NarkoTri1er
NarkoTri1er
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@Jadelysta said:
Surge is fine where its at, it is currently in the top 10 most used killer perks. I am a Surge enjoyer myself, and i don't think it needs any changes.
many questionable perks have big pickrates, Surge is one of those and is...the worst active gen regression perk you will pretty much rarely get actual value of if survivors happen to force downs away from gens being done + regression is way too low for how inconsistent this perk is. I won't say it needs a buff because with it's radius, no buff will make it actually more useful to pick than e.g. Eruption (way more consistent and quite literally the best perk for holding 3-gens) for example
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@ChucksterMainin said:
i stumble upon a streamer, wont say who i dont care if the devs dont care, but they had a list in their reshade for each map they get it is crazy.
Im only saying this because when FNAF comes out good chance those new players will try survivor and these are the people that are gonna be hiding in dark bushes thinking they are going to be safe.
are we really complaining about Reshade that is literally allowed?
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@Rokku_Rorru said:
I don't see anti-slug having much of an effect on slugging as a strategy, it's slugging to get all 4 down what it's countering/the whole duration of slug.
Slugging to pressure a gen etc will still be effective, even if the survivor can recover, it's not going to be unbreakable speeds, you can just go hit the survivor going for the save/trying to do the gen and go back or commit to the new chase, get them down and the other survivor is still injured and needing to reset.
Anti Tunnel is fine, people still eat anti-tunnel perks to be able to tunnel, if any of those are made baseline killers will still do it if they need to, it just makes the experience more fair and have more agency on the one being singled out, so again it's a non-issue, can just spread pressure instead.
Killers base kick was buffed for gen regression, I've not needed to use Gen slowdown/regression for a while now since the gen speeds were slowed down and problematic gen perks nerfed. I don't think there is an instance I've ever gotten to the cap for gen regression UNLESS I was using gen regress perks.
The games meta is currently formed around snowballing matches, for the easiest win with little resistance and these changes are making it so players don't feel as helpess when said tactics are used.
Killer players will adapt, they always do, not to mention Killer QoL changes have been:
-Perma hook break on sacrifice removed
-6.1.0 base chase QoL buffs (not listing all of them as there was several)
-some of the most problematic maps have been fixed
-Hook Spawns have become more dense
-Gen speeds made slower
-Base Gen Kick was buffed
-End Game Collapse
-Mori finisher system
And we are about to get anti-stealth changes too, and probably buffs to weaker killers down the line too.Slugging to pressure a gen etc will still be effective, even if the survivor can recover, it's not going to be unbreakable speeds, you can just go hit the survivor going for the save/trying to do the gen and go back or commit to the new chase, get them down and the other survivor is still injured and needing to reset.
no matter if it's Unbreakable recover speed or not, you are nullifying killer''s slug pressure. If killer goes too far from the slug, they are punished hard, if they bait someone to come a slug, they are punished hard.
Anti Tunnel is fine, people still eat anti-tunnel perks to be able to tunnel, if any of those are made baseline killers will still do it if they need to, it just makes the experience more fair and have more agency on the one being singled out, so again it's a non-issue, can just spread pressure instead.
Anti-tunnel is abnormally strong nowadays and it makes tunneling as a high tier killer difficult, while making tunneling as a mid-low tier impossible (in an era where it's also impossible for those killers to do anything if they are forced to spread hooks).
Spreading hooks is literally the outcome every team wants, spreading hooks is literally handicapping yourself as the killer, further anti-tunnel buffs are completely unnecessary.
Killers base kick was buffed for gen regression, I've not needed to use Gen slowdown/regression for a while now since the gen speeds were slowed down and problematic gen perks nerfed. I don't think there is an instance I've ever gotten to the cap for gen regression UNLESS I was using gen regress perks.
reasons why it seems like you "don't need to use" slowdowns in pubs are not technical, those are results of complete flaws in survivor plays around wasting your time and managing to do gens. Good luck playing without any kind of gen slowdown perk against actually good teams.
Is it true that victory is completely achievable with gen kick limit tho? Yes it is.
The games meta is currently formed around snowballing matches, for the easiest win with little resistance and these changes are making it so players don't feel as helpess when said tactics are used.
snowballing meta rn relies on survivors to make chained mistakes tho.
