Marioneo
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@BbQz said:
Just chase them out sheesh. It takes two to tango and your are equally holding the game back as they are
This is peak jerk entitlement
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@Magerchub said:
The proxy camping/tunneling is the worst I've seen it in a long time. Ever since the chaos shuffle and it seems like killers maybe used this since they could argue their perks weren't good enough to not tunnel/camp but now they are doing this with the most meta perks they can run. Running DS again every game to even que survivor I guess. Yippe!
Its almost as if patrolling and going for chases with other survivors is far more detrimental thanks to excessive safe options pallets and vaults then camping and tunneling
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736052#Comment_3736052
You sound like you need to play more killer to get a feel for it. Gen control was annoying as a survivor so they asked for nerfs and they got them. But now killers have no motive to leave the hook. Why try to patrol gens when the tools to do so are so weak now? It does encourage more aggressive and toxic killer play and Sabo buff encourages more bully squad behavior from survivors. This last year really seems to be a coordinated effort to make killers and survivors hate each other.
Lets not forget Gen kicking does little to nothing to gens 5% (4 mins to fully regress)and they limited gen kicking for terrible reasons and our regression perks add to the gen kick limit. I'm ok with gen perks being nerfed as long as basekit kicking gets stronger in exchange
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@Science_Guy said:
Well DS is insanely bugged right now, so I wouldn't recommend that. So bugged, in fact, that that might be part of the reason you're seeing more tunneling.
Its is what's wrong with it?
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736271#Comment_3736271
You can stay in the pallet and try to mindgame against nurse. No guaranteed hit. You can run through the pallet vs Xeno or Nemi to avoid a hit at the pallet. No guaranteed hit. You can try to dodge a hatchet. Trickster cant down with a single m2. Plague need her power, which you can deny. Deathlinger cant guarantee a down over a pallet. Also, none of those powers are just tied to a pallet loop. Vecna completely ddenies a pallet loop with this power. Its not like a better chance of downing, its a guarentee.
A good nurse ain't missing her swing try to mind game all you want it ain't happening Nurse herself is a guaranteed a good huntress ain't missing a hatchet and your forgetting plague starts with a free corrupted pool and has addons to give more free red pools
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@Mandy said:
Being grabbed from a portal is definitely intended - same as you can get grabbed off a generator for example, with portals its harder though as the specific window for the grab is much smaller.
then how big is the window to injure a survivor portaling cause killers are having an extremely hard time just getting a hit the hit just bounces off them portals need to be looked at
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Devs doin a day 3 panic nerf
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@theblimp said:
The downstairs area of the the new map is so ridiculously strong for survivors it's not worth chasing them down there.
plus only 1 to 2 hooks will spawn in the dungeon making it the perfect hook deadzone if you got breakdown or a sabo
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@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735007#Comment_3735007
The first one isn't even a nerf because using Mage Hand right on top of a Survivor is the best play, so reducing the range from 16 to 14 m does nothing.
And increasing the pick up time to 0.5 probably won't be to harsh either, picking up a pallet was already better in the PTB than holding down the pallet and gave you hits most of the time.. and that was when Vecna had that extremely harsh speed penalty of 2.3 m/s on top of the 0.5 sec animation.
Now he'll pick it up in 0.5 seconds once again BUT will move at 3.68 m/s, which is still.. barely any distance lost. So it'll still be a free hit most of the time.
were forgetting Vecna cant attack for a set time when using mage hand so on small loops MH will be useless
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@Peanits said:
Hey folks, now that we've had some time to see it play out and think it over, I wanted to give a quick update. The current plan is to make some changes to Mage Hand in one of our upcoming minor patches.
We'll be slightly reducing Mage Hand's range to 14m (was 16m)EDIT: This one is no longer planned.- We're reverting the pallet lift time to 0.5s (was 0.35s) - this is the same as the PTB version.
We'll also be reworking the Ring of Telekenesis add-on (which currently causes Mage Hand to pick up pallets quicker) to have a different effect since this turned out to be a very risky number to mess with.
And lastly, as a quick reminder, we'll be fixing a bug which caused Mage Hand to continue picking up a pallet after it stuns you (the stun will correctly cancel Mage Hand), so combining it with Enduring will no longer be an issue.
