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Munqaxus

Munqaxus

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  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/287510/is-circle-of-healing-the-new-lucky-break

    Boon totems aside, I keep seeing people reference Lucky Break in this way, yet what they all fail to take into account is that Lucky Break was nerfed considerably before it went live. Pre-nerf it was extremely strong.

    Yes it was nerfed, then it was buffed and still no one uses it. It was from 45 sec to 60 sec and it's still not used. The Developers will probably buff it again, back to the original 90 seconds and it still won't be used.

  • @mynameisBlade said:

    Let's be honest. A killer NOT full on smashing the totem but only snuffing out the flame is really damn lame looking/feeling. Just let the killer CRUSH/DESTROY the totem altogether. I don't care if you make the Boon Totems faster or whatever. Killer only being able to SNUFF the flame is laughable at most...

    The best way to fix boon totems is just not make them totems at all. Change a boon totem to an area of effect centered around the survivor that brought the effect into the game. Self-Care doesn't need to be setup by survivors. Bond doesn't need to be setup by survivors. Iron Will doesn't need to be setup by survivors. None of the endurance perks need to be setup by the survivor. Get rid of the whole totem thing and then there is no reason for the Killer to need to go and break the totem. Plus it keeps Killers from wanting Boons to be the exact same as Hexes.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2577653#Comment_2577653

    You have that reversed. Campers would get less hooks not more.

    @ScottJund ,

    @SleepyWillo is correct. You are reading what he said incorrectly. Because campers and tunnelers would get less hooks, they would be rewarded by staying in low ELO and be able to continue doing what they are doing against survivors that are totally defenseless against those tactics. This is why basing the MMR on hooks would fail. It would continually reward bad behavior and make the game miserable for lower level survivors who would continually have to face tunneling and camping killers. Tru3's idea would not work.

    The current MMR system forces Tunnelers and Campers into higher and higher MMR until they start facing survivors that can handle those tactics. Thus a kill based MMR is better than a hook based MMR.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2578914#Comment_2578914

    https://us.v-cdn.net/6030815/uploads/MV716E2CV278/image.png

    Ok then, if you are not ready to take smart actions to force the devs to improve the current state of the game, stop complaining about it 🙂❤️😘

    Pwned!

  • @Sabby said:

    https://forum.deadbydaylight.com/en/discussion/288513/boons-arent-op-boons-hurt-the-casual-new-playerbase

    I literally healed 100% under a oni's nose as he kicked my gen and a pallets and came at me. How is that not overpowered? 100% healing speed? Even self-care was 50% it should have been a team wise self-care at 60-75% speed I feel I have to run the clowns 50% reduced healing speed just to counter this that isn't included that it may stack with other perks to increase speed.

    Self-Care and Botany Knowledge give you 80% healing, you could have done the exact same thing with those 2 perks and not have to find the Boon area to heal in.

    (And you usually have to run a Boon with a totem finding perk).

  • @Shaped said:

    Her behind.

    I will see myself out now. Cya folks.

    Pyramid Head wants to speak with you.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576633#Comment_2576633

    I'm making the exact opposite point of you. I literally CANNOT hear footsteps for the most part. Survivors arnt always injured. Which makes tracking impossible. They're rediculous perks. It's not about being experienced tracking or being a new player. It's about for all intensive purposes being disabled and having the ability I had to use to track removed basically. 

    More to the point. Killer and survivor time sinks are NOT the same. Me having to take 15 + seconds to go up and destroy the totem multiple times. Is NOT the same as a survivor doing it. There's still 3 other people in the board progressing your objective. While if I'm taking 15 + seconds multiple times. Gens are not being pressured. Survivors are not being pressured. I'm not getting downs or pushing off.

    Do you see the difference ? Do you see why they are over powered ? Do you see why at most they should at least be one time uses ?

    That sounds like you were wasting time as a Killer more worried about doing bones than going for Kills.

    You can't do anything to a survivor that has Self-Care, Inner Strength or a survivor healing another survivor. Why are you so worried about Circle of Healing.

    Shadow Step would be annoying but it's pretty much Lucky Break, another perk you have to work around.