Killer players will adapt, they always do, not to mention Killer QoL changes have been:
-Perma hook break on sacrifice removed
-6.1.0 base chase QoL buffs (not listing all of them as there was several)
-some of the most problematic maps have been fixed
-Hook Spawns have become more dense
-Gen speeds made slower
-Base Gen Kick was buffed
-End Game Collapse
-Mori finisher system
hook respawns didn't do anything other than reducing slugging due to killer being in a hook deadzone.
base chase QoL buffs didn't really make it better for weak-mid killers because further new survivor releases overshadowed them.
regarding maps, Eyrie is still very problematic, Autohaven maps are bugged for quite some time now (they spawn more pallets than they are supposed to), Garden of Joy is still very strong.Those maps + Midwich and Haddonfield need to be brought even.
More dense hook spawns really don't do much in a meta where survivors force downs way away from 3-gens and other beneficial zones for killers.
Gen speeds are slower, while splitting gens is as easy and oppressive as it was.
Base gen kick is okayish now ig.
EGC doesn't really benefit killers at all.
Mori finisher is just an aesthetic change, it doesn't really benefit killers either.
And we are about to get anti-stealth changes too, and probably buffs to weaker killers down the line too.
we are NOT getting anti-stealth changes (nor we should), we are simply getting changes against survivors that just stealth and do nothing
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926642#Comment_3926642
‘Misinformation’ Proceeds to get immediately corrected by a dev lmao
sorry but Mandy's response further uncovers how unserious approach to bugged stuff is, taking in mind how long it took for Nemesis to be killswitched and that bugged BL wasn't even killswitched before an official patch came.
This basically tells you BHVR is treating bugged stuff like "well have fun with them for some time until we killswitch or fix them" which is really sad.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926736#Comment_3926736
This message only means that someone has worked on your report. Not that someone got banned.
yes but they shouldn't write it as "action was taken" even when nothing has been done. It's literally even ine step further in encouraging people to abuse bugs even more if oerks/characters aren't killswitched in time.
Really unprofessional if you'd ask me taking in mind how long it takes for them to killswitch stuff after it literally gets reported with video evidence too.
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@crogers271 said:
For @NarkoTri1er @Firellius and anyone else interested in the stats
The poster of the stats for DBDLeague (Imitatia) did get back to me - "Hey there, im always referring to thr average first down time, as this is the easiest one to track. All times are added and then divided by the number of games"
As I suspected, it's not the same as the number BHVR is posting, because
A: It would be unreasonably hard to track manually
B: If those numbers were the average the norm for DBDLeague would be games with a very small number of hooks (probably like 2 to 4), which just isn't true.
Those stats are also from the qualifiers, and as I posted from the numbers above for Mastermind, an average like that can achieved from a combination of high and low times.
Basically though, this number (first down time) is radically different than what BHVR is posting (average total chase time per trial).
Not that I think he'll see it, but my appreciation to anyone with DBDLeague for taking their time to answer my question.
thanks for clarification, my bad in this case. Now this would make it interesting for BHVR to push some stats like this one and makes their chase time detection mechanic come under great question mark. Does shift teching count as end of chase timer BHVR uses for stat? Or any kind of chase cut by other factors than specifically downs and then starting again
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926642#Comment_3926642
No this is not the case, we do not ban for the use of bugged perks etc in the game, if the bug is that bad enough that it warrants a ban, it would get kill switched. Same as we have done with Nemesis and no we're not banning for the bug with him, we've opted to Kill Switch the character.
so reports in matches where people were exploiting bugs with game letting us know action has been taken against "Exploiting" don't actually result in anything?
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926218#Comment_3926218
I main Singularity. I don't think that's a surprise, given the profile picture.
I'm not going to give you any more listings to use as ammo than that, sorry. And before you start a balance discussion, I don't want to have one. I warned this website that the Hux buffs last year would create a killer that's too strong, and I undersold it - he's even stronger than even I feared he'd be. So save your breath on trying to get your main fixed. Oni players deserve that much.
even though Hux is a strong killer and he got dumbed down without reason, saying how he is ridiculously overpowered, especially based on the fact that average pub player fails at macro aspect of the game (which is crucial for countering Hux, is pure nonsense.
I'm not going to give you any more listings to use as ammo than that, sorry. And before you start a balance discussion, I don't want to have one. I warned this website that the Hux buffs last year would create a killer that's too strong, and I undersold it - he's even stronger than even I feared he'd be. So save your breath on trying to get your main fixed. Oni players deserve that much.
what?
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no, MMR system needs to be changed because there are already too many cases of fresh installs bring matched with people way more skilled than them, not to mention how current MMR system gives people false feeling they are actually skilled because they reach point where "they can't win"
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@SAWII said:
The devs do not ban for people using bugs, as there is no way to prove that people were using them knowingly and/or maliciously. If a bug is bad enough, the devs will killswitch it, otherwise I believe it is fair game.
there were already cases of people getting banned for exploiting bugged perks + the bug not getting killswitched quickly doesn't mean it's fair game, let's not spread misinformation in order to encourage people to exploit bugs and then think how they did nothing when they get banned
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926370#Comment_3926370
Why would we care about comp when pubs is literally all that matters? " the top .00001% players that you will never encounter are really good" fantastic, most of us knew that, most of us realize that has zero bearing on the actual game.
