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Krazzik

Krazzik

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  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481746#Comment_3481746

    Someone who only plays one killer... - As does the 4 Survivors who also purchased the game. Are they forcefully conscripted into that player's power fantasy? It also would prevent the people playing against them from quitting immediately, giving them real matches instead of boring slogs of 1v3s or fewer. You later say you don't punish someone who did nothing wrong, yet somehow don't recognize that is exactly what the Killer player more often is doing to the Survivors who despise that Killer. This would solve the problem you too are complaining about. Some people have emetophobia, or fear of vomiting, and cannot play against Plague at all. This has the pleasant side effect of allowing other such players who can't handle a specific theme of Killer to play the game. Having a longer queue time at the cost of having real matches without hook suicides isn't a punishment by the craziest stretch of the imagination.

    As far as the newly released Killer concept they could disable the feature for the first week or two after a release. They said they do the same with map repeat prevention not working (or rather being turned off) when releasing new maps, so the concept is easily translated over. Alternatively they could just not allow for banning the new Killer during that timeframe. Plenty of games with ban features for characters have already solved this non-existent problem.

    Again, having 6 (1 per 5, we are above 30 below 35) Killer bans is a personal choice, but I would make the argument that if the exact same 6 Killers are banned by the entire population then they clearly are a problem in dire need of fixing. By allowing the diseased wound of a problem to fester, you risk poisoning the trust of the playerbase to the point of killing them off. Also, the devs said less than half of the playerbase even utilized the Beta Wiggle skillcheck system when that was being tested. Most people don't look in the options, so this wouldn't significantly impact matchmaking even if hypothetically everyone banned say Nurse.

    The killer is not 'punishing' survivors by playing a killer the survivors don't like. they're just playing a killer they want to play. If a survivor HATES certain killers to the extent that they DC the moment they find out they're in a game with them, that player shouldn't be playing the game. Simple. By queueing up as survivor in Dead by Daylight you're agreeing to play that game through regardless of who the killer is, what the map is, what perks or addons are in play.

    Being lenient on people DCing does not work, because if it becomes even more of the norm and seen as okay when people DC, every game is going to have DCers, and while the bots are a good bandaid fix, they're no substitute for a real player, and it doesn't feel good to go against them in an online game you're playing to play against actual people.

    I do sympathise with people who have actual phobias or medical issues that prevent them from playing against Plague or Doctor for example, but those people are in a tiny minority of overall DCs. Those DCs are more understandable but I'd wager 95%+ of total DCs are not because of that.

  • I mean Myers needs a whole rework with his stalk mechanic and tiers but you can't base the strangth of a perk against tier 1 Myers. The only time Myers is gonna be Tier 1 for a long time is with Scratched Mirror and you're supposed to get surprise hits with that build, not chase.

  • @Chilli_man2400 said:

    I feel these 2 buffs would balance emps perfectly.

    -When the printer hits 90 seconds the passive printing stops and survivors have to manually print the last 10 seconds just to get the emp

    -when a survivor grabs a emp from the box it will not print another emp until that exact emp is used.

    Making EMPs harder to get would of course help Hux, but as long as they remain as strong as they are, I think they'll always continue to 'feel' really bad for the killer when they -are- used. This is the biggest issue I feel for him, how he 'feels' to play, not necessarily his overall strength, which I think is pretty decent.

  • I don't think they're DCing because they find Wesker OP. Most people agree Wesker is strong but fun to play as and against.

    I think the issue is that Wesker is so popular that many people are just sick of playing against him so often.

    I've seen a growing resentment over the last couple of weeks especially on these forums and on Twitter about Wesker being in every game, people playing against him multiple games in a row, and for a game that has as many killers as DBD has, I can see how it gets old only seeing the same one so much of the time.

    Not much that can be done about it though, as I said in another thread BHVR would never add a blacklist option and I can't see them ever adding a 'can't go against the same killer twice in a row' option as that would unfairly punish Wesker players. Obviously they should be balancing weaker killers and adding QoL improvements to less-popular killers so they can be as fun as Wesker, but I guess that's a much longer-term goal given how slow BHVR is with stuff like that.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481576#Comment_3481576

    "Now Nurses and Blights would never get games": I see that as a feature, not a flaw. Unenjoyable facets of the game shouldn't be forced on the playerbase in the hopes they don't get a garbage match, regardless of which side is forced to endure. People will learn to play more than their 1-trick, people will ban the next newest Flavor of the Month, and the cycle will repeat so that everyone (at least in the top half of effective Killers) is played.