    I think your concern for the Boon totems is what caused the issue, not the Boon totem itself.

  • @GillyBeannn said:

    Because Boil Over blocks the hook auras at 14m, does that mean open-handed increases that blocking range?

    No.

  • Thank you for being a voice of reason. Killers are flipping out on the forums about Boons just like they did Lucky Break. Yet if you are looking at games, very few survivors are using Boons already.

    Once the first 2 weeks is over with, Boons will be used about the same amount as Self Care is usually. These Boon totems are actually beneficial to Killers, because the time wasted walking to the area, finding the totem and blessing it. The out-cry about Boons is way out of proportion to their benefits.

    Just look at how little Boons are being used by survivors, the 2nd day after their release. If survivors aren't using them that much on the 2nd day of release, the Killer don't need to worry that much.

  • @bm33 said:

    It's to be done over multiple matches not "in single trial."

    OP was just owned!

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2576152#Comment_2576152

    Well survivor cleansed.totem.already before.and now they get another incentive with the investment of additional 10 seconds.

    Double reward for less than double the investment sounds like a net positive for me. Additional to being able to apply multiple blessings in one go.

    They sound great to killers, while survivors are hardly even using them the 2nd day they are out.

  • Killers flipping out over boons as if they are the end of the Killer race.

    Survivors hardly even playing them the 2nd day they are out.

    ---

    Somewhere there is a serious disconnect.

  • @DbDCasual said:

    I don't get it. Is the extra kill that important to you? I think that's bad enough but what is with killers who slug the last guy just to watch them die on the ground? Why? What's the point? How is that fun for you? Standing there for however long while the survivor bleeds out?

    I do no get it.

    My suggest is just let the slugged survivor bleed out. You are less likely to survive, if you keep trying to get the slugged survivor up. Wait 4 minutes, try for a hatch or door escape.

    When a Killer is trying that hard to get a 4k, then you should try equally as hard to survive.

  • @reeves7 said:

    This can’t continue,whats the point of having hexs now; make hex perks indestructible like survivor ones or add 2-3 new totems. Killers are leaving because this company is to stupid to balance things. Survivors were strong,now overpowered

    How did Boon Totems make Hex perks useless? Hasn't cleansing totems been in the game since it was created, lol.

  • @Frontdoor6 said:

    I've been hearing alot of people complaining about the new Boons and, honestly, when i first heard of them, i was thinking they'd end up being a 'use once per match' kind of thing because they sounded strong and especially since four different people can use it

    I mean, turning dull bones into hexes i understand, but able to do it multiple times and on killer hexes too? Thats a bit op, don't you think?

    Survivors are hardly using them to begin with and you want them nerfed? As a Killer you should want survivors wasting their time lighting up Boon totems.

  • @DbDCasual said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575656#Comment_2575656

    But...none of them took any boon totems...By that logic, look how broken noed is by that screenshot! OMG!

    What I'm saying is that survivors aren't taking boon totems into matches that much because they aren't that great. Killers know the killer side but they don't understand the survivor side. Survivors on the other hand, realize Boons aren't that useful, compared to other more useful perks.

  • @MrPeanutbutter said:

    I agree. Killer was already way more stressful after SBMM came out. Boom totems have made playing killer an even more miserable experience. I appreciate BHVR’s attempt to introduce something new and exciting into the game, but with this one I feel like they don’t realize how OP it is in the hands of skilled survivors and good SWF teams. Survivor mains are going to continue to say “it’s fine”, but we’ll see how they’re feeling when their queue times are unbearable because nobody wants to play killer at high ranks. Maybe I’m wrong, but we’ll see…

    image.png

    3 Mikaela's in this match. Look how powerful the Boon totems are.

  • @Chilli_man2400 said:

    I hate this mentality that everything that’s top tier needs to be nerfed into the ground. DS is perfect it does not need anymore changes. Unbreakable is perfect it doesn’t need anymore changes.

    Borrowed time is perfect the only change I would make is if the person with borrowed time takes a protection hit they go down instead of getting deep wounds.

