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Munqaxus

Munqaxus

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  • @catnipthegreat said:

    https://us.v-cdn.net/6030815/uploads/DQFVGB89NLTA/image.png

    When is something going to be done about this?

    The community is dwindling and no doubt it is large in part to toxic play and mechanics like this, and inactivity from BHVR to fix it.

    This sort of stuff really has to be stopped.

    BHVR's stance is this isn't holding the game hostage. However, yes, it's extremely toxic behavior, the killer is completely holding the survivor hostage for 4 minutes and they are totally doing it to screw over the survivor. BHVR could give a damn though, they only care about killers.

  • How is a Nurse getting 4k all the time balanced. Because that is the original argument.

  • @Coffeecrashing said:

    Gate escapes should be zero MMR points for the survivor if all the generators aren’t done yet.

    The reason is because hatch escapes are already zero MMR points for the survivor, and if a survivor escapes through the gates before all the generators are done, they were only able to get through the gate because the killer found and closed the hatch. This means that gate escape was a 2nd chance escape, just like the hatch, and shouldn’t be counted as an MMR win for the survivor.

    I honestly think hatch escapes should give MMR to Killers and remove MMR from Survivors. The Killer has won at that point.

    Gate I would say is different. It takes a lot of skill for a survivor to get the gate.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985142#Comment_2985142

    Your answer is yes. If they're ok with nurse, and survivors arnt good enough for it. They should get a 4k..

    Are you suggesting that survivors should be given escapes. If they didn't play well enough for one...?

    That's not balanced if a Nurse is getting 4ks all the time. So No, they shouldn't.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985142#Comment_2985142

    His argument still stands, a good swf, not a death squad will stomp the average killer player, because if you are using death squads as a metric, they are as rare as god nurses, a good nurse may be uncommon but very good ones are pretty rare, same with swf, both of them sharing that when you get good enough there is nothing that can beat you aside from one another.

    A good SWF does not have what it takes to deal with a good Nurse. A good Killer can deal with a good SWF.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984861#Comment_2984861

    Apply that same logic to SWF teams with comms and then we can talk.

    SWF death squads are not as common as Nurse players. And honestly, once you learn blinking with Nurse, you way beyond what most players can deal with. Nurse is hard to learn, but once you learn her, does that mean you should just get 4ks all the time.

  • @spilledthemayo said:

    been saving up my shards just so i can purchase the dredge as soon as he releases since he looks like such a unique killer and overall looks fun to play. I play on playstation but for the people who have tried them out on the ptb how does he play? is he a fun killer to run with?

    I'm a completionist and have gotten every dlc but I've started playing more survivor in the last year because of friends. since Haddie's perks are such trash, I'm definitely not going to foul up my bloodweb with her junk perks.

    Plus part of it's just principle. The developers need to understand that survivors purchase these DLCs for the survivor perks. If the perks are trash, you won't be selling those dlcs to 4/5s of your player base. They need to up their game.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972364#Comment_2972364

    I almost came back to this earlier to say I thought this was a nice middle-ground, and in that time you now have the jailed avatar.

    What the hell did you do?

    I joked about Dredge needing 4 hits to down someone because his appendage is wiggly on the PTB. I guess that is considered bait.

  • Remove the ability to teleport through objects. She needs to be loopable.

  • Definitely the Nurse. She's just broken.

  • @alpaca_boyyy said:

    I’m not sure I understand the hype around this map, I personally hate is as killer, it’s okay for survivor. But I see a lot of people calling it the best map in the game. I find it so clunky to play on, especially that jungle gym with all the breakable doors, and speaking of breakable doors, why tf is there SO many. It’s pretty irritating

    It's because it's very balanced. It has about the exact right amount of open areas. It has a perfect balance of weak and strong perks. It's a small map, so all killers work well on it. It has an interesting main building. It has the perfect amount of random structures/loops. The gens are nicely spaced apart and the totems are in good spots.

    It's not anything like the bad maps.

    ----------------------------------------------

    Shelter Woods (I think that's the one with the tree in the middle) - Too many dead-zones, the entire map is a dead-zone almost. There's no structures in it at all except for the killer shack. It's horrible and should be the next map to be reworked.

    Old-Haddonfield - Too many structures.

    New Haddonfield - Isn't great either. Giant dead-zone in the center. Really good loops on the sides.

    Wrecker's Yard - Lot of dead zones, no structures. This needs to be reworked.

