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@Guardian116 said:
Only people who want this nerfed are the entitled losers who love to slug and tunnel and cant handle something that counters that because the suck at the game. This is a learn2play issue because your bad at the game and want to cry to get something removed because your lazy.
No, the people who want it nerfed are competitive players with over 10,000 hours of gameplay who understand what needs to be changed in the game and what doesn’t. Instead of nerfing the killers’ strategies, Behavior should teach bad and “lazy” players how to play the game instead of just whining about anti-camping and removing the grab from the hook.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109293#Comment_4109293
How exactly are you determining this? What data are you even going off of? I don't know why there would be some huge difference between how many bad players there are, or why that is somehow relevant to Shoulder the Burden + Brand New Part SWFs. Unless your argument is that everyone in NA that doesn't do that must be bad at the game, which is just insane
I don't watch “otzdarva,” but here on SA he's always getting made fun of for suggesting nonsensical perks and balance changes for survivors, because when we watch him play, he wins most of his matches—and, most bizarrely, he manages to win public matches without any perks, which is impossible here on SA. If he played here for just one night, he'd never suggest broken perks for survivors again.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109293#Comment_4109293
How exactly are you determining this? What data are you even going off of? I don't know why there would be some huge difference between how many bad players there are, or why that is somehow relevant to Shoulder the Burden + Brand New Part SWFs. Unless your argument is that everyone in NA that doesn't do that must be bad at the game, which is just insane
I’ve been playing and following DBD since 2016. When I watch streams, I tend to watch more NA streamers to practice my English, and over time I’ve noticed that there are way more bad players in NA than in SA. If you ask anyone on the competitive scene in SA, they’ll all tell you the same thing. Maybe it’s because there are so many more players in NA and far fewer in SA? Maybe. When I or a streamer from SA uses a VPN to match as a killer in NA (because in the afternoon, the killer matchmaking queue takes forever, whereas in NA you get matched instantly), I notice—and they also comment—that it’s much easier to win in NA. It’s bizarre. If Momo, or any other competitive player from NA, tried to go on a win streak here in SA, they’d never get very far.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109254#Comment_4109254
Almost every match? I've played plenty of killer and I don't even know if I've ever ran into a team with more than 2 Shoulders. I've never run into a team of Shoulder's with OP toolboxes
I'm from SA. The difference between bad players in SA and NA is striking—there are way more of them in NA. It's no wonder that players from NA can go on such long win streaks.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109254#Comment_4109254
See though, it really ain't. Reminder to the people that it TRANSFERS hook states. It doesn't delete them, it makes it so the unhooker has the hookstate.
Now assuming you didn't tunnel... what happens? Not much, a surprise living or death hook at best. What happens when you do tunnel? You end up hooking that single survivor alot more times.
Now for clarity I'm going to repeat this again: IT DOESN'T DO MUCH IF YOU DON'T FOCUS ON ONE SURVIVOR. "Delays the killer from eliminating someone from the match", so does SB, so does DS, so does DH, so does Overcome, A LOT of perks do this. This ain't special.
Like really people…your problem above is with the toolboxes and a unhealthy desire to tunnel, not shoulder.
Of course it makes a difference—I'd take two decisive strikes, not to mention the other shoulder hits.
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@Rulebreaker said:
...ya know I still don't really GET why shoulder has suddenly become a problem now. It's been what? A year or 2? And it still does the same thing, still only really affects tunneling... like what really changed?...did tunneling somehow become MORE popular than it was already?...
Over time, more people realized just how broken this perk is. In SA, because streamers were racking up win streaks with 3–4 shoulder pads and 4 toolboxes containing new parts, this became an epidemic—almost every match now has SWFs with 3–4 shoulder pads and a toolbox to speed up generator repair. In other words, SWFs have toolboxes to speed up the generators and, on top of that, a perk on 4 survivors that delays the killer from eliminating someone from the match—do you understand how serious this problem is?
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I’ve been saying from the start that the Blight nerf was pointless unless they removed those Crow and Rat add-ons. Players who master Blight will keep racking up absurd streaks thanks to those add-ons, because the speed is so high there’s no way to counter it. A Blight that hits the 5th bump with those add-ons is unstoppable.