    Match quality is far more important than queue times, as most of the playerbase seems to think when I go against a 3gen Skull Merchant and my soloq teammates DC instead of play it out, or they DC on the first Nurse blink being heard. After that the remaining 4 players are forced to slog out an unplayably unfun match. Even after DC bots are added, that doesn't stop hook suiciding being a problem instead.

    This is ridiculous. Someone who only plays one killer is fully within their right to do that. They paid for the game and they're abiding by the rules of the game. Just because many people don't like playing against certain killers doesn't mean it's fair to just remove them from the game. Heck I hate going against Nurse and Blight but I don't ask for them to be removed or for people playing them to be punished, that's absurd.

    Also this system would make new killers pretty much unplayable, because the day they're released loads of people play them and now they have massive queue times. BHVR isn't gonna punish players who just bought their newest DLC.

    And if people DC against a certain killer because they don't like them, that's an issue with that player being entitled and childish, not the fault of the player playing the killer. You don't solve that by punishing someone who did nothing wrong.

    I completely agree that certain killers have issues that should be dealt with. Nurse has too strong of a basekit and should be tuned down, Blight has addons that need heavy nerfs and Skull Merchant needs a complete redesign so she can't 3-gen as strongly. Those are issues that should be addressed, but you can't just punish people playing them.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481444#Comment_3481444

    It also isn't fun to have to deal with any Killer 10 times in a row other than a brand new Killer. I don't think that is unfair for longer queues, as you know the risk when you queue up. Also a longer queue isn't no matches, just 3-5 minutes wait instead of 1-2. I 100% agree buffing or otherwise improving the playability of older/less played Killers. I still think there should be at the bare minimum Killer repeat prevention, but I would go as far as to give Survivors Killer bans at a rate of 1 per 5 Killers, while giving Killers map bans at the same rate.

    People already ragequit by DCing or hook suiciding against things like Nurse and Skull Merchant, so a ban system would just help prevent a DC from Killer pick alone.

    Killer bans and map bans would only cause even -worse- queues than a non-repeat rule would. Now not only would Weskers have longer queue times but Nurses and Blights would never get games.

    I completely understand that playing against the same killer frequently is annoying but BHVR is never going to create slower queue times EVER. It's a strict stance they have.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481462#Comment_3481462

    I mean DH is not broken neither are MFT or Resilience.

    It is not because Resilience is not a gen perk, but a perk that also includes gen speeds. Nobody takes Resilience specifically to do gens faster.

    Then by your own admission you just aren't as good as you thought and its a skill issue, I have nothing more to contribute to this thread.

    I agree with you about those perks not being OP but Resilience -is- mainly brought just for the gen speed.

    The other things are a plus but when someone brings Resilience, it's because of the gen speed.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480636#Comment_3480636

    It's highly unlikely. I think the developers releases stats show that 4-man SWFs only make up 4% or less of the player base. Getting two 4-man SWfs in a row is like 0.16%.

    Three 4-man SWFs in a row is 0.0064%. (If I remember my developer stats right).

    That's not quite how the maths would work out as 4-man SWFs will disproportionally gather at high MMR, they're not equally spread throughout MMR. If a killer is at 'high MMR' they're much more likely to encounter 4-man SWFs than someone at low MMR.

  • Unlike maps, they can't add a system that stops you getting the same killer twice in a row, because that would ultimately mean that popular killers get longer queue times, which isn't fair. You shouldn't have to wait in a longer queue just because the killer you like playing happens to be popular.

    Ideally they would balance killers more and give certain unpopular killers better QoL changes to fix anything unfun and clunky. That's the healthiest way to get people to play more killers.

  • The MMR system does screw up a lot, mainly when it comes to backfilling and that does need to be addressed.

    However, the rank system was no better when it comes to matchmaking, infact, personally I had more uneven matches back during that system, because it ONLY took into account a number that didn't really mean anything. And even then the moment you got the rank 7 or 8 you went against 'red ranks' anyway so it wasn't even that strict at matching ranks.

  • I don't think it cares about realm, only specific map. So you could keep getting RPD if it just alternates between West and East.

  • I got really lucky with mine as I got matched against babies who genuinely didn't seem to know you could hide in lockers against it. But yeah it's one of the most annoying achievement by far, you can't even get it by being a 'nice killer' like the nurse grab one.