  • @emetSdidnothingwrong said:

    Going to call you out and say you are not a veteran player of this game; you complain about NOED which is a perk that is well known for being mediocre at best while also saying DH is healthy for the game? Yeah no way man, you sound like someone who is just worried that their crutches are going to be taken away and I say that as someone who never takes DH off, it is absolutely a crutch and absolutely busted overpowered.

    I think I'm going to call you out about NOED being mediocre. NOED is an amazing perk. There are amazing builds and synergies with NOED. It pretty much a requirement for face-camping builds. And, killers will randomly throw NOED into their builds, not because it has synergizes, but because it's so good.

    Also, just look at the developers usage chart at high levels. Killers at high levels of play use it significantly.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971370#Comment_2971370

    If you adjusted values in the game, i.e gen repair/regression then killers would'nt need to run as much regression and stomp surv perks. ergo Survs wouldn't need so many 3rd chances.

    Can you imagine all the Killer-sided slowdown perks that will need to be nerfed if they adjust gen speeds. I think half or more of Killer perks are slowdown perks now.

  • Let's call it "One-Step Camping", you are always within 1 step of hitting the hooked survivor.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971537#Comment_2971537

    That doesn't make sense.......? Which is it. He's NOT fair or balanced and I can 4k because he's OP.....? Or I only 3-4k because I face bad survivors supposedly.....? Which would mean against good survivors I would not 4k and that would mean he's fair and balanced.

    Please make sense

    I would say @dictep made more sense than you did in this argument @BrokenSouI, since what Dictep said is not what you said, even though you quoted him.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971420#Comment_2971420

    But it feels a lot less frustrating, tbh. Except for mid-chase 99 plays it doesn't feel as annoying to deal with as Dead Hard

    Lithe, Balanced Landing and Overcome all work mid-chase, so that's not the issue Killers have with Dead Hard.

  • @katoptris said:

    Borrow shouldn't be used as a aggressive tool against killers. I had people body block with borrow as well after an immediate unhooked.

    You know that people who are rescued with BT really need to do that to be able to get the speed burst from it to get to a loop.

    There are a lot of Killers that tunnel-off-hook-till dead and BT is needed to try and get away from it. Plus, the unhooker is usually injured, so it gives the unhooker a slight chance also.

  • It took me just a few games to learn him, I've never been able to learn Nurse. So yes, he's simplistic.

  • Nerf Blight to 105%, which would force players to rely on his power more for ending chases. His power is already toxically strong and simple to use right out of the box.

    That would force the Blight to be a lot more difficult to use, which would make sense since he's the 2nd more power Killer. He should be about as hard to use as Nurse.

  • @Megmain80 said:

    I fully believe they will nerf the survivor meta hard and then barely improve the other perks. Likewise they will hardly nerf killer meta and significantly boost their other perks. All survivor perks will be crap after this change,

    Hopefully they will be extremely careful doing this. If they screw this up, they will lose a massive amount of players on either side. Can you image if they released this change and one side or the other side is always getting a 4k or a 4e.

    A lot of this game is fun because on the current set of meta perks. If all of the sudden one side or the other side has boring perks, this could also cause a massive drop in their player base.

    You can say what you want about Dead Hard being bad to play against as Killer. But you can't forget the other side of this story, there's a lot of Survivors that absolutely love Dead Hard because it's a fun perk. It gives Survivors a chance to out-play the killer, which a huge majority of survivors like. The other survivor perks really don't allow outplays like Dead Hard (Is there any survivor perk that lets you counter a Killer?)

    I love Sprint Burst and use it almost exclusively, but I will be the first to admit, Sprint Burst is boring. Baiting out Killer hits right at the start of the chase, is about the extent of the interactions you can do with SB.

  • You wouldn't want to make it less stressful to Killers because that's why Killers are playing DBD. It's the gameplay that keeps bringing Killers back, so why make it less stressful?

  • @Mandy said:

    The main thing with the perk rework, as the graphs in the blogpost showed, is that at higher MMR you are consistently seeing the same perks over and over...which many players feel leads to a very stale meta. This is a way of shaking up that meta and maybe changing the playstyles at least a little and give people more variety in what perks they can choose and make other perks more appealing.

    I think this would be the best thing to do. Let the current meta perks as is and then go in and improve perks, so that we have more choices in what we bring in.

    If you don't do that, then it will wind up the exact same way it is now. A new stale meta where everyone is using the exact same 6 to 8 perks. Don't nerf the current perks, bring the other perks up to the level of the current meta perks.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971134#Comment_2971134

    PLEASE use SB, at least when I hit you, it's a fricking GUARANTEE that you are hit

    You would be surprised at how many hit's I've avoided with Sprint Burst.