Keep an eye out for patch notes in case anything changes.
The problem was the addon (Ring of telekineses) made mage hand busted you don't need to basekit nerf Mage hand just rework the addon THATS IT. The bug is fine to fix Mage hand is gonna go back to being useless as it was in the PTB if your gonna gut his only viable power BUFF HIS OTHER POWERS IN EXCHANGE. FOTD is still useless cause crouching hard counters, Sphere is info, fly is mobility he has no lethality hes just an m1 killer now
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Im so glad i did not buy this chapter Vecna only decent power is getting nerfed now hes just back to being DTier FOTD aint gonna be anything useful cause crouching it is stupid easy flight and orb aint gonna help hes going back to PTB Vecna strength as an m1 killer
i encourage everyone to not buy future chapters on release day give it a week or two
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735066#Comment_3735066
Unknown does new players a public service by getting them in the habit of looking behind.
Can i just say how bs the cleanse buffer is? You can look at unknown for .5 seconds look away break los and that cleanse will keep going for 3 more seconds
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735232#Comment_3735232
You were noy around for his release then. Lots of people were spouting how OP he was and how the counter was imposible to do while looping him.
i second this i remember this too
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/416545/so-where-are-the-unknown-is-op-people-at
Unknown is pretty terrible.
If they just made it so direct hits with the grenade also applied the weakness effect and did damage, the killer would be in a much better spot. Right now, the ball is so easy to dodge its a complete joke. What unironically is the most effective thing this killer has, is running undetectable perks, and teleporting around then coming at the survivors from unexpected angles.
Besides the grenade being bad cause weakened does nothing and detonation delay needs to be shortened hallucinations are pretty bad too mostly cause he can only have 4 and they can easily be cleansed in 5 secs per hallucination 7 if weakened. 1 survivor can easily deny his tp power i think unknown should have 6 spawnable hallucinations and quicker tp cooldown
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734706#Comment_3734706
They usually only ban for things when they announce that they will be banning for it via the Ingame-News. And this only happened once since I was playing (back then Legions Mend-Add Ons would cause infinite Mending since the time got longer each time someone was hit with Feral Frenzy, which lead to Mend-Times of minutes).
But this warrants a Killswitch - which will probably not happen either, so I cannot wait to encounter an increasing numbers of Blight-players doing this over the next week or so.
it warrants a killswitch but i doubt they will since other gamebreaking bugs cough potential energy was not ks
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@JPLongstreet said:
It is rather impressive how players discover and develop (pun intended) all these tricks & so-called techs. In particular with Blight.
Me when i develop No clip and god mode and call it a tech so its not hacking or cheating
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733420#Comment_3733420
I try it yesterday, I can slide on the wall with the chainsaw, it's so dumb! XD I love it
He gonna be more oppressive than before with thatIts a lot of fun I'm maining him for the future
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733522#Comment_3733522
Slinger definitely doesn’t require more skill than Huntress lmao. Only when it comes to aiming, that’s it.😂
Thats what i was trying to say
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Thats a first i think this will be a very rare thing though
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i regret buying Chucky i will abstain from purchasing licensed in the future
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732947#Comment_3732947
The only problem here is that it looks like they want to have one addon of a certain rarity for each spell. And Boots of Speed is the green addon for Mage Hand. But in general I would agree.
I also wouldn't mind if Mage Hand got a small basekit nerf though, have to say,
hmm Idk i think mage hand might be right in the middle of its only sort of perfect balance it could attain this could be another scamper situation do we just remove the pickup and make it only hold? Kinda a sad option cause theres finally a counter to predrop andys any sort of buff or nerf would either make it useless or op
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Vecna was so weak in the PTB and the perks were lackluster i wouldnt be surprised if it made people not wanna buy the chapter
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@ReverseVelocity said:
Bubba's basekit changes were more significant than Slinger's, I think. Bubba got speed increase, duration increase, tantrum time buff and a collision buff. Slinger got a negligible reel speed buff, a reload movement speed buff (which is pretty nice actually) and a standardization for breaking the chain.