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Ghoul still needs more nerfs. The ability to jump across the pallet needs to be removed like Chucky's, the centipede addon needs to be changed, he doesn't need 5 perks.
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If the killer tunnels you, it's because they saw that you're the team's weak point. Killers who tunnel good players lose the match, and good players love being tunneled because that's part of the fun of the game. I suggest starting to use DS and DH and improving your chase skills.
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@Cornil said:
Title. Not sure why adding a killer that is basically a nurse with remote injures and 110% movement speed was an idea that got past paper, let alone a PTB and now in the live game. The funny thing is comparatively very few people seem to actually play him, he's maybe one in every 30 matches I get. He currently sits lower in pickrate than Myers, Springtrap, and even Nemesis, assuming you take public statistics at face value. But why, if he's so innovative and engineered for winning games? Well, Nurse is a free character and her pickrate is below Hillbilly and Huntress, I see her even less than I do Wraith or Pig. She has undeniably been the most powerful killer in the game since her release, by definition she defies the boundaries of the game's very rules, ignoring pallets and walls alike. What's the issue then?
They aren't fun. Ask anyone who only plays the Nurse, if you can find someone who does, and they will admit the absolute frustration you feel playing them starting out. The constant missed blinks, losing dozens of seconds of chase progress from accidentally teleporting through a second floor. And at the end of the day, what's the reward when you master the character? The same exact instant hits, cheesy downs through walls or around pallets, being stuck with the same two or three perk builds every game. There's nearly no variety to her gameplay, no charm to it that most killers like Myers, Nemesis, or Springtrap can have. Just blinking, and hitting. And most survivors, especially new ones, loathe playing against Nurse not just because of her strength, but because of that monotony, doing the same thing over and over.
I think The First falls into the same category, a powerful killer with little variety in gameplay and an ability that just causes survivors to find zero enjoyment from it. The Nurse at least has to move herself to you with her blinks, with The First, he places a snare beneath you that is in diameter noticeably bigger (or at least the hitbox is more forgiving) than The Nightmare's. This snare has an activation time of .6 seconds and then will injure you if anyone on the perimeter or inside of it remains there for the rest of that same second. Doesn't sound so bad on paper, but in practice, you have only 1 second to dodge this attack, which takes only .4 seconds for the killer to charge, and .6 seconds for it to deploy. Meaning, even if you watch the killer and wait some kind of counterplay animation or noise he makes casting it, you can only ever get 1 full second before you take damage, which leaves you with only half a second to react, and with the way netcode works, the chances of you managing to make a half-second reaction and move your survivor out of the circle fast enough are close to nil. And that's without accounting for the impossibility of escaping a well-placed snare, as if you're caught directly in the middle its guaranteed death.
But all of this could be okay, with the counterplay mechanic of listening to music to limit the time he can damage with the snare/vine attack. If he's only able to use his ability for a limited amount of time, then that's counterable! You know, if he couldn't cast his ability once every 3 seconds. He gets slowed down to 3m/s when he does so, but in gameplay he can quite literally spam it every 3 seconds and down you fully in 6 seconds regardless of how good you loop or how far you run. This is a killer whose design quite literally only has the counter of "get lucky if they're bad and miss" or "hold W for as long as you can." And that's not mentioning that trying to dodge their ability could lead to you walking into their missed attack and dying that way. There's virtually zero skill involved, its brainless point and click with almost no cooldown. It makes killers like The Cannibal seem like a technical tyrant to learn and master, considering he actually HAS to loop the survivors he chases. If a Cannibal player goes against survivors that can predict when to drop a pallet against his chainsaw, he loses, every time. When a First player gets within 15 meters of you, its Goodnight Irene! Good at the game? Doesn't matter. Welcome to 50/50 simulator! Where if the killer knows how to point and click, and you didn't predict he was going to click .4 seconds ago, you lose!
