idk)
Wraiths are Blight players in spirit.
Myers can be extremely cute or extremely murderous. Somehow I've evaded their mori, I dunno how, I just feel it when they're bring in.
Ghostfaces are either goofy or extremely murderous as well. I don't think there's an in between. The goofy ones can be pretty fun.
I just hate Clown. I hate playing vs him, I hate his playstyle. I don't like him at all.
Wesker players probably have the biggest variety due to everyone and their mother playing him, so I cannot pinpoint something that stands out about the players.
Pyramid Head - usually are baby killers. Don't remember the last time I faced a good PH.
Trappers are unfun. Either they are babies or they trap shack or main building. They are also rarely if ever nice.
Deathslingers can actually be pretty chill. More so than Huntresses. I just think they love the character as well as his playstyle, but hey I can see it, I also find him cool.
Spirits I usually face aren't that good imo and I don't face them so often. Kind of Sadako level in terms of cuteness. (I wish I met cuter versions of both of them, oh well)
Last Demo I faced was adorable. We played peekaboo. I think he accidentally killed Bill but hey, I would have made the same mistake cause there were 3 Bills all wearing the same. i couldn't tell them apart either. The second one died to bleed out somehow...
If there's a baby killer that's more baby than anyone else it's Oni. They could pass right by me and not see me. Idk how it's possible. More experienced Oni's usually will squeeze you out of your blood orbs and then abandon you to one shot your team.
Twins are also usually babies...but it's so fun kicking Victor, I cannot stop doing it. Why does it feel so fun. I wish we could show some appreciation to Twins so they don't feel that discouraged getting kicked in the face all the time.
I don't have an opinion on Singularity.
Knights are pretty annoying. If a new way to play obnoxious was invented tomorrow, I'm sure they'd adopt that as well.
Doctors I don't have a strong opinion of, maybe they miss a lot of swings for some reason?
Artist are 99% not nice (except me) but I did meet a nice Artist once. Never met such a honorable killer before or since. She was chasing me and Jill threw a pallet in my face and then I tried to vault it and she was using Any Means Necessary... Artist downed me but let me wiggle off so we could continue our chase <3. I'd like to be that kind of Artist as well.
Nemesis is the guy who'll drop the chase he's in to go back to his the recently unhooked survivor. I once had one be nice to me as Cheryl on Midwich map. I don't think I've ever encountered a nice one since them (almost a year ago). They also have an extremelly high chance of bring NOED.
Skull Merchant is Skull Merchant. Have not played against one who is not doing the 3-gen strat, but also I don't see her that often.
Pinhead's always play seriously, don't know the definition of fun.
Same with Leatherface. Camping Leatherface is probably like 50% of their playerbase. But there is also a significant amount (the other half) that does not camp on first down.
Billy's are definite campers. Also doesn't help that usually they're babies so they resort to that.
Huntress has a propensity for tunneling, especially the more inexperienced she is. She has a bunch of aura reading, you cannot escape her.
I don't have a stereotype about Legion. Maybe depending on the member you play, it also reveals your personality/playstyle? Who knows.
Plagues are also always try-hard. Have never encountered a nice or farming Plague.
Hags as well. They are actually very desperate in their attempts to win.
I haven't noticed a distinct character for Dredge players so far (I also don't see him that often).
Freddies will use everything the can. From proxy camping to tunneling. For some reason I feel they are more like Nurse mains in spirit than Blight though.
Trickster gets on my nerves. Not really the player behind him, I just think they did a great job with his mannerisms and how much of a psycho and obnoxious he is as a character. No other killer makes me feel that way. it's like he's mocking you and being condescending. Despite Wesker having lines of that type I don't feel that way towards Wesker. But Trickster brings out that sort of feeling.
Pig, I just know they don't wanna be booped 99.999999999% of the time. False advertising.
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@Steel_Eyed said:
Wraith definitely has all the ingredients that our no questions asked S-tier killers have.
Wraith can:
- Traverse the map quickly
- Hit survivors while traversing the map quickly
In addition to his surprise factor. The two bullets above also make him an effective tunneler. His addons are very strong as well with good variety in his abilities and number adjustments to his power.