    Iron will doesn’t need a change. The only change some people would agree with is making it so while injured grunts of pain are suppressed for 70/80/90 seconds and once the timer is out Iron will is permanently disabled.

    Dead hard is the only perk I agree with being nerfed this perk absolutely needs a nerf bad

    If you nerf DS and BT, there is no counter to tunneling.

    If you nerf UB, there is no counter to slugging.

    It would be absolutely insane to nerf those perks unless the Developers also nerfed Tunneling and Slugging, which I'm all for. Get rid of Tunneling and Slugging and the meta changes. It's not survivors choosing these perks, it's Killers choosing these perks for survivors.

  • @Kurri said:

    The buffs, and nerfs that came with the update. Playing Survivor feels immensely stronger, and playing Killer feels a lot worse. None of the issues were addressed, and the Killer just has more to worry about with Boon totems. Playing Hexes is absolutely useless even with the buffs to some of the Hex Totems. Doesn't matter if your totems don't last longer than 20 seconds into the match.

    Also now that you can't use BBQ or aura reading perks, I am finding Killers are proxy camping, and tunneling even more than before and while playing Killer you can't keep up with gen speeds if you don't proxy, tunnel, or slug. Even then it feels like you risk a lot by slugging.

    How do you mess up a game this easy - this bad?

    Playing survivor feels the same to me. The Boon Totems aren't aren't strong.

    The developers did introduce an AoE anti-aura perk, but the Developers were already thinking about anti-aura perks, because they came out with Distortion. If Shadow-Step wasn't made, then Distortion would have been buffed.

  • @Morgrumir said:

    Tunnel the ever living crap out of them, face camp / basement survivors . break out the cheese and set up shop at the hooks. happy fishing.

    He asked for something new. That's not something new, that happens to survivors all the time.

  • @LordRegal said:

    https://us.v-cdn.net/6030815/uploads/GW09Q6PJNVBY/image.png

    Updating my screenshot from yesterday. It frustrates me to see the 100% gone, but not worth coming back to fix it with the current situation. Plus if I'm being honest I was playing more to complete arbitrary things at that point, rifts and P3-ing things. I'm having more fun with other games lately anyway so if I get to take a moral stand and take a nice long break from this game that may become permanent? Fine by me.

    182 out of 185 achievement. Come on man, you have 3 achievements to finish this out...

  • @Pukenplag said:

    The fact that everyone threw huge hate at BHVR for the NFT situation and literally a day after the game reaches a 66k peak players playing is just astonishing.

    I really want to understand the reason behind the "I'm leaving, bye" posts to exist if you literally come back next day like nothing ever happened?

    I was never a fan of this uninstalling trend, but I honestly love continuity. And that isn't a thing here it seems.

    There's a whole lot of Internet Tough-Guys on here.

  • @Vampwire said:

    Many times this week I have been told to "rush gens harder" or something of the sort every time my team escapes. Disregarding the fact that many of these killers had meta slowdown (Ruin + UD, Ruin + Pop, etc.) it always seems that the killer doesn't recognize their mistakes but blames the survivors for their loss. And to a degree, yes, survivors make the killer lose, but only when outplaying them consistently. I see a lot of people claim that "survivors are the power role in high play", and while survivors are very strong in that level, its not the whole picture. People seem to forget the fact that *good survivors should escape*. The reason these people aren't dying is because they're very experienced and know the game in and out. They know how to adapt and play based on the situation. Now, why do I bring this up? Because many killer mains will refer to this to discredit survivors. To say "you have it easier than I do, hence your opinion is invalid". And to that I have to say, you're not going against comp squads EVERY match. Sometimes you just lose and you have to accept that. And I know others will say "well what about this?" and list all the busted items survivors can bring. But also you're not going against that every game. Because if you were you probably wouldn't be complaining about gen rushing still.