  • @appleas said:

    Devs can’t flat out punish tunneling and camping because a lot of people will lose even more as Killer which may lead to them quitting the role, then the game will revert to 10 min Survivor Queues again.

    They either don’t know how to balance the game if tunneling and camping was completely killed or don’t want to. So they go about it in indirect ways like introducing base kits, perks and things like anti face camp. Given how scorched earth BHVR can be with nerfing perks, it’s quite obvious something is holding them back when it comes to killing camping and tunneling for good.

    BHVR currently has a game that's popular and makes them good money. Players may complain constantly about tunnelling, but most of them continue playing the game regardless. There's no mass exodus caused by tunneling and camping existing and so there's no real pressure for them to actually fix them.

    Also, 'fixing' tunneling fully would require a massive change to how the game works, and a big change like that risks driving loads of players away if it's not done right. Rather than making big changes that -could- harm their business, they could alternatively do nothing, or just make minor changes that don't really fix much, because as I said, people aren't really leaving the game in droves because of camping.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479963#Comment_3479963

    Its still just feels weird ya know. We gotta remember to grab first before hitting the big red button. (On a side note: event items are same price as browns)

    Oooh I didn't know that, then yeah something's really messed up on their end.

    And to be fair I usually check if there's anything I really want on the bloodweb before clicking auto even outside of events so I'm used to it. I don't trust an automated system to make good choices.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479960#Comment_3479960

    Well, while I dont know prices off hand, it prioritizes green over anniversary, which im sure is more expensive. Add to that theres no perks on my web so that reason is out as well.

    Guessing BHVR messed up with how Event tier items are placed in the priority system then. Wouldn't surprise me if they're the placed lower than Ultra Rare.

    I always just grab cakes before clicking auto.

  • I think the auto-button prioritises cheaper stuff, and anniversary stuff is priced at... uncommon level? I think? Which means if there are browns on offer it'll grab those over grabbing anniversary stuff.

    Could also be they just didn't program Event rarity into it and so it avoids em altogether, dunno.

  • The artists shouldn't be getting any hate, it's the judge's that should be getting the hate if people don't agree with the winners.

    Now personally I really like the clown cosmetic but I understand that he's already gotten one before AND that Plant Dredge skin was amazing. Unfortunatly they were never gonna choose a skin like that to win because it's too much work, the Clown skin, while looking really cool, won't require anywhere near as much work.

    The Yun Jin skin though is... really generic? Like it's just so bland and so similar to so many skins already in game. I didn't even know it was her until I saw the 'No Spin' on her shirt, it's just some generic-looking character. Now I've not seen any of the other skin ideas for survivor but there MUST have been some other choices that actually looked creative and unique and wouldn't take that much work to put ingame, surely.

    There's also the issue that EVERY single survivor that's won has been female. I'm not expecting some gender-quota or anything but at this point it's clear there's a definite bias amongst whoever judges this towards women and it's gotta be super disheartening to people who submit male survivor ideas.

  • Unless you're a killer that can punish survivors waiting at the exit gate (Deathslinger, Pinhead, Twins) there's no point going there at endgame. Just go kick pallets or spam your power for BP, or go afk.

  • Against many killers it doesn't really give much of an advantage, and you always run the risk of running into a wall and ruining the chase anyway. You can judge by the sound and red stain how close they are anyhow. Heck you can run Spine Chill (until the nerf) to literally give you a meter of how close they're getting without even looking.

    Deathslinger is a big exception where you need to look back at him, but even Huntress gives a grunt so you know when to mindgame.

  • I think BHVR puts a bit too much stock in pure data and analytics to the point where if something has an okay win-rate then they don't care what anyone says, that killer/perk is fine. Doesn't matter if they feel miserable to play as or play against.

    Saying that though, the last load of kill-rates we saw had Trapper bottom of the table and they STILL said Trapper is in a good place and doesn't need anything. And Trapper being awful is one of the few things the majority of the community can agree upon.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478678#Comment_3478678

    The longer the survivor remains in the trial the more points they get for the Unbroken emblem. And, no, they really can’t. There are so many ways for killers to track survivors and maps are pretty small in their current iteration. How often do you see survivors just hiding and doing nothing vs the amount of times you see killers camping? At least half of my games see a killer at least proxy camping.

    If the killer gets 2 kills and there's still multiple gens left then the last two survivors will usually hide, waiting for the other person to get found and killed so they have a chance at hatch.

    Obviously if the killer is already chasing one it doesn't matter but it's reasonably common.