  • Interesting to note about this Perk: It takes you working 3.09 gens, by yourself, before you gain back the time it takes to break a totem. So even with your buff, it's absolutely horrid and will never be used.

  • @IlliterateGenocide said:

    I have been thinking on this alot with the garden of joy being confirmed to get more maps for its realm in the live stream.

    I would really like a "Abandoned Freeway"

    https://us.v-cdn.net/6030815/uploads/147YB9UGIZ23/vadasd-png.png

    Or A corner of a street with a Convenience Store a Fast Food Joint, a small bank, a small bar, and a ma and pa shop.

    And a prison. i am so surprised we have not gotten a prison or a psych ward.

    BHVRs offices.

  • @SebaOutbreak said:

    I have close to 2k hours and I've never bothered with bringing flashlights to my matches. I suck at using them for saves and if you don't know what you're doing: it's a waste of time, you give the killer a free hit/down, and you hurt your team. Applying blindness is as useful as when a Killer does it: You never know if you're actually getting value out of it or not. So getting a flashy that can apply blindness after rummaging (so if you're the one opening the chest, you'll be there for a while) is not that big of a deal for me.

    Getting a green medkit is never a bad thing. Unless you're playing against a Plague. And you get to do it pretty fast.

    While I do prefer Pharmacy, none of these perks are meta, super strong or anything. You're better off bringing your own items, and swap a chest perk with a more useful one.

    I honestly think chest perks should be buffed. They've turned into a dead-strategy that smart survivors don't use, if they want to win the game.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971134#Comment_2971134

    You're talking like sprint burst is some new or obscure perk that no one has yet managed to divine the hidden powers of when it's really one of the most common alternatives to DH and has been in the game since launch. Everyone here has will have ran sprint burst and faced off against sprint burst, probably a lot. It's strong, it can be annoying, it can be 99ed, and it is still not as bad as DH.

    There will definitely be a difference because of the survivors playing it. Your talking about every high-MMR player switching from DH to Sprint Burst. They are going to be playing it way more effectively than in the mid-ranks, where you see Sprint Burst. You don't see it much in high-MMR games, much less 4 survivor mains playing it every single game. That's a massive shift.

  • @GoodBoyKaru said:

    Dead Hard being healthy for the game is a take I didn't think I'd see today but here we are.

    I'll preface this by saying, when I play survivor, I run Sprint Burst.

    I really think Dead Hard has gotten a bad rap, because it is being run by the most skilled survivors in the game. So it looks so good because the most skilled survivors are using it, not because it tremendously better than the other endurance perks.

    When you have a skilled survivor using a perk, that perk is going to look over-powered.

    The second all these skilled survivors start using Sprint Burst, an endurance perk that is 100% guaranteed to work correctly, instead of Dead Hard, Killers will have the exact same problems, maybe even worse because Sprint Burst gives you more distance.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971086#Comment_2971086

    So you buffed Dead Hard to be an on-demand Sprint Burst with a single "downside" (not really)

    Well you also only run straight. So you have to be injured and you only run straight.

    Sprint Burst can be done at any time and you can control the movement.

    I'm joking, I'm just tired of seeing Dead Hard threads when the developers already said they were going to change the meta.

  • You can only do it while your injured, while Speed Burst you can do while your are injured or while you are healthy.

  • @AnchorTea said:

    So yeah its basically 100% likely that Dead Hard will be nerfed in the upcoming months. One big challenge with this perk though is that nerfing it without making it obsolete is difficult.

    If you remove the invulnerability, the distance can still extend chases (reaching to a god pallet or jungle gym window). Now if you nerf the distance it would have to be just long enough to matter but short enough to not be OP. That may be easier said than done if you look at the math.

    How would you nerf Dead Hard? There could be so many creative ways of implementing this.

    I would give Dead Hard a 3 second speed burst instead of a 1 second speed burst. Then it would be in line with other exhaustion perks.

  • @Regulus47 said:

    I don't think it's a controversial statement to say that blight needs a toning down. He's got the best mobility in the game, some of the best and most busted addons in the game, one of the best chase powers in the game, a very short cooldown after using his rush, insane synergy with slowdown and aura perks, he can break pallets with his power, he has 5 whole rushes compared to nurse who has 2, and he doesn't even need to charge his power like hillbilly or huntress or even nurse, he can just instarush. He's even easy to pick up and play, apart from learning his 100 techs and bump logic that make him essentially unloopable. That isn't a bad thing, but it's just the cherry on top of a slightly overtuned killer.