    Killers refuse to just say "gg you guys did good" and want to thrash survivors for just playing the game. Survivor mains do this too, and I've experienced both on an equal amount. But the thing about is that killers are in control for a majority of how the match plays out. You are the opposing force. The killer you choose and the way you play will change the flow of the match. Its when you let survivors have control that you start to lose. And before you even start, no survivors do not control the flow of the match. They can loop and juke all they want but really its how you use your killers power and how you play that dictates that flow. You're the one who can corner survivors. You're the one who can kill them, the one who can decide where they run to next. If you know that a survivor is going to go for a vault into the next loop, you want to cut them off from that. But just because you're trying to do something doesn't mean that survivors are going to just give it to you.

    I think a lot of killers just expect survivors to roll over and die or run without a plan. And I also believe this is attributed to the skill curve of DBD. They get conditioned into going against lesser opponents to the point where when they meet a challenge they don't know what to do. So they get frustrated and blame the survivor. To remedy this they run the strongest perks they can for easier downs. But a lot of the time I don't see killers use their perks how they should. I've had killers with ruin walk right past me doing a gen to get a down and instead of going back to push me off they just hook instead. I've also had some who full commit to me then wonder why they lost only chasing one person. And their first response to this is "they're genrushing". They don't take accountability for the fact that *they let me do the gen*. They made no attempt to build pressure yet want to complain that they never had a chance to get pressure. Do you expect us to give you health states? To give you hooks? To just not do gens because it'd be nice for you?

    I understand that in some scenarios that its hard to get pressure. Say you get a map that's too big or two survivors ran prove thyself. Something like that. Does it make it harder? Yes. Does it make it impossible? No. Why do you play a 4v1 game and expect to not be challenged by the other side?

    If anyone ever wondered how bad of an Killer echo-chamber this forum is...

    • Vampwire made a very well reasoned statement and got 19 upvotes
  • @Clowning said:

    By that logic Survivors need to get used to being camped on the hook, maybe load up some Civ in the meantime. Or maybe, just maybe, we can accept that the current system doesn't benefit anyone.

    So nothing has changed for Survivors, except for the fact they don't all die. So I guess a gain for survivors.

  • If the Boon totems are Meta, then it's pretty much mandatory. However, the current boon totems are not.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563494#Comment_2563494

    https://us.v-cdn.net/6030815/uploads/S1LLCE04TTHS/badham-iv.png

    True North is pretty non-specific though. Not sure if our team's MMR was high enough, but we'd implement a clock system like this as we found quadrants or true north was a bit too vague. But maybe that was just our MMR! Give it a shot though on Lery's

    I really like that idea. If I was heavy into SWF, I'd use it.

  • They're really to add time to the survivor. Killers can effectively ignore them. However, they're really so weak, Survivors and Killers will ignore them after the first 2 weeks.

  • @CANxOFxCORN said:

    Is it just me or are Hackers becoming more of a thing? On top of that the Devs do nothing about it. Getting stale.

    I had a weird match with a hacker. The hacker was insta-healing all the survivors in the game somehow. I suicided at EGC because I felt bad for the Killer. However, the hacker somehow hooked themselves and wouldn't let the match end.

  • @latinfla4 said:

    Since gen speeds dont want to be touched what could be done?

    We see killers with passive abilities such as pinhead with hook hunt, freddy with dream state, etc.

    As an example, you could have doc slowly increase terror with his terror radius (without the screaming until they increase in level like his old mode).

    Or second objectives which have been discussed in other threads such as getting generator parts to finish the gen, fuel to keep the gens running, etc.

    Thoughts on what happens first?

    Second Objectives will be put into the game on Oct 19th with Boon totems.

  • @Vampwire said:

    good maybe the meta sluts will use something else now

    These boon totems don't take care of tunneling, camping and slugging.

    Survivor meta perks are a reaction to the meta tactics that Killers use. If those perks didn't exist, there would be 3 highly used Killer tactics that would have no counter.

  • @landromat said:

    Killer is just not fun. Even if you manage to kill them all you feel nothing but emptiness in your soul.

    When survivors stack their stuff together there is not much you can do:

    Strongest items

    Strongest meta perks

    Voice comms that bring survivors to a whole new level of power and are completely ignored for 5 years

    Now when it became clear with mmr question is: are survivors supposed to have such high power ceiling? do we need death squads with 80-90% escape rate and what can we do with it?