  • @Kweh said:

    I'm of the opinion that if a killer has been so utterly defeated that they need to camp or tunnel to get a 1k in endgame or even earlier to try change the tide of the game before gens are completed, that they didn't really earn anything and will never improve doing so. It promotes that DBD is a game with little skill involved compared to other games.

    I mean if they end with a 1k it's a loss and their MMR will go down. I don't think in that scenario they really earned all that much, but it at least feels a bit better than getting nothing. Plus the other 3 survivors have plenty they can do to try and save that 4th person, camping/tunneling especially at endgame is hardly a guarenteed kill after all.

  • Trickster is probably my least favourite killer to face, but Nurse and Blight are both high up there too.

    With Trickster depending where you're found there's just nothing you can do.

  • @BaByLLIKa1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477017#Comment_3477017

    Like I said, if killer really wants to tunnel you no perks will save you, regarding what devs should do, well, at least bring back 5 second ds and read some anti-tunneling suggestions on their own forum, im sure there are plenty of really good ideas

    There's already a bunch of anti-tunnel in the game though. If a survivor doesn't want to or isn't skilled enough to use the many options they have, that's a skill issue.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475987#Comment_3475987

    So you’re comparing running around the map hiding while your teammates die so you can get a “*50/50” chance at an escape to resorting to camping? No, I don’t think so. Camping is far easier and far more effective. What you’re describing for a survivor is left up to chance more than anything else, and will actually require more work as you still have to try and evade the killer.

    I never said hiding and camping are as strong as each other, I was just pointing out that both sides have unfun things they can turn to if things aren't working out for them, and which bring them a better chance at 'victory', at least if a survivor considers a hatch escape a victory.

    I do think BHVR should do something about tunnelling but it would have to wait until they make spreading out hooks actually strong. As long as 4 survivors who are all on death hook are just as capable as 4 unhooked survivors, tunneling sadly needs to remain or else kill rates would plummet.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475916#Comment_3475916

    How is that going to help them escape though? Wait it out and hope the killer gets everyone else so you can maybe get the hatch?

    Yes.

  • @Seraphor said:

    Keys are useless, and Maps are also disappointing. Both need to be reworked:

    https://forums.bhvr.com/dead-by-daylight/discussion/341168/rework-keys-and-maps-combine-them

    Maps have a use though, mainly to help locate totems, but I agree once you learn totem spawns they're much less useful. Wouldn't mind a buff, even if it's just a range or charge buff.

    Keys though are only really useful for hatch archives or archives where you need to escape. Bring a key and a blueprint offering so you know where hatch spawns and wait till your teammates die. It's a very toxic playstyle but it's the closest thing to a 'guaranteed' escape there really is. If you're bringing a key outside of those specific archives then you're literally going into a game expecting to lose.

    I wouldn't mind a buff or rework to both but they do at least have some niche uses, just can't compare to toolboxes and medkits that will always get use almost every single game.

  • @DavidHypnos said:

    If it’s at that point in the game I wouldn’t be so upset if a killer started doing that… but the point is that it’s super easy for a killer to do these things. Game isn’t going your way? Time to camp and tunnel. Survivors don’t have that option. Game not going well? Too bad, nothing you can do but press on.

    To be fair survivors always have the option to just hide and locker-hop, which they often do if the killer's doing too well.

  • @Hawk81584 said:

    not doing well......turn on ez mode!

    If you're against survivors who are good enough to put you in such a bad situation then tunneling/camping is hardly 'ez mode'. At that point it usually relies on the survivors making multiple mistakes and even then you're not likely to get a 3k or 4k.

  • BHVR themselves have stated that if even one player leaves a lobby, MMR goes out the window and the system grabs anyone to ensure short queue times.

  • @GentlemanFridge said:

    Massive stretch, but could it be the aura that’s revealed when the killer gets access to the Expose invitation ability?

    I believe this is the case. I was watching Otz's stream a while ago and someone with OTR didn't give the aura when the invitation's expose-effect was ready to use. It seems that counts as an aura-read and so Distortion or OTR effects it.

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474604#Comment_3474604

    Dh existed for 5 years before nerf

    Pt existed since launch effect moved from leader to pt

    Coh still took over 6 months before a proper nerf

    Ds took 3 or 4 years for nerf

    There removing hook grabs

    Over all I'd say patch to patch even but surivor perks stay for way longer than killer perks, looking at undying

    3 weeks after launch

    Now let's look at how long good killer perks existed before nerfs

    Ruin about 4 or 5 years since release

    Pop about 2 years after release

    Pain rez about 9 months till its nerf

    Again hook grabs are going

    And undying took 3 weeks

    Heck copde grace didn't even make it live without a nerf form 100% to 80%

    It took them years to nerf Nurse and she's still the strongest killer in the game.