    I've been trying to think of how to tone him down without making him bad, and 110% movement speed is the best I can think of. It's silly how deathslinger is 110% and blight is 115% considering their chase powers are basically the same in terms of power. Plus, it would raise his skill ceiling by forcing blight players to learn the power and use it creatively to get hits. He doesn't need the speed to chase, and he doesn't need it for mobility, so I think it's an acceptable change to make him not quite so ludicrously strong.

    What do you think? Maybe instead of a movement speed reduction, he should lose some rush charges or have a longer cooldown? I don't hate blight but he feels cheap when compared to other fairer killers like huntress, hillbilly, oni, demogorgon, etc.

    Actually, I agree with you. He basically has a reworked Nurse-teleport, instead of teleporting, he rushes.

  • @StarLost said:

    With the upcoming deep reworks to much of the game, I thought I'd throw my proverbial hat into the ring with a couple of simple suggestions that would improve the game massively for both sides.

    1. A 'Bravery' Bonus. Right now, as things stand - it's easy to get into a situation as a survivor where you can't do anything to earn BP/grade points, such as getting camped or slugged. However, the only real way to handle being camped is to sit there, because if you quit or suicide, the entire team loses. Asking random strangers to sacrifice their time, fun and progress for the sake of 3 other strangers is a bit silly. Solution: you get bonus BP and grade points based on the BP earned and objectives performed while you're on the hook/ground.
    2. The DC penalty reworked. As things stand, I'll see a deliberate DC at least once in every 3 games, often more. This is so, so frustrating: if I'm on survivor, it means we now have to play out a losing game, which sucks. If I'm on killer, it means I either now have to dial back substantially to give the survivors a chance, or wipe them out as fast as possible. Either way - less BP, less grade points and less fun for everyone. Solution: the DC penalty now decays based on matches played out without DCing, rather than time. This is how other games do it, and it seems to work better.
    3. AFK players penalized. I see a lot of people AFK from the start of the match right now, likely smurfing down their MMR, which sort of breaks the system and is almost as annoying as DCers. Solution: if you're AFK for 3 minutes, you are disconnected and the game treats this as a DC.

    DCs are annoying and far too prevalent, but on the other hand there are situations as a survivor where you really, really want to DC (getting facecamped is the biggie). If we could at least give some compensation to the person sitting on hook and waiting around for the good of the team, while at the same time discouraging rage DCs, it would go a long way to improving the experience for both sides.

    I think if there is a DC within the first minute of the game, it should just restart looking for a game with the 4 people left and put those 4 people at the very top of the mm queue.

    There's no reason to play a game where someone is DCs after the first game. It screws everyone. As Killer, I just let the survivors farm at that point and I'll get 3 hooks.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970275#Comment_2970275

    Why not just reference the data released directly by BHVR across all games?

    That's true too, I forgot they did that recently. lol.

  • Number of games with NOED, from an DBD data aggregate site.

    image.png


  • @KhamuraTal said:

    So, if we're going to make this a thread, I think it's worth making a breakdown of my argument and why I think Residual Manifest is an infinitely better perk then Pharmacy. To start off: I do not think that is ever worth it to search a chest unless you are actually very desperate for something either due to injury and unable to reach your teammates, which means they are probably hooked, downed, dead, or on the other end of the map. But if we are basing it on the chest searching then yes, the medkit is usually better. Granted it's worth noting that this is a green medkit without add on's by itself, which equates to one self heal that's above average in speed and then the perk effectively deactivates unless you have other perks to support it.

    In the idea scenario for Pharmacy what happens is you take a green medkit, get one self heal off(Or one faster heal on a teammate) and maybe get some value opening other chests a bit faster then usual. Though honestly, I think if you're using Pharmacy or Residual to go chest hunting then you're basically throwing the match. But if you're taking Residual Manifest with you chances are you aren't taking Manifest by itself, you're taking it with a good flashlight on your person and maybe a perk like Blast Mine to support it. You COULD take perks like Ace in the Hole and Built to Last to support Pharmacy, but at that point I think it becomes more of an investment sink and you're giving up better perks for it. If you get one blind off that keeps the killer from seeing a Nurses Calling while chasing you around you've already gotten the same value as Pharmacy imo, potentially twice as good because if they're healing someone else then you're preventing another potential injury or worse.