    TLDR survivors using their strongest options should not be as powerful as they are now

    Let's balance the game toward depip SWF Death Squads and get rid of solo queue and every SWF that isn't a SWF depip Death Squad. Then all the Killers can play against those 5 SWF Death Squads all the time, because they're the only thing that matter in balance anyway.

  • This is the official list:

    Nurse, Blight, Spirit, Billy, Oni.

  • @YOURFRIEND said:

    Better than dealing with dead hard.

    With all of these Killers advertising Dead Hard, no wonder everyone uses it.

  • @danielmaster87 said:

    That's what happened with moris, right? Immediate nerf, with no notice. It was done on purpose to stop killers from spamming moris, since they weren't gonna be usable after the nerf. Why then were keys handled differently? I question so much of the double standards in this game. All I want is a little balance and consistency. Keys were ridiculously broken, and now we're getting half-measures on the nerf? Now, keys are just getting spammed in regular matches. Some matches contain multiple keys. Why did it take so long to nerf keys? Who knows? It didn't come soon enough, that's for sure. But now we see, without a shadow of a doubt: strong killer things get nerfed to the ground all of a sudden, and strong survivor things maybe get nerfed after people have saved the date.

    Because 2/3s of keys affect a tiny-tiny percentage of escapes (definitely lower than 5%) and 1/3 of keys does absolutely nothing while moris affect 100% of kills with the red mori and 25% with the Green and Yellow.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561997#Comment_2561997

    You do realize that on the general section you just see the titles? Based on your title I thought you would talk with a mature neutral mind set and wanted to discuss, what I see here is someone who claims to be a "veteran" and lacks the knowledge and mind set to understand changes for both sides, and therefore you just complain about things that seem to you unjustified which is pretty sad to see sry to say that.

    Also simply calling me a survivor main is not really an insult, I am actually a Killer main but idk why you try to put the term survivor main as an insult, you should really grow up dude xD

    I wonder if people who create severely biased threads go back and read their posts 10 years from now and cringe.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561707#Comment_2561707

    why the hell would anyone suggest nerfing it in the first place? kinda lost on that one lol

    My opinion is that the developers have started to notice that Killers have a lot of aura perks and survivors don't have any counters to aura perks except for Distortion. Since there is a vacuum in anti-aura perks, the Developers are using that opportunity to make anti-aura reading perks. Basically it gives the Developers the ability to add something new to the game and not rehash old ideas. I mean, how many different healing perks can you have before players stop buying survivors with healing perks.

    You either have to make new perk abilities or make more powerful versions of old ideas to get players to purchase survivors. Killer perks don't matter as much because players want new killers.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561755#Comment_2561755

    I hate that. I get punished for getting better and i don't get the reward of proving that i'm better. It's like they want old players to quit the game.

    LOL, the irony.

  • @Injuryble said:

    54% average killrate. i will just leave that here and you can try to make your own conclusions about that.

    When I averaged my games together, the killrate I was getting was between 60% to 65%.

  • @JohnWeak said:

    So ye, soon BBQ will be totally useless. Injuring a survivor and chasing another one to apply pressure too as they will be able to heal super fast.

    Self care ? No need, find a dull totem and apply circle healing, heal yourself super fast and ######### the killer.

    You do a gen ? Find a totem and use shadow step, killer won't see you with BBQ and won't be able to track you after the first hit as you won't leave any scratch marks.

    I'm done, bb DbD.

    Killers only use BBQ for blood-points anyway, at least that's what all the Killers say when someone suggests nerfing it.

  • @vacaman said:

    Why hide the MMR? Now there's no excuse that people would abuse it to manipulate it that we already know how MMR works (kills and escapes). Why don't just make a public leaderboard and show mmr numbers after matches?

    Because that changes the game from a casual game to a competitive game.