    It took them years to finally nerf Spirit's OP addons.

    Blight hasn't had his OP addons nerfed at all.

    Skull Merchant still exists and can camp 3-gens for hour-long games.

    Face-camping is only being properly addressed now and has been in the game since launch.

    Tunnelling is still the most effective strategy and is miserable for most survivors.

    There's bad stuff on both sides that should be addressed and have been put off for far too long but they've literally made BIG nerfs to survivor as well. At this point you simply can't say the devs are survivor-sided or killer sided when they've made such changes.

  • @daffyd said:

    Simples, BHVR don't care and time and time again only listen to 80% of their community (aka survivor mains)

    Do what I do and stop playing killer, the survivor mains will then have to do more and more Killer challenges due to new challenges due to lobbies taking too long. Those survivor main killers will then farm and we are left with a game nobody wants to play because it is boring but BHVR have made as much money when you kill the golden goose.

    To not kill the golden goose you have to make the game enjoyable for 20% and 80% of the community, BHVR are not doing this and to try and stay on point to this post "Made For This" is broken but whilst they try to keep it alive for the 80% the game currently is in such a mess it will be 'amended' in a couple of months... again only due to the state it is currently in and not because they want to displease the 80% or balance the game.

    edit: These are my opinions similar to others

    I know BHVR makes some... questionable decisions at the best of times, but you can't say they only listen to survivor mains when they nerfed DH twice, nerfed CoH -and- nerfed DS, all of which were THE strongest survivor perks and are now all far weaker.

    AND they heavily nerfed medkits and self-healing in general.

    Edit: And they're nerfing Prove Thyself next patch.

  • It wasn't a great chapter, better than Skull Merchant's but that's not saying much.

    Survivor is... just kinda meh and forgettable. Killer started off weak and I think has gotten to a decent place but he's overly complex and not very fun. I already almost never see Gabriels or Hux's in my games.

    The map looks good, certainly feels like an alien planet, but it's a bit tricky to navigate and has yet another main building gen you're best off letting them complete.

    Overall pretty bad chapter.

  • I mean this is pretty much the definition of 'bully squad'. A full 4-man bringing a survivor-sided map and abusing perks combos that leave the killer without anything they can do.

    Yes, those aren't 'meta' builds but I'm gonna guess whenever you started chasing them they just ran upstairs and got down on the corner of the balcony, meaning you only have one hook you can use, with difficulty, and they got a sabo player. It's a shame the only counter to abusing Boil Over is to leave them slugged because then they just bring No Mither, or in this case two Boon: Expos, and you literally can't even just slug em.

    I'm sure a good Nurse or Blight could deal with this but for any other killer if you aren't REALLY good, you can't really do anything.

    Honestly Boil Over in general needs to be changed, it's borderline useless in most games, unless you purposefully go down in certain spots and then it's gamebreaking.

  • DBD isn't really a 'horror' game after you play even a handful of matches, let's be fair.

  • They look really fun but I think one or two may need to be tuned down slightly, they seem busted in the right situation.

  • @brokedownpalace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471979#Comment_3471979

    How many people have stopped playing him because he's gay? Do you have numbers somehow indicating that's the specific reason?

    All I have is my own experience and while David was never like -super- popular, he was always fairly popular because he's free. Within a month or two of him being revealed as gay I noticed playing with and playing against far fewer Davids.

  • @i_dont_care223 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471946#Comment_3471946

    he got more outfits before he came out so it has something to do with it i dont want it to but i fear it has

    A lot of players dropped David after he was revealed to be gay. Now that few people play him there's less point in releasing skins because they wont make as much money.

    So it -kinda- is because he's gay but more due to the player reaction to it. If so many players didn't drop him, he'd likely be getting more skins.

  • The idea of the change is to get survivors to use the tvs and tapes more as a form of passive slowdown, which is definitely needed, but I'm skeptical how effective it will be.

    Sounds like the best way to play against Sadako will be to grab a tape from one TV and then move to a gen next to a different TV so that when you hear the lullaby, you can quickly deposit your tape.

