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Lethal_premium

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  • My argument to the counterclaim that the survivor needs a chance or shouldn't be stuck in a losing game is this. No one says that they need to I feel like Hatch should be reworked or removed and turned into something else because, as of now, it's just a bad design that rewards low skill.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109995#Comment_4109995

    Yeah then that's nothing and you just end up with impossible games immediately and everyone gives up instantly. That's a terrible idea.

    I don't know the solution. I'm just saying it needs a solution to the hatch because it's making my experience and my teammates' experience worse. I wrote this post because I just came out of five survivor matches in a row where someone hid the whole game and escaped via hatch, not doing gens or anything, plus it annoys me when killers slug for the 4k, I understand it but it's still annoying, and all of this is because of hatch.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109990#Comment_4109990

    Ehh nah sorry but it needs to be an active detriment to tunneling. 10% is nothing in the grand scheme of things compared to someone dying. And like this would still give the last survivor something of a chance by making it so they can finish gens still even though that tells the killer your exact location for each gen.

    I now understand I need to think before I type, but no I meant that it should be instant thirty three percent on all gens if you tunnle, and 10% if you don't tunnle.

  • @esarraf said:

    Sure, I think it'd be good if we remove the hatch as a mechanic and instead make it so survivors get progressively stronger the more survivors are dead to incentivize people to keep trying as more people die. Maybe something like reducing the progress needed for gens by 33% per survivor dead would work.

    Agree with the concept, but thirty three percent would only incentivize tunneling. I think that should be the result if you tunnel, and make it like 10% if you don't.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103521#Comment_4103521

    Everything is potentially "abusable" in SWF. That's not really a reason to destroy everything. There are only so many high-performing 4mans out there. I'll never understand why it's called abusive when survivors optimize something but it's strategy when killers hard tunnel at 5 gens.

    And it's really not a side grade even if that's what they called it. You used to just sit on a gen and get instantly rewarded for someone else getting hooked. You now have to get off your gen and perform an action to get the reward, which gives it the Deli problem of getting to the hook first to get value. I've seen almost no one run it since the rework. Even before the buff I did at least see it here and there. Now it's gone.

    The fact that Cross Examination actually did something isn't a reason to nerf it. I didn't try it but I did play against it quite a bit and it was a non issue for me, even in indoor maps playing a 4.4.

    Tunneling just bring DS, works great even if they're not tunneling. Plus tunneling is a strategy not a perk, and is countered by perks.

    Also, unhooking is required to not let your team die? So a perk tied to it gives you bonuses for doing a thing you are meant to do.

    And cross was a problem if you want; I can link video compilations of me escaping chases with it.

    Also look at Jason; his add-ons got gutted for no reason besides crying from survivors. I play 50/50 and can tell you he was easy to counter, take chase and avoid projectile and zoning every killer can do that but Jason can't?

  • @cogsturning said:

    Be for real, Fast Track was a hard nerf. It's worse than it was before the rework. It was better off left alone. Cross Examination was the most recent so-called "broken" perk to be instanuked. The anti tunnel ptb was an extremely colossal waste of time and expectations, and the one thing that came of it is also being nerfed. Fog Vials were destroyed and weren't even impressive on launch, and are still pretty bad even after waiting many months for adjustments.

    Fog Vials didn't need to be gutted, I agree, but first off, that happened eleven months ago, and cross-examination allowed you to escape chases if you looped and you won the mind game. I would know I used it, although I guess that does count as a nerf; however, Fast Track was side grade because it's less abuseable in SWFs and better in solo q.

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103492#Comment_4103492

    Lithe isn't even vaguely a problem! It has almost none of the actual issues sprint burst has, there is no reason to touch the perk.

    It still has the same hold W problem, and it's free distance with no skill required which is not healthy IMO.

  • Also here's a video that proves gen speeds are ludicrous

    https://youtu.be/fN_ZUUNTzic?si=gb9yFghNYxg43iCX

    even if they are comp players a two minute escape should not be possible period.seconds

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095746#Comment_4095746

    If all of the survivors spawn in the center of the map and hop on a gen together then they will be easy to find and you can interrupt them ALL which is a massive amount of free pressure and time for the killer. Made up scenarios between friends in customs is not relevant to public matches and having a build that can do so leaves you wide open to tunneling, slugging, and worse chases than you otherwise could have, its a trade off you made in your build.

    Okay but you have enough for SB and that alone is enough to make chases last long enough for a gen to pop if your good, and yes if they all spawn I can interpret them and get free pressure, however I hit one and the rest all SB or Lithe away and WoO space bar.

  • @FerrousFacade said:

    Chasing the first survivor, even if they're bad, with exhaustion takes thirty seconds enough for the first Gen to pop if all three people work on it.