If you run the numbers, pre-nerf AWC is 9 seconds, while post-nerf AWC is 8.7 seconds. 0.3s is pretty negligable, as combined with the speed buffs, AWC has only lost about 1m of distance.
im gonna say bubba was the winner for huge buffs his collision detection got a 50% reduction you can needle and thread bubba his tantrum is only max 3 secs paired with both reduction addons its 2 sec the minor buffs to chainsaw duration and speed also granted him 1 to 2 meters of distance
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@GolbezGarlandGabrant said:
You're not invincible during the animation. I've gotten hit while teleporting. It's like your hitbox is still there until you appear on the other side of the portal.
from what ive gathered the vulnerability window is so small during portaling plus latency makes it extremely inconsistent killer has a small window to hit the survivor but 80% of the time hits gets rejected cause latency
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@FridayNightPizza said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733527#Comment_3733527
Not to mention the double pallet spawns...this map is a disaster.
oh yeah ive seen videos of double pallets that are unsafe since the unknown chapter map intentionally added unsafe double pallets i think they are adding these intentionally into all future maps and reworks from now on
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@FridayNightPizza said:
Cant stand this map, the portals feel busted and the dungeon is completely miserable for m1 killers. I'd honestly rather play Garden of Joy or Gideon.
yeah portals need some kinda down side or cooldown and the dungeon needs more hooks
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@HexHuntressThighs said:
Strange how the gave him god tier buffs and only minister buffs to slinger. Bubba quite literally doesn’t require high skill any more as looping is insanely easy now and if you somehow manage to hit a wall it’s basically just a weapon wipe animation. All of this on an insta down killer is insane.
I genuinely find survivors to be very strange because none of them complained about it at all. I literally can’t figure them out.
This buffs are great for a controller player like me im sure on M&K hes very easy now and idk why they're so stubborn with slinger since he requires why more skill then huntress id give him modest buffs at least
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/416164/leatherface-mains-assemble
The collision is really far better? They said a diminution from the hitbox, but I don't try him for now
its massive difference his object collision is 50% smaller i can weave around loops with ease on controller
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732940#Comment_3732940
It's not even that bad. You have little aura mines around the map that can also inflict status effects.
Sure, it's not incredibly strong, but it's good enough to warrant using it over something like genetic limits.
I like creative perks like weaving attunement.
Yeah it has its uses more then GL it holds a niche for a fun build combo
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732579#Comment_3732579
You are right. Boots of Speed in particular need to be reworked in my opinion. Or at least nerfed noticeably.
I'd say just rework BOS it to give a buff to Fly duration or Fly velocity cause I think fly needs more mobility
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@radiantHero23 said:
Weaving attunement with franklins demise is super fun. Have been using that for the last 6 matches and its been giving me great value.
Its like a weird killer version of wiretap but were tapping items
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732929#Comment_3732929
No, they dont. All you need Is someone with Sabo ability to disable Hook in front of the Killer to waste most of his time for free escape (easy with these buffs) or take Once hit And then Sabo. Its rly not complicated.
Thanks to these insane sabo buffs Survs can get a free hook break and escape from getting hit before the attack cooldown is over two frees from one toolbox
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Really? never gotten a grab 90% is my weapon bounces off and 10% a hit cause of latency
@BurnedTerrormisu said:
You can get grabbed using the portal
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732788#Comment_3732788
True.
I tried it a bunch of times. I always hit the wall - hitbox and my weapon bounces off.
The only time I got a hit was with pre shot - skeletons that hit due to latency.
Portals need to be changed to that the survivor is vuklnerable during the animation. Its not hard to do that, is it?
Yeah portaling is very safe most of the time they should make hitboxes vulnerable during portaling or put the portals on a massive cooldown when Killers TP to prevent infinite looping
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@Chocolate_Cosmos said:
Oh that's why everyone is using Leatherface instead of Lich, now I got it. I was thinking why I see more Bubbas than new killer. I forgot about these changes.
Its a massive buff in my opinion got done playing him his collision detection is 50% smaller you can needle and thread through RPD even and the Tantrum changes is drastically improved from 5 seconds to 3 I ran both tantrum addons so 2 seconds the recovery is immense.