    You'll want to be holding a tape as much as possible EXCEPT in chase, so it will be important to have info of when she's near so you can put it away early. Sadako chasing a survivor with a tape is pretty big because it can result in two stacks of condemned on them AND a stack on everyone else.

  • It's a good change. The whole 'grab game' was so stupid and unintuitive and now it's gone. Back to just hitting a survivor as they run in and then hitting them during the save.

  • I can see the logic somewhat. If they just upped the radius and kept it as ALL hooks then it'd be OP. Apparently the ptb for Pig had it so strong you basically saw all survivor aura while carrying someone.

    Having it so that four randomly-chosen hooks have a slightly higher radius though... it's garbage. Doesn't even have any good synergy with the other scourge hooks. I guess with Monstrous Shrine you can see the aura of survivors in the basement while carrying someone but like... why would you need that?

    Some of the perk changes are pretty good and show BHVR's understanding of how perks are used but... then they show -this- change and it's like... they don't play their own game.

  • I don't agree with the current mindset that you should ALWAYS 99, as that does indeed get people killed if there isn't someone waiting to open it in advance, which there usually isn't. I've gotten killed a few times because I didn't have time to open the gate and escape through it but I -would- have gotten out if it was already open.

    That said, 99ed exit gates don't cause a lot of deaths, and they likely save more lives through not starting the timer early or giving the killer a chance to use Blood Warden, though BW is indeed incredibly rare so shouldn't be much of a consideration, starting the EGC timer is the main thing to think about.

    As said it should depend on the situation, who the killer is, how far from the gate the hook is, how many survivors are still left alive, is everyone already together and healed or split up and injured? What perks are in play from the killer and survivor?

    These should be weighed up and a decision on whether it would be better to open the gates now or wait until the save has happened should be made, but it's far easier for most players to just say "always 99 gates" and then not have to make complex decisions.

  • @Steel_Eyed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469863#Comment_3469863

    Hardly. Knight is a very good killer after his midpatch. Skull Merchant I veer on because survivors clearly hate playing her, but she hardly feels terrible to play as.

    Singularity is definitely a good killer. Once I got past the adept challenge and they did his smaller patches, he feels fine to me now. I will grant that the camera disorientation thing is still a source of frustration, but it needs to move quickly or the power becomes too punishing (slowing down the power for orientation purposes).

    It's more to do with how popular the chapters are. Vittorio is actually decently popular but very few people play Knight. The Lyra siblings aren't all that popular and SM is the most hated killer by a wide margin. I rarely see anyone playing Gabriel even so soon after his release and Singularity dropped off just as quickly and the buffs haven't really got people to pick him up again.

    None of the last three chapters have done that well, with Vittorio being the only character that ended up actually being fairly popular and that's because he was a thirst trap.

  • @MikaelaWantsYourBoon said:

    I am asking for original characters ofcourse, BHVR have no power on licensed characters.

    We have one gay character: David. And some straight characters: Felix, Nurse, Frank & Julie (That's all if i am not mistaken).

    So how you would feel if BHVR reveal all of og characters? Or keeping them for our imaginations is better idea? What do you think?

    Technically it's not been confirmed that those characters are straight, they could be bi or pan. I believe the only 'confirmed' sexuality is David's.

    It's similar in Overwatch, the LGBT characters have had their sexualities 100% confirmed but the 'probably straight' characters have not.

  • So is this three failed chapters in a row?

  • I'm all done, took aaaaages and I always opened gates when on RPD, never 99ed em. It's not tough but takes forever. Wish it was only like 10 or even less.

  • Rotten Fields is the only one without many pallets, surely.

  • @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466797#Comment_3466797

    that same data tells them maps like the game and haddonfield are ok and don't need changing cuz killers get a decent average kill rate on these maps despite their problems but that data doesn't show how miserable it is to actually play on these maps.

    idk what they're waiting for exactly, to see that there's a decline in kill rates in matches with mft? cuz that's probably not gonna happen much but that doesn't mean the perk is not busted.

    how did their data not tell them that dead hard was problematic when everyone and their mom complained about it yet it remained in the game for 6 years.

    bhvr just don't wanna shake off their old "stats based only" balancing methods.

    I love playing on The Game as killer. It's one of my favourite maps.

  • As mentioned before, at low MMR killer is much easier than survivor, and most players will get a bunch of easy killers games for quite some time until their killer MMR reaches a certain point. Then killer abruptly becomes much more difficult and I would argue fairly close to solo survivor at times. Overall though solo survivor is the hardest 'role' but killer isn't far behind.

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