  • @NuKeD said:

    i'm really angry and frustrated rn.

    how much ridiculous can this game be? it's so damned unbalanced and survivor sided and since you released this new MMR system, it's even worse.

    i keep meeting TRYHARD SWFs all the time. gens pop in a blink and even if a chase lasts 20 secs, 2 gens already pop, even with slowdown perks.

    playing killer has become for me really frustrating and sweaty to play, i can't literally have fun on it, i played like 20 matches in 3 days and i only got more frustrated than i already was, no 4k anymore

    just tryhards with decisive, BT, unbreakable, DH and click click spamming.

    funny thing is, when i play survivor, i meet people hiding behind trees, dying fast or literally doing nothing.

    this game has become terrible, i might considering taking a break from killer or the game itself.

    i used to enjoy killer, as a killer main, but i just feel angrier, frustrated and more stressed when i playing it, everybody tryhards and i start tilting when 3 gens pop out of nowhere.

    PLS DEVS, DO SOMETHING FOR THIS GAME, OTHERWISE PEOPLE WILL STOP PLAYING KILLER AND THE GAME WILL BE DEAD VERY SOON.

    If every survivor is a try-hard, then it probably means you were a try-hard as a Killer.

    If you play for fun, your MMR will adjust, you'll just suffer loses until it does.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559960#Comment_2559960

    See I would agree with that if the current map design's weren't asinine. The number of god pallets is absurd and there is double pallets remerging in some case's. Then you have current gen speed's with each survivor spawning next to a separate gen. Maps like badham, haddonfield and the game stand's out as particularly egregious. Telling killer players to interact with these mechanics is unacceptable. Maps are due big updates. They need to invest in a proper qa team.

    I would say that the current map designs are not being updated because of Killers such as Nurse, Spirit, Blight, Billy and to a lesser degree Wraith. Those killers have such high mobility, that large maps don't really affect them, however on small maps, they completely dominate.

    Take Coal Tower for example, it's a perfectly balanced map for Killers without high mobility like Trapper, however when you put a Blight on that map he completely destroys survivors because he can patrol every gen in a matter of seconds.

    Large maps are balanced for high mobility killers and are difficult for low mobility killers. Small maps are balanced for low mobility killers but are extremely difficult for survivors against high mobility killers. Have both types of maps, balances the over-all game.

    It's not a good system but I don't think you can change it without removing the high mobility killer powers which destroys that type of play. Or giving all low-mobility killers big movement boost, which destroys the essence of those Killers.

    For example, image Trapper being highly mobile. Why would you ever use traps if you can zoom across the map and M1 a killer. It destroys what Trapper really is.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560080#Comment_2560080

    Tell me why anyone should ever balance low to mid level play if it is balanced at the top 30% ? It is perceived as not balanced because YOU THE PLAYER SUCK and don't know what you are doing!

    It is game destroying to balance around new to mid tier players (for money) because they always have the ability to get good. This game is one big churn. New players come in, get addicted and spend money in the store. They get good and discover how badly the game is balanced, get bored and frustrated and then leave or ######### on the forums lol.

    I'll acknowledge your trolling so you can have validation for your efforts and will now go ahead and answer you.

    Imagine all levels of play being balanced toward 4 man SWF death-squads, which is high end play. The Killer would need to be buffed to an insane level. Solo players, 2 man SWFs, SWFs not using comms, 3 man SWFs and 4 man play-for-fun SWFs, basically the other 95% of survivor players would be getting constantly 4ked and never escape.

    If you want another example of a game that only balanced toward high-level play, look at Starcraft II. The Developers balanced that game to high-level play only. It made the game unplayable because of the required actions-per-minute just to play the game. All the casual gamers left that game in droves and it basically failed.

    As a developer, you have to balance for all levels of play, because all levels of players play different. Low level players do not play like mid level players. Mid level players don't play like high level players. High level players don't play like low level players.

    In fact, in Dead By Daylight, high level play is incredibly hard to balance for because it consists of Nurses and Spirits almost exclusively and SWF death-squads almost exclusively. You don't have that at other levels of play, it has to be balanced differently.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560144#Comment_2560144

    Then that's the system ######### me up and considering i should perform good with nurse as i'm pretty good with some other killers. I would agree on simple killer with ez power but matching me with fairly high MMR survivor while i'm a total noob with nurse is a joke...