I would leave him unchanged and my eyebrows always raises when a pro player says Wraith is weak.
There was someone who played Wraith vs a pro team on an Hens video I believe (and he was a beast, he also claimed to not have lost any game since patch 6.1)
https://www.youtube.com/watch?v=xVffK6eNhC4 -
@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485008#Comment_3485008
I'm curious how you are not experiencing these 7 to 10 long loss streaks in solo-queue, that even streams like Otz and Scott Jund get? Also, I'm really curious how you have a 60% win-rate in solo-queue, when the matchmaking system forces survivors into a 40% win-rate.
Something really sounds off here.
Why don't you play 20 games in a row, in solo queue and post the videos? I'd really like to see this 60% win-rate in solo-queue.
Maybe they don't count games where someone suicides on hook early and it definitely seems that they don't count DC's either.
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@not_Queef said:
The self-healing component of CoH was never the problem.
All the nerf did was make it even stronger for SWF and useless for solos.
Yeah, but this goes to show you that people don't play vs SWF as much as they claim to they do. It's why you see them asking for nerfs to WoO and not perks that are good in SWF. They also don't care about boons any more, even though when CoH was strong, you'd have people prioritize finding totems at the detriment of gens and usually they didn't even bring a totem locating perk... (I've had teammates looking for totems for a minute or more)
And everytime it got snuffed they'd go back to bless the totem again. Maybe this will be my hot take.
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Survivors do gens faster cause CoH got gutted, if CoH was still useful for solo survivors you'd have at least 1 survivor per game wasting upwards to a minute finding their first totem to bless and then they'd keep going back to bless it and gens wouldn't be done.
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Sometimes you just have to adapt to the game. It's not a PVE game...and unfortunately right now the side that sweats forces the other side to play their game that way.
I personally like to run a build for chests (ace in the hole mostly) and sometimes even I don't get the time to open one single chest and get my attack because we need to be cranking gens, let alone doing any other secondary objective like cleansing totems. Sometimes you just have to play the game in a specific way.
If there's a lot of pressure being applied by the killer I forego both chests and totems and just do gens.
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@SweetTerror said:
I love how this thread has gone from "Give me your hot take", to "Let me crap on your hot take". 🫤
It's to be expected, it's not like the premise of this thread was to not critique each others' hot takes.
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They are probably hard to implement correctly cause for them to be a successful feature, in my opinion, would mean that different killers would choose to break different doors to force survivors to play their game.
As it is now people have figured which are the more optimal walls to break and which ones to leave on, so you don't see any variety.
Maybe there are a couple of secret "good" wallbreaks left for incredibly niche scenarios? Who knows... I don't think anyone's looking into it atm.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478780#Comment_3478780
By your own logic nurse should be buffed.
Nurse was top 5 I think in top MMR, so no according to his logic she should not be needing any buffs cause she's doing pretty well in high MMR, like many other killers who are "weak" (see Dredge).
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@BlueMoonBRUHMOMENT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483022#Comment_3483022
The only problem I have with this is as killer (or survivor for any matter) you play to win.
Of course you can play another killer for fun, but overall you play to win. If Wraith is strong, why do I never face him as survivor? And I recently played him for a daily and he is objectively weak.
He has one "Finding" power, not a chase power, not a generator power, not an aura power, just a find survivor power.
Because there are more fun killers to play? Nurse is also the strongest killer in the game. Do you see her more often than Wesker? I doubt it. Wraith is quite bare bones, I don't find him appealing at all, but when I face him he does decently especially now with the healing nerfs. Wraith is for people who like M1 killers, he's probably the strongest of the bunch. Killers like Wesker, Artist, Plague etc. offer a slightly higher skill floor but are more rewarding and fun to play, also why they are more versatile and can do more stuff in general.
If people started playing Wraith in huge numbers that would mean is overpowered atm. Plus, not everyone wants to win at any cost, otherwise you would not have thread after thread of killers complaining about gen speed and how they cannot two-hook everyone etc. They'd just do tunneling, 3-genning and proxy-camping and probably see better results. But they wanna win on their terms. Those people are a lot more common than the people playing anything that is overpowered at a current time. If anything there are also people who take it as a challenge and want to prove something and only decide to play a character when he is deemed too weak.