The chainsaw duration and speed were minor buffs but I'm noticing getting hits when I wouldn't before the buff
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732685#Comment_3732685
i got hit while interacting with it earlier today.
maybe it was just connection tho.Latency is a huge RNG factor on these portals I'll give you that
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@SleepyLunatic said:
The killer can still hit you while using the portal.
Nope during the portaling animation you are invulnerable either if it didn't you have plenty of distance to keep looping using portals and not get hit
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@FrenchBagels said:
Or it’s a free hit against Mage Hand.
Some Vecna had enduring and the Mage Hand went through the stun. Guaranteeing a hit on any loop btw.
It’s hard to say if it’s absolutely broken but I do believe it’s near impossible not to get hit without Interloper, and you’re not guaranteed to get it.
im fine with this Killer gets a free hit every 40 sec without a magic item, with the boots you get enough haste to run to another tile. Ptb magic items were just a "win harder" you didn't need any of them to easily beat Vecna now survivors have to get the appropriate gear (boots) to counter his one good power
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out of 4 powers mage hand is his only strong offensive power Devs took a hard stand on keeping flights of the damned useless cause you can crouch em for .5sec. FLY is not good mobility tool and orb is just lowtier detection
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732245#Comment_3732245
in my opinion, this killer is just pre-drop pallet and hold-w. it is like playing vs a killer that has enduring spirit fury active the entire game. In term of strength, he looks around xenomorph strength. Little bit above average. has nearly same tools as well. orb for killer instinct vs tunnels, turrets vs his items, mage hand vs xeno tail, tunnels vs his fly move. He has that weird skeleton move but that thing is pointless anyway.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732246#Comment_3732246
Ah ok well that is the mindgame I am talking about. If you use Mage Hand after the survivor already threw down the pallet, chances are you used it to late. You have to use it while the survivor is throwing down the pallet.
i think the addons for mage hand eliminate this mind game though so i think the addons needs nerfs
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absolutely this is RPD library stairs all over again
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make chucky 115% his power doesn't justify being 110
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730528#Comment_3730528
its not getting reverted, what's changed is listed on the Dev Update. When the update releases the full patch notes will be released then.
Terrible change just like you ignored Flights of the damned being crouchable
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if there keeping the speedboost let first whip hit injure and greatly increase infection gain for nemesis
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730088#Comment_3730088
It's a shame, because otherwise Xeno is one of the more interactive killers on the roster with the Flamethrowers. Maybe they should add a windup to the tail like other killers, in exchange for increasing the range or smt. They could also reduce TR more while in crawler mode, since 24 meters is still a fair amount.
i think the major problem people had was how easy you can just get your power back by just going into tunnels constantly you burn Xeno but he can tail the flamethrowers before he loses the power fully or if he did lose power he just goes into a tunnel 1 sec pops back out with crawler ready again. I think they need to drastically reduce power recharge in tunnels i dont mind if the make xeno more stealthy in exchange
oh yeah also everyone hated iri alien blood taking damage for stunning Xeno.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730091#Comment_3730091
Obviously a perk like that wasn't used back then, nor would it be used now. That's why it would be a basekit mechanic.
Why not? The Killer is already winning handily at what is supposed to be their weakest point.
Likewise, I specified action speeds. You know, like healing, sabo, cleansing, gens etc etc. Not movement speed or vault speed. Although movement speed is something I considered.
You answered your own question if its not usable as a perk it wouldnt work as a basekit mechanic. Action speeds include Vaulting its like a packaged deal and picking it apart devs wouldn't do. Finally if you considered Move speed that will be an MFT situation and cause infinites again
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@Reinami said:
A better solution to survivors is to make it impossible to remove a survivor from the trial early. My suggestion to address camping, and tunneling is usually as follows:
- Remove the 4% mechanic so survivors can't nope out early
- Remove the AFC mechanic, you won't need it.
- Survivors now share the 1st hook state.
- Basekit kindred so you know what your teammates are doing and if the killer is camping
Sharing only the first hook state means, if you hook someone, then tunnel them, then hook them, then tunnel them, then hook them, you didn't kill them, you just burned through 3 of the survivor's shared health states. Which mean the absolute earliest it becomes possible to eliminate a survivor from the game, is on the 6th hook.