    I read the whole thing but I could have just stopped here. If the survivors triple stack a generator they are playing in a hyper inefficient way (unless that gen is the key piece of a hard three gen). If this happens at the start of the game its going to be a gen in a corner of the map I don't care about and now I don't have to care about any pallets in that area either, they have done me a favor. Killer is doing just fine.

    https://us.v-cdn.net/6030815/uploads/CB74AK4QTDUO/image.png

    If spawns worked right then I would agree but I have had too many survivors triple in the middle and ruin any three gen, or they spawn in four different areas around four different gens which I should have mentioned

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469496/dbd-is-survivor-sided

    Chasing the first survivor, even if they're bad, with exhaustion takes thirty seconds enough for the first Gen to pop if all three people work on it.

    This thirty seconds can easily be extended by shift W, and pre dropping. Then you got people who play immersed which are time consuming to find.

    "So drop chase" you can't keep dropping chase repeatedly, and if everyone pre drops and pre runs then it takes forever, keep in mind this takes no skill.

    Ignoring the fact it takes 90 seconds to finish a gen (not accounting for perks or toolboxes) alone and 40 esque seconds theres flaws with this. First, what exhaustion is the survivor running? Deadhard will not help them if its their first chase, while overcome will not help against the likes of Billy, Bubba, or Meyers. Second, is it the first chase which almost always takes the longest? Second or fourth where some or more resources are spent? Especially if theyre pre-dropping? Has the killer been bouncing around survivors causing chaos? Third many killers use their power to shorten chases. Ghoul can straight up ignore pre-running as can blight and Billy. Once trapper is set a chase can be immediately shortened by one mistake. Well aimed shots from artist or huntress cuts chases short. Henry, Nurse and Pyramidhead could straight up ignore pre-dropping. Were survivors interrupted during any chase? Other perks used? There's a myriad of things that affect a trial.

    Generators also go by to fast, with hyper focus stake out, a gen can be done easily in under 40 seconds solo, and stealth killers are usually weaker and easier to loop so the extra Gen speed is not needed.

    Hit and run is also useless because botany, God medkits, lend a hand, Boon circle of healing, and the millions of other healing perks.

    Can be and actually are different scinarios. That combo requires skill checks which are inconsistent as sometimes you spend 60 seconds on a gen before you see a single one. As above various factors influence the trial. Funny enough stealth killers semi counter stake out since you need to be in a terror radius. Meanwhile hit and run is still alive despite thoughts to the contrary. Those perks help against it true, but only one of those doesn't kill it and survivors only have 4 slots to use. Many have also shown an inclination to not bring to much altruistic perks unless its whatever new flavor of the month.

    Tunneling is easily countered by STB, DS, OTR, BT, Baby sitter, and DH is a powerful perk that you only get by hooking.

    So the funny thing is that all those but DH only helps the would be tunneled target. Shoulder the Burden can backfire spectacularly due to sheer luck. DS doesn't help much against alot of the cast or if theres nothing to work with due to pre-dropping. OTR is basically a better BT which protects you from being tunneled for 1 hit that usually gets chewed through anyway due to said tunneling. Babysitter only affects the unhooked bar the aura reading. Deadhard meanwhile is a parry which can be baited…and can ironically enough be countered by tunneling since you cant use it while in deep-wounds. Weirdly enough if you dont tunnel you dont really got to deal with most of them.

    Slugging is also countered by UB, EXPO, No Mither, FTP, Soul guard, WGLF, MFT, Conviction.

    …Really? No mither?…

    Ignoring the fact that no mither is being used for an arguement for the game being survivor sided: Unbreakable only works against slugging and only once. Exponential similarly only works against that tactic and while it works for the whole team, it can be snuffed out. If we have to explain the downsides of no mither im calling this a lost cause. For the People…kinda is just a general heal, it doesn't really counter slugging alone since theres now 2 injured survivors, possibly close depending on if the slug was guarded. I realize im kinda just listing what they do but its kinda to hammer the point home that these really only work against that tactic (bar for the people, which again a general heal). If you DONT do that tactic its a non issue and some of those have downsides.

    Camping: Reassurance, and basic teamwork.

    Again, one tactic for the perk. Basic teamwork could beat alot more than just camping if the killer isnt careful, but wheres the teamwork in solo que? Scattered in the fog. "High-level" or not unless they're a squad teamwork is an unfortunate tall ask as the survivors need to infer (aka: fancy guess work) what their team is doing and when.

    Also Shoulder is easily the best perk in the game, even without vigil exposed is only good on M1 killers which their are only four good ones, Singularity, Houndmaster, Spirit, and Ghoul. And fourty seconds is 28 with vigil, which means it's counters the one downside for such a strong effect, and with exhaustion it's basically impossible to use the exposed if you're good.

    Your opinions are your own though personally disagree. A: i've seen it blow up in peoples faces. B: It only moves a hookstate. Since I don't tunnel all it does is surprise me when someone dies due to miscounting and the fact someone actually brought it. The exposed doesn't even factor to me.