Wraith's strength is getting his first hit. I dunno how you played him, but he plays significantly different than other M1 killers from what I've seen. His speed allows him to block windows with his body in tiles survivors only have windows and pretty much zone them off. Plus he can mind game certain tiles when uncloacking with his speedboost. That's what you gotta learn what to do. If you simply find a survivor then uncloack and proceed to chase him for 40 seconds or more trying to down him, you're probably not playing as he is supposed to be played.
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At least they'll chase. I much prefer him to Nurse's who camp and then camp with NOED cause they have no confidence in their power.
Not like Wesker was that different from the killers I saw bring a Mori during the event lol.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484840#Comment_3484840
Okay and what's your point? I should play 4/30+ stealth killers to have 4 good maps instead of 2? Or maybe the 3 ranged killers for 3 good maps instead of 2?
There is 1 killer and 4 survivors. Obviously survivors will bring more map offerings.
Good maps for every killer:
- Midwich, Dead Dawg
Good maps against most killers:
- Eyrie, Borgo, Garden, Game, Lery's, Red Forest, Asylum, Ormond, RPD, Toba, Coldwind.
You see the imbalance here?
And this is without pointing out the fact that RPD, Eyrie, Garden, Borgo and Toba were released back-to-back, and are now boosted.
You can always argue that Game is good for Nurse because of verticality and small size.
You can always argue that Ormond is good for Singularity.
You can always argue that Coldwind is good for Huntress.
Wow, a few killers have advantages in VERY specific maps. That means the maps are fine!
- You, probably.
Eyrie has gotten smaller but sure let's just keep pretending it's the same as when it got released. And more maps are to be addressed in the future.
You keep saying killers but you are not mentioning the killers who have trouble. M1 killers frankly don't consist of all killers unlike what you and others here want to believe. And killers should not have universal maps that are good on all killers, because the killers play in different ways so map variety should be encouraged. Not all killers should have the same strong/weak map. But this always gets lost in the conversation of maps.
Killers having strong advantages in maps should not be discounted because it makes them significantly stronger. Which means half the maps should not make the killer an absolute monster.
So many maps like Haddonfield, Sanctum of Wrath, Autohaven Wreckers and maybe more I cannot recall right now (oh yeah the infamous RPD), are incredibly easy to force a 3-gen. And let's not start at the comments I've seen of people even claiming that Dead Dawg Saloon isn't actually a killer side map...lol. Most map discussions are not sincere at all and many killers prefer to judge the maps on Trapper's level that any other killer's power, as if most killers even play like Trapper. Makes me wonder if they play any other killer beside GF, Pig, Trapper, Legion and Wraith.
Some killers will never have the map versatility of Nurse even when more maps get addressed, because they're incredibly easy to play and Nurse isn't as simple, that's why she keeps getting away with it. Her skill floor is higher than Trapper's, Gh, Pig's, Myer's etc. It's also why she's afforded a higher skill ceiling. M1 killers will always be (or at least should) be on the weaker side because of their simplicity in playstyle. If we got a Trapper who could have the advantages of Nurse and none of the mechanical disadvantages something would be extremely wrong. Heck even on par with Wesker or Artist.
I just want to see what ideal maps for killers will look like if they were ever addressed the way killers want them addressed. Maybe share your vision with me?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484818#Comment_3484818
I've had one great game against a SM, where she had a chase build and used her drones in chase, not on gens. No one DC'd, and she got a 3k (4th got hatch) because she was just on the ball the whole game. If every SM game was like that, I would enjoy playing against her. It was the first and only game in which I got a glimpse of what the devs were probably intending with SM. It's just a shame 99.9% of SM players prefer to just stand in one spot for as long as they can.
It's just camping, but the gens instead of survivors. Path of least resistance.
I personally think both playstyles should be viable, but something like a 3-gen strategy should be tweaked or solo survivors should gain some sort of communication means (like pings) to deal with all those strategies that require teamwork to break.