    This also applies to other killer perks as well: Surveillance, Floods of Rage, to a lesser extent Discordance, BBQ and Chili, I'm All Ears, etc. if it reaches the low bar of preventing ONE injury by blocking aura reading for thirty seconds with a flashlight you probably brought with you, or blast mine. then in many ways it's already better then Pharmacy, way better if it stops a down.

    Maybe it won't be used much, but Built to Last also isn't used much and I would think you're actively insane if you don't think that's a strong perk.

    When you and I were discussing it, I got kind of interested to see what other people's opinions where, hence the thread. Plus I think it's an interesting idea for a poll.

    I agree with you on chest searching, I think you are actively throwing the match. For one, chests are less than 25% likely to give you something to help you win the match (Toolbox). Number two, the chest searching perks are so bad, that you can't justify using them, for what you get out of the chest.

    My reasoning for liking Pharmacy is 2 reasons. One is the green medkit and medkits are the best item in the game. Second and maybe more important, it increases chest searching times by 80%. So you really aren't losing gen-time as bad.

    My reasoning for Residue Manifest being worse. You have to search a chest twice, so that's multiple times worse than Pharmacy for gen-time wasted. Two, flashlights usually result in you throwing the match, there's very few times its useful. Three, and I know you disagree with me on this, which is fine, but I just think there are very few situations where Blindness will effect Killers in a chase.

    BTW, I did see where Residue Manifest does work on any blindness effect, so that does make it a tad bit better, but not as good as Pharmacy.

    Plus, both are really bad, to be honest.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969960#Comment_2969960

    Because you're not understanding why the red rank kill rate is 68%, it's because they face non-red rank survivors in a lot of their games which inflates that number. When red rank killers go against only red rank survivors in matches that average is much more in line with the 50-55% numbers on the overall ratings charts.

    Now wait a minute. I would like to see this data.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969878#Comment_2969878

    Well Twins are bad. Especially since the nerf.

    I think the best way to balance would be to keep every killers special ability in mind. Killers like Bubba with Insta downs will have less hits than Legion. But that would be a major task to keep in mind. Just rudimentary "this is good for everyone" doesn´t apply to certain killers/playstyles.

    I'm torn on this statement, Twins is one of the killers I play. I think the Twins are extremely clunky because of the 2 sec Nurse-Stun that happens every time you swap between the two.

    But I'm not convinced they are actually bad, because of their zoning capability.

    I think the best thing the developers could do is completely get rid of the 2 sec Nurse-stun and integrate the 2 seconds into a delay in switching between the two. So if you are currently Charlotte and hit the switch button, then you continue playing as Charlotte for 2 seconds, then you immediately switch over to Victor. No stun, no dimming of vision.

    It would fix the awful clunkiness they have right now. Everytime I switch, I feel like the games lagging because of the nurse-stun thing they have.

  • @_AdamFrancis_ said:

    Stop Complaining About Unproblematic Perks.

    Stop Complaining about Unproblematic Killers.

    This goes for both sides.

    You are probably not as good as you think you are.

    Stop.

    Crying.

    And Get Good!

    Forum users that use the Adam Francis icon need to be nerfed. I can't tell you the number of times a forum goer sporting the Adam Francis icon killed me by going AFK in front of a forum post.

    Devs, please nerf!!!

  • @BadZilla said:

    Literally had a 4 stack with outfits screaming "It's a bully squad" but I already waited 10 minutes to get a match and I didn't feel like waiting for another one so I said I have no option just to go through it.. I was waiting for the usual 4 flash lights but no one did I was suspicious I kept hovering around lightborn just incase but I didn't pick it so literally the counter was going to force them into ready and they quickly picked flashlights so you can't use light born or quit .. And there you go entertain high mmr bully squads running every loop perfectly and every hook was a challenge with the sabo perk and flashlight saves..

    It's just unfair to play against 4 good players with flashlights and voice communication ? especially while playing a weak killer I got gen rushed and ended up with 1 kill though all the clicks and tbags.

    As a soloQ player it's unfair how much advantage a SWF gets over you while my most survivor games are DC's and survivors suiciding on hook and no one works on gens or saves you or anything. While I play killer it's always the high mmr sabo bully squads game over game.. At this point I'm having a Stockholm syndrome with DBD lol.

    Please BHVR the game is not balanced or fair because of SWF at least make it teams of 2 friends max ..