Also, because you only share the FIRST hook state, and not all of them, you won't feel cheated because the rest of your team wasted all the hook states and now you are dead on your first chase. This way at worst, you'll still get a "second" chance that is all your own.
This also means weaker players are able to play in teams with their friends on not be afraid of just dying immediately.
Camping basically becomes nonexistant, because sitting through 6 hook states to remove someone from the game is a full 6 minutes. More than enough time for the other 3 survivors to finish 5 gens, 99 both gates, and coordinate a save to get all 4 out.
Tunneling becomes pointless, because tunneling someone for 6 hook states means just that much longer that the other survivors go unbothered working on gens, so you'll have to spread pressure.
I'd couple this with some basekit changes and perk changes for killer to make it so you can play the game without taking 4 slowdown perks as well, but in general this is one of the simpler ways to deal with the issue imo.
While this would help this would feel awful for your teammates lets say you did share first hook imagine your in a match and killer is tunneling lil Timmy and timmy sucks at chase he gets down in 5 sec this repeats til the 6th hook and timmy is dead now the 3 remaining teammates who never got chased is on second hook cause Timmy burned through the lives faster then they could do gens like how is that fair?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728669#Comment_3728669
For something very simple and easy to implement, a gen/other action speed bonus for remaining Survivors in the trial.
For something more…elaborate you could get pretty creative.
If a Survivor is killed off before, for the sake of the argument, a single gen is more than 75% complete, the Trial spawns extra pallets.
You could make Survivors share hook states.
I'm sure other people have better ideas, those are just the two off the top of my head. I haven't given it too much critical thought.
i believe back in 2018-2019 there was a perk that gave a like a repair bonus for each missing survivor and it was never used and eventually got reworked i wanna say it was left behind but i can't remember. Also heck no to giving more pallets or giving action speed resilience was a major issue back then thats just gonna create infinites
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@ad19970 said:
Just for fun I made a map tier list, and am curious what other people think of the current map situation in DBD. Personally, I think BHVR has improved a lot when it comes to map balance and design, with far more maps being very well balanced and fair. Of course there still have been some misssteps, like the new reworked Haddonfield, that is definitely too killer sided. But in general, BHVR has been doing a fine job with map balance, even if not all of the balanced maps are balanced in an ideal way in my opinion.
So the following is my tier list:
https://us.v-cdn.net/6030815/uploads/7NP5D2BDVA59/map-tier-list.png
There are a few things to note here.
Within one tier, the further right a map is, the more survivor sided it is, the further left, the more killer sided it is. However there generally aren't big differences within a tier.
Also, this is judging the average version of each map. I am aware that RNG can sometimes tilt a map towards one side a bit, but this is more about maps with their average rng.
And this map balance tier list is also generally considering a good killer player against a good survivor team, with the killer that is being played being A tier, or possibly B tier. So no low tier killers, or broken killers like Nurse.
A few extra notes on certain maps: I have seen some people say that the Coldwin maps lean towards killer now, but except for Rancid Abattoir, I couldn't disagree more. I think they are generally well balanced. Torment Creek is balanced for the wrong reasons, being very big, but having quite large deadzones. On the other hand, Fractured Cowshed is now one of the very best maps in the game in my opinion.
Azarov's Resting Place is also a killer sided map in my eyes, because as a killer you can just split the map pretty much in half and easily defend that half of the map. And I consider Grim Pantry slightly killer sided because 6 of the 7 gens spawn on one side of the map pretty much, with only 1 gen spawning on the pantry.
But as I said, I am curious what other people think of the current maps in DBD.
i wouldnt say midwhich is killer sided nor is RPD id put in slightly survivor sided
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@UndeddJester said:
Xeno has the greater skill ceiling. If you have a good enough aim/reactions to swat down turrets without ever losing power, and you rarely miss survivors over tiles, pallets and windows... then her map traversal, built in detection abilities, and immediately available strong anti loop with no startup gives her a much greater potential.
However if you find yourself getting knocked out of power often, or (like me) you struggle to listen well and deal with her low to ground camera, Nemesis will generally be an easier go for you.
These are also why majority of Survivors have a burning hatred for Xenomorph i still remember a month or two after release the hate swarm