The person specified pubs as well, and you just ignored that to make a point.
why wouldn't we in something as trivial as chases. You'd expect someone not to be able to hold a 60s chase against Blight like pros can do, but being able to hold only 20s chases on average across all killers?
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926340#Comment_3926340
Have a link? Because I'm curious how they derived their stats.
Hillbilly stood out to me because I remembered him doing pretty well. I found a total of six instances where Hilbilly was played in the winter circuit (so 12 trials). I've listed them all below in case I missed any.
Here are all the times it took to get to the first down:
Qualifiers - Rapture vs Archon
2:12
1:11
Qualifiers - Jinx vs Void
0:35
1:57
Round 1 - Severance vs Jinx
1:28
0:07
Quarter Finals - Eternal vs Sinners
2:23
0:19
Lower Bracket - Jinx vs Sinners - at this point of the season DbDLeague started putting in the first down time
1:09
0:55
TOP 4 - Calamity vs Sinners
0:28
0:40That averages out to a minute and seven seconds for the first down. Not the first chase even, because that doesn't trigger until the chase icon triggers, and the first down when everyone is healthy, spread around the map, and has every pallet available should be the hardest to get
And the times go down, not up, as we get to top team vs top team.
But unless DBDLeague is tracking chases the same way as BHVR, which seems close to impossible, you're comparing unalike things.
DbDLeague discord server, dbdl statistics channel, they are pulling data from latest tournaments played.
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926388#Comment_3926388
Yea their response to me is completely off topic and some pivot to something else entirely.
please tell me what exactly is off topic when you refused to properly respond to any argument i gave, especially about average chase length and how weakest killers have some of the highest killrates
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926370#Comment_3926370
no one cares about comp. I bet you don’t even play that
i played scrims because i didn't think i'm yet ready to actually play for one of teams.
As for the fact that you care or not, it was never about that, it was about the excuses yall make when losing even to killers that are easiest to play against :)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926340#Comment_3926340
Is that not competitive and not pubs?
yes, that's competitive, actual high skill matches between high skill survivors and high skill killers.
In pubs you usually face mid skill level killers at best and people still last 20s per chase, which is catastrophic
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@Skeleton23 said:
I'm Just starting Oni and every time I hit something rather than a survivor he just stands there for a good half sec before I can move again. It doesn't seem normal and natural.
Plus I can't tell what's a bug and what isn't a bug
So if some Oni Mains or people who played him can tell me if this is or isn't a bug that would be great
yep, when he hits an obstacle rather than thin air or survivor, he gets a "little stun" animation, which is basically a little form of punishment for missing, similar to Billy hitting an obstacle with chainsaw
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926225#Comment_3926225
if you are actually so eager to use official data as an argument, why is average chase time of individual survivor in pubs 60s per whole match
Source?
DbdLeague statistics winter circuit
Dark Lord 0:01:04 Blight 0:01:11 Wraith 0:01:17 Lich 0:01:28 Nurse 0:01:30 Spirit 0:01:31 Singularity 0:01:32 Cenobite 0:01:35 Hillbilly 0:01:43 Oni 0:01:56 Unknown 0:01:58 Houndmaster 0:02:01 Plague 0:02:12 Mastermind 0:02:17
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926100#Comment_3926100
Yea it quickly turns into a lot of conditions that need to be met it seems to satisfy whatever parameters are, continuously going up it seems. All the while having absolute 0 examples in the other direction. I can only provide so much, the onus to provide counter examples has to come at some point. And, unsurprisingly, nothing backs up what they were saying.
I just went off their initial post saying that "unless you have movement and gen regress give up you stand no chance"
I post examples from me and from other sources as well that directly contradicts it.
They can either acknowledge and follow actual data, or disprove it with actual data. Really is that simple.
Whatever head math or perfect bias scenario they come up with, means nothing though.if you are actually so eager to use official data as an argument, why is average chase time of individual survivor in pubs 60s per whole match aka. 20s per chase when average should be 60s per single chase at least? You have 40s of time worth of 1 survivor per gen (80 per two, 120 per 3) literally thrown into water, and then there is still argument that it's balance in question, and not survivor skill when we know wasting killer's time is the most valuable thing survivor should do. I absolutely can't want to hear argumentation on average survivor getting 2-tapped by an M1 killer and then somehow blaming it on game balance.