    I can see your point. I think Nurse is a special situation, she's extremely hard to learn. If you had chosen any other killer, you would have been on much more equal footing. I think the MMR still places you higher than you should be with new Killers, but Nurse is almost like playing a completely different game. I just quit trying to play Nurse, she's frustrating, hard to learn, and generally way to stress to mess with.

  • @JohnWeak said:

    😂

    Learning nurse, quite hard to handle. Lost my first trial. I assume my MMR is pretty low, not more than average with her.

    Second trial, here is what survivors are bringing in game, they had 200 hours into DbD, noobies. They were clearly terrible but i was worst; honestly nurse gameplay is 15 years old... nothing is intuitive, it's totally garbage (while Blight has a more modern gameplay). I will improve and it's not the subject.

    https://us.v-cdn.net/6030815/uploads/WBGCQM9R3RM6/image.png

    So even at a low/average SBMM, survivors are using green boxes, DS, DH, Unbreakable and gen rush. And BHVR claims the kill rate is 50% ? Sure, all killers are camping tunneling then and it is a garbage game design.

    No way that, with the global meta, killers have a 50% win rate without camping and tunneling.

    Btw, i didn't tunnel at all, the 13k survivor was hooked for the first time during the end game and they left him to die 😂. I guess he did nothing the whole trial.

    The Kill rate of Killers is 60%-65% in average ranks. I consider myself an average player and I tracked 40+ consecutive games and the kill rate stayed between 60%-65% consistently.

    There is definitely camping and tunneling but I would say I see it about 1 out of every 4 games. Average level play is pretty chill. Plus, I'm not seeing meta perks all the time, in fact, I rarely see matches with that many meta perks and hardly ever see BNPs.

  • @Labrac said:

    Reliable and consistent slowdown that you don't really have to do nothing to get value of. It's incredible. You don't really have to rely on totem spawns or maps, and it's good on every killer, from the set up ones to Blight. Put Lethal Pursuer on top of it and it becomes even more amazing.

    After watching a nearly complete gen regress 2/3s of the work I had done, after I had gotten quickly hooked, then unhooked and quickly rushing back to the gen. Also, watching 4 survivors being unable to complete a single gen because of Freddy using Ruin. I would say that Ruin is way over-powered compared to any other 2 gen regression perks in the game.

    The downside is if it is found. It Ruin isn't found, you pretty much have won the match as killer.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559796#Comment_2559796

    Yep. I don't know how people aren't understanding what OP meant... Weird, lol. Anyways, I'm in agreement with you guys as well.

    Reading comprehension must be horrible on this forum. There has been so many forum goers that have replied to this in a way that makes me think they may have possibly escaped from the nice soft white padded room they were in just moments ago.

  • What amazes me is the complete stupidity to go and buy an NFT, say a picture of Pinhead, and feel like you actually accomplished anything, when anyone can screenshot that picture of Pinhead and have it on their computer in 5 seconds.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560067#Comment_2560067

    I would argue they do try to keep all skill level plays in mind. But it's just currently very tough to balance the game for all skill levels

    I agree. High-Level play is pretty much impossible for them to do much with, balance-wise though. Low-level play is hard to balance too. Average-Level play is where they are most effective. (I guess I should have said it like that).

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2559958#Comment_2559958

    The killer is one player, survivors are 4 and have access to a combined 16 perks. Of course the survivor version of a “hex” (boon) should be comparably weaker than the killer’s version.

    Survivors should NEVER be individually stronger than a killer. That’s why I believe a Boon Totem should share the same risk as a Hex, but not be at quite the same level strength-wise.

    With Circle of Healing, you are basically asking for a perk on the about the same level as Self-Care to be worse than Self-Care.

    The Developers would be shooting themselves in the foot by doing that because no player is going to buy the new survivor character that has perks worse than what is currently in the game. It would be filling up their blood-web with a bunch of useless perks.

    Do you know anyone that plays this game that would buy 3 perks, 1 which is absolutely beyond worthless (Clairvoyance) and 2 others that get broken the second they are used. That would make Circle of Healing much worse than Self-Care. And Shadow-Step would be much worse than Distortion. At least Distortion gives you 3 tokens.

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