    Okay the first point you are right, but I have not had one match in the past month were someone didn't bring a gen rush build, exhaustion perks like sprint burst or Lithe counters all m1 killers, and some high mobility killers like ghoul pre drop pallet and you run away they have to wait on cd then pre drop again, you see where this is going. Hyperfocus stake out gets value 99% and in what world is getting generators done in twenty five seconds fair.

    Killers and powers also don't counter both pre running and dropping, ghoul gets a token removed, huntress gets pre ran into mars and so does pyramid head. Blight and Nurse are excluded from this argument since they are a completely other ball game.

    I wish I recorded the match but I had a match with Wraith where I was doing hit and run with sloppy and GOF, and they still healed in two seconds wjth resurgence and lend a hand.

    Tunneling in this meta is required as gen speeds are beyond ludicrous speeds, and STB,DS, OTR, and BT have throughout the games lifespan been used aggressively, even without tunneling.

    Slugging I have had killers use slug builds and I use WGLF and I have not lost to a single slug build with it. No mither is not that bad in this meta because of how broken survivor is, UB is a perk I have lost entire games to because I slug for pressure when everyone flocking the slug get three man down and poof UB across the map and my pressure is gone, and EXPO is meh I will give you that.

    Camping in solo que honestly I can usually get my teammates to work even if they made a bad play by pin ponging the killer, and reassurance is good even when your not camping. 100 second hook timers should never be a thing.

    STB I have games where I have had two people first hook, and one second hook at one Gen, I need the second hook dead but they get STB, and since I'm not camping they got away safely with zero counters. Also bad survivors are not important when discussing balance thank you.

  • @Angy_Quentin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095709#Comment_4095709

    Ever think about how blind people are severely disadvantaged when playing the game. Life is not fair. But my condolences anyway.

    Name one game a blind person can play at the same level as a normal person could.

  • I'm a ghoul main with 80% kill rate however, I win not because I'm good, I win because the survivors give up when they hear my terror radius or loop the air, or horrible pathing, the 60% kill rate would be lower substantially.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095673#Comment_4095673

    Ngl if this perk makes the game unplayable then like….I could name like 10 other perks that do that and deserve the nerf waaaay more than this perk. Im also not saying this perk isnt justified to be nerf. My point is nerfs to recent things are starting to feel like knee jerk reactions than actually letting this settle for a few week, hence feeling like flavor of the month balance changes instead of actually looking at things that have been in the game for months to years that are still way too strong.

    What perks are more broken than escaping chases when the killer mind games a tile with little to no counterplay?

  • @Angy_Quentin said:

    You can hear invis survivors if that helps. I track them by my ######### ears.

    What about deaf people like myself?

  • I honestly didn't know that so I will take your word, the only reason I made that statement is that I have heard it a lot and the survivors in events in my experience are much worse than normal queues

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095701#Comment_4095701

    Events do have SBMM for the purposes of matchmaking, you just don't gain or lose MMR during it.

  • @TicTac said:

    It mostly depends how you look at the killer choice. Do you take the average of every killer or do you just compare the strongest killer? Choosing a B-tier-killer or lower is a choice like choosing weak perks. For context: my most hours are on low-tier-killer.

    I'm looking at low B-teir and below, however I think A-teirs are struggling right now too against pre dropping and decent, keyword decent survivors. Don't bring up Nurse or Blight because they play a completely different game.

  • I was wrong okay

  • @Royval said:

    there is no counterplay vs twins not sure if this is a bait post

    Pair up with one teammate and when one of you dies to Victor kick him and heal the other person, works most of the time, and pallets.

  • I did play nurse for a bit and I think ghoul is harder to learn, and the range on the free hit with ghoul is big, however, from my experience, the five-second animation is long enough to get to a loop. Now, thinking about it I think he needs one rework to one add-on being the centipede but the nerfs did not affect that. Krause is B-tier, and in this meta, I would say that's a loss against good Swfs. Plague projectile is easy to hit and cleansing gives her one of the best powers in the game.

  • Because the wins I get are unrewarding because I win against players that shift W like bots and die in five seconds because they path and loop horribly, and get harassed, egc, and losing feels like I could do nothing better especially on killers like pig. And look at the unrestricted tournament hens I think hosted, didn't most of the high tiers fail to even draw.

  • Yes you can catch up quickly, but you have fillers to play to go to the next tile, the reason it feels like there's no counterplay is that Shift W is less effective, I play against ghoul and generally, unless it's a compie, I loop them a while around most tiles enough for a gen to pop anyway.

  • Matchmaking is bad in this game, I have 1000 hours and a 80% win rate on killer and survivor, and I get placed against fifty-hour players.

  • Kill rates don't matter that much to me when survivors DC at my terror radius, and are more causal from my experience. Also the free hit, gives a long time to run away to a loop, and what about legion, plague, and nurse?

  • How were they necessary and I admit bias. However besides the first nerfs, the only points people brought up were skill issues, if you have points please list them.