And why do worst killers in the game like Sadako have some of the highest killrates?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926086#Comment_3926086
3 second DS was inconsequential unless the Killer was either A) The weakest Killer in the game or B) Not good at the game.
It was a joke and anyone who pretends otherwise isn't even hiding their bias or attempt to gaslight others.
3s DS was good against every killer other than Billy, Blight and Nurse. Honestly if they just found a way for DS to be 3s while disabling killer's power for like 5-7s after stun animation finished, it would be much better way to make DS decent against S-tiers too.
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@lord_of_dogs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924039#Comment_3924039
You are the only soul that thinks this way. There are no “overtuned” killers except for nurse.
honestly, if they only nerfed her synergy with aura perks she'd be perfectly balanced..And then you have...Blight that has quite some problematic aspects.
@kit_mason said:
Overbuffing.
Most of the killers I went to play are now unhealthily strong. It takes all the fun out of it.
My hope is that BHVR reins in the killers I main just a tad so I can play them again, though!
alright i will bite. If you said plain unhealthy this would maybe be true (Tombstone Myers for example - not strong but unbelievably unhealthy) but acting like killers have been overbuffed when not only 99% of buffed killers aren't really strong at high levels at all, many killers are basically unplayable due to bugs.
I would definitely want to know what "strong" killers you are playing
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@PetTheDoggo said:
They better fix Oni before 2v8 then…
agreed, but somehow i have the feeling they won't :')
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i think we should stop with overall buffs to "improve new player experience" while buffing top tier players even more and should rather work hard on improving tutorial system and advertising guides on how to play the game to the core.
Newer survivor players have become so discouraged from improving and encouraged to just rely on game to do majority of the job and that should definitely change
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925292#Comment_3925292
false statements come from actually high skill matches rather than raw pubs with nonexistent matchmaking? Ok dude.
I mean both of them are false for you. In tournaments every single one of your statements backfires when we look at perk loadout, and then pub you may as well not have typed anything.
For everyones reference on actual high level play, heres video(s) on what perks are used in high level play.
https://www.youtube.com/watch?v=vh_iUFYYokI
https://www.youtube.com/watch?v=Qa02NajVQq8
Notice none of what Narko is saying is true at all.Billy was literally an S-tier long ago, after whoch he suffered a lot to finish in the low C-tier and then finally go into S-tier anymore. He was unbalanced for some time after his rework and now he literally is in a fine spot.
How far back are we going with your comments? Because first it was within the last year, and now we are talking about billy before the introduction of overheat in 2020?
I think I will just stop here as this post of yours illustrates you are off on some tangent that is so divorced from reality, that continuing conversation seems to be a waste of time.You make up meta in your own mind, ignore actual data we have published to us, and constantly contradict your own talking points. And honestly just make things up that are published saying otherwise.
Good luck!you are literally using fundamentally flawed data extracted from matches where matchmaking throws you into a pit with people with most random skill levels possible and with so many external factors polluting that same data (giving up, trolling, SWFs intentionally playing just to make killer mad even though they get 4Ked, heavy skill levels mismatch etc.)
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924973#Comment_3924973
Its hard to discuss anything in good faith in your direction as completely false statements just come from you. With public published data telling you, you are wrong.
literally small tweaks to killer basekit, individual small buffs that eventually move killers 1-tier up at best.•(2024) Hillybilly recieved the largest buff we have ever seen. Moving him from d-tierto the top 5 spots in the game.
•(2025) Freddy recieved a large buff that has skyrocketed him to the number 1 kill rate slot across high MMR published by stats up from.... freddy tier, he had is own tier.
•(2024) Dredge recieved a large buff to his entire basekit. Moving him from D tier to B.Not to mention that none of the actual survivor meta perks were touched either.
(2024) Adrenaline nerfed.
(2024) DS nerfed
(2023) DH nerfed
(2023) Prove nerfedLike what "meta perk" do you want to be "touched" I think is the better question(s)?
and still, huge majority of maps are still survivor sided, Autohaven maps are bugged and they spawn more pallets than they are supposed to, while the only truly problematic killer sided maps are Haddonfield, Vecna's map and somewhat Midwich.
No.
Someone made a post recently which is about as true as it gets. Midwhich is 100% killer sided and you would be disingenuous to suggest otherwise. A trapper can close this map down, thats how killer sided this map is.
https://forums.bhvr.com/dead-by-daylight/discussion/444344/map-balance-with-tier-listBloodlust has been buffed...and then you take a look at changes to survivor MS, latest being release of Orella's perk Duty of Care.
Survivor MS hasnt changed.
Duty of care is a perk with conditions and limitations. Same with