    @BadZilla

    With Residue Manifest, Bully-Squads won't even have to hide flashlights anymore. They're just run that perk and get all their flashlights from in game.

    It's a horrible idea for a perk, lol.

  • @Tsulan said:

    50% of your matches were against afk Pigs?

    https://us.v-cdn.net/6030815/uploads/6N5OCFD22L8T/wat.jpg

    LOL.

    You know, it could actually be possible. With AFK Pig getting nerfed, maybe there's a big influx of AFK Pigs now.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969898#Comment_2969898

    I'll vote for Pharmacy, then, for the slim lead.

    Regarding your plan, though, that's not going to prove which one is better. It's going to prove which one is used more often, and doing it close to Residual Manifest's release date means it'll be overrepresented due to novelty.

    I think after about 2 months from release, all the hype will have died down. And yes, you are right, I should have worded that slightly different. I should have say 'which ones survivors prefer'.

    I went and changed the wording a bit.

  • @jesterkind said:

    Not voting, but commenting, because I think they break out even.

    A green medkit is inarguably better than a flashlight, but Residual Manifest imparts a relatively useful status effect on the killer so long as you can blind them, which isn't that hard to do if you're actively trying.

    They both make searching chests actually worth doing, and provide roughly equal value in different areas, at least in my opinion. If pushed I'd say Pharmacy is probably slightly better, but Pharmacy is already not in the top tier for healing-build perks so it's only very slightly.

    I definitely think they will be really close to each other, so I think it's perfectly find to vote for one over the other. So please vote. :)

  • I would say I see a tunnel-off-hook-till-dead / face-camper about 1 in 5 games. So about 15% - 20% ish, if I was going to give it a percentage.

  • @YOURFRIEND said:

    It's weird data. I hardly ever see that perk.

    I see it all the time. I swear I see it more than Ruin now.

  • @MikaelaWantsYourBoon said:

    If game balanced around min 75% kill rate, would you play survivor?

    Let's say BHVR decided to make killer real power role. Now all killers have min 75% kill rate with less effort or easier than current. Would you still play survivor? And which role you are playing more right now? 

    I think at that point, there should just be bot survivors. I don't understand the point of playing a competitive game if it's that skewed.

    In all honesty, I think this game would be much better off with bots, because it's obvious that there are players that want that type of kill rate or that type of escape rate.

  • @sonata93 said:

    I will continually say it: DH is nowhere near as ridiculously OP as people make out.

    • Most baby survivors don't even have it (unless they play David)
    • Mid-tier survivors use it quite often but will literally use it just to dodge a hit (the point of the perk). They more than often still go down mere seconds after using it, particularly when they panic DH.
    • Sure, seasoned survivors really know how to use it at the exact right moment and usually manage to extend their chases. However, these are the minority and I don't believe any killer mains that say they repeatedly go against high MMR survivors who know how to impeccably use DH every single time. I say this as someone who 50/50's both sides - I more than often see survivors do goofy things like DH into a rock or a wall or something. It makes me whiff and then they go down like 3 seconds later. 😂

    ^This Exactly.

    Can you imagine how awful it will be for Killers when they have 4 Sprint Bursts in a lobby being used by the best players of the game.

    The killers think Sprint Burst isn't bad, until they have a 100% reliable exhaustion perk used by the best survivor players.

    I really honestly think that Killers are confusing how good Dead Hard is with how well expert survivor players use Dead Hard. The same thing will happen with Sprint Burst when suddenly expert survivor players are using it.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968550#Comment_2968550

    I truly hope the show us kill rates at high MMR, it wouldn't surprise me to see the majority of Killers under the 50% mark

    They are almost definitely showing us the kill rates across all levels of play, just look at the kill rates for the Nurse. The Nurse would have the highest kill rate of all the killers at high MMR.

    However, I do hope the developers are balancing across all levels of play and aren't take the over stats as a way to balance everything.

  • @KhamuraTal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968158#Comment_2968158

    If you're defending a three gen, yes that's actually a massive deal. You need people injured to down them, and I assure you people aren't JUST self caring in the boon, they're stacking up and rapidly healing each other. If the Boon isn't snuffed you will lose, and the boons placed far away from the three gen it's going to take a really long time for you to get to it and snuff it, all the while people are chipping away at those generators. CoH is still super popular in SWFs for exactly this reason.

    That's a very specific situation to be using to defend your stance.

    Across the average of all situations, CoH is less heal-efficient than Self-Care.

    CoH is more perk-efficient though.

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