If there were ever a killer in this game that needed a stats nerf, and it wasn't launch day Ghoul, its this guy. I think the reason he doesn't have as many people playing him as the Ghoul still does today is because he's literally just boring. I haven't played him yet but from watching gameplay and playing against him, it really does seem like old Freddy if his snares instantly casted and could damage you. Which seems just, awful. Does anyone on the forums here genuinely find this character fun to play as or against? And I don't mean like just in one instance you had fun, I mean like playing against The Unknown, Demogorgon, or Nemesis kind of fun. I desperately want to like this killer but no amount of practice or research has led me to a way of consistently dodging his ability, and it leaves me being the only person in my matches who doesn't give up or disconnect against him.
Man, I’ve always enjoyed facing Vecna since the game launched. The 50/50 matchup is fun, but it used to annoy me to face Vecna when he was holding the M2. Last week I bought it, and now I’m spamming Vecna every match. My advice is that you buy it to understand how its add-ons work. With Vecna, you have to play assuming he’s always seeing auras—whether through perks or, more importantly, his add-ons. Facing a SWF who knows his meta aura add-ons is a guaranteed loss. I’ve managed to turn many matches around thanks to his best add-on, which reveals survivors’ auras when they finish interacting with the clock. And while it seems easy to hit his M2, you’ll often encounter survivors with soap—no matter where you throw the M2, luck is on their side. And the strongest counterplay against him—which is why few players use him—is his W; pre-leave is extremely powerful.
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@Royval said:
his add ons aren’t a problem
His add-ons are definitely a problem; he doesn't need any more mobility than he already has. Mouse and Crow are problematic add-ons and need to be reworked.
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@Trex_Crazy said:
Survivors being able to walk through goul vaults is terrible since it actively punishes me for using my power in chase. Whether intended or not. I dislike it so ai am going to keep making noise about it until it is fixed.
Behavior needs to remove the ability for the Ghoul to jump over pallets and windows using its power, just like they did with Chucky. It’s ridiculous to take free hits because of that stupid mechanic.
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@Purestatic said:
Why are you allowing SWFs to continue to dominate since the entirety of dbd's existence?
This only makes the game worse by also adding in diminishing returns which will heavily affect killers more than it does survivors. This is also exasperated by the excessive amount of pallet density and unbalanced maps tilting to ones favor.
You're giving SWF endless buffet while killers starve to death.
SWF players can't reach 2,000 wins, 600 wins without perks, and so on.
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These nerfs to Blight are pointless unless they also nerf Rat and Crow. There’s no way to counter a Rat and Crow Blight that hits the 5th bump—it’s so fast that it leaves no room for a counterplay.
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Blight still needs to be nerfed for the crow and rat to be balanced; this would prevent players from getting free hits by only attacking the 5th bump
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My biggest pet peeve in DBD is being matched up against this killer and knowing we don't stand a chance of winning. Finally, this beast is going to get nerfed.
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Guys, you need to move the generators near the shack further apart on the new map, because I’m already getting killed by Skull Merchant when I’m camping at 3gen—the generators are too close together, and I can’t use “pre-leave” because of the walls.
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Krasue is S-tier against solo queue; she still needed a small tweak so that when she infects someone, the aura is revealed to the survivors to help them, since there’s no way to beat this killer without tanking, and only SWF can pull that off.
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@Zuiphrode said:
He's strictly middle of the road kill rate wise according to the devs. He needs no nerfs at all.
It's okay for killers to be annoying to deal with.The Nurse has a below-average kill rate and is the strongest killer in the game, so that argument doesn't hold water.
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The fact that he lands his first hit easily is the least of his problems; Legion can do that too, and he’s weak. Kaneki’s problem is his absurd mobility, the extremely rapid stamina drain when canceling his power, and jumping over pallets and through windows.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063150#Comment_4063150
Not even him as his stats state that he is middle of the ground in stats even if there is vocal minority claiming otherwise. He might not be fun to face but he is not op.
Killers should not be balanced according to statistics. Statistically, the Nurse is average, but she is the strongest killer in the game.
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@Wezqu said:
Killer has always been able to body block a side if he picks up on that side its nothing new.
Yes, but before, pallet save worked normally as it should. Now the drop pallet button disappears.
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@Mandy said:
what would you suggest? If kill rates and dc rates are average - where do you suggest we look data wise to see where there's a problem? We do know a few bugs with the character also contribute to a few issues, such as the animation problem.
Mandy, just nerf or remove the ghoul's ability to jump over pallets. It's like Chucky used to be, and it was removed because it's extremely fast and guarantees a free hit. You also need to change his body block somehow. It's extremely frustrating to take a basic attack and then be instantly caught and receive a body block preventing you from reaching the pallet or window. You need to do something about the ghoul as soon as possible. It's extremely frustrating to log into DBD after a day of work and want to relax, only to keep falling with ghoul after ghoul.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059361#Comment_4059361
If they're waiting for you to drop the pallet then just don't drop it. It's like huntress. Even if you go down anyway, it's a better outcome.
Kaneki is 4.6 Huntress is 4.4
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@Balrog said:
This is not a new bug; this is a bug fix. We can confirm it's intended!
This shouldn't be in the game. Kaneki jumping over pallets is a big problem that has no counterplay. When Kaneki jumps over a pallet, there's no time to get around it, he simply gets a guaranteed free hit, and all Kanekis do the same thing: wait for the pallet to drop, jump over it, and get a free hit. The only counterplay is to jump back over the pallet, and with this “bug fix,” that will no longer be possible. In other words, Kaneki will be an even more unbearable killer than he already is and will always have a free hit in both stages.
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you just need to drop your item in the corner of the map and that's it, the killer started the game with 2 fewer perks.
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Wesker doesn't need buffs
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This killer is stupidly strong. He needs more nerfs on his iridescent/ring addons and not buffs.
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70% will only be a problem for tunnelers, if you don't tunnel you won't have a problem with this perk.
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undetectable status should be the main thing in your kit to be removed, undetectable status is what most helps skull merchant to hold trigen
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otzdarva's video the problem is not the distortion, the problem is in the MMR that put bad players in the veteran players' lobby. It's a joke to suggest recharging distortion tokens in chases, as killers ignore players in 99% of matches to tunnel the first one off the hook and killers also ignore experienced players to tunnel bad players. Distortion should have 6 tokens, nurse and blight shouldn't be able to use lethal, nurse shouldn't be able to use nowhere to hide, these are stupidly broken perks on these killers that guarantee free hits and the only counter to that is distortion. My SWF always 1 uses distortion to avoid these two killer free hits using these two perks. The damn MMR will always be responsible for 90% of DBD's problems
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This will never be in the game for obvious reasons. This new mixed perks mode was a great example. Competitive SWF'S and competitive killers will want to play in casual mode for an easy victory. This new mode made this very clear, killers who camp and tunnel with 5 gen up were only playing in random perks mode to be able to tunnel calmly without worrying about decisive strike or OFTR. They were even doing win streaks in this new mode.
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@Rick1998 said:
i don't mind background player being used for pallets/flashlight saves. However when paired with flashbang it just becomes an uncounterable BS. There is no real counter other then slugging which is poor design. They need to do something about background and flashbang specifically instead of just outright nerfing background player. Bot sure what the solution could be .
- flashbang with background is far from being a problem friend, I use them and it only works against inattentive players. Even with the background, we have to be close to the killer to be able to save, we only have 1 second to hit the flashbang. If you are not desperate to catch the fallen survivor, you will never have a problem with flashbang and background players.
- flashbang with background is far from being a problem friend, I use them and it only works against inattentive players. Even with the background, we have to be close to the killer to be able to save, we only have 1 second to hit the flashbang. If you are not desperate to catch the fallen survivor, you will never have a problem with flashbang and background players.
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I'm using google translator. Here in Brazil, because we don't have a large number of players like in foreign countries, 100% of the games I play the killer is tunneling with 5 gen up SOLOQ games, I have 4 thousand hours and I am played with players with 200 hours and they are camped and tunneled and removed from games with 4-5 gen and stays in this infinite cycle, I got to the point where I didn't want to play anymore, because every game the killer ignores me to tunnel the weakest link with 5 gen, guaranteeing victory for him.
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It's stupidly stupid for the blight to slide through the structures and the survivor to be unable to do anything. Hug tech has to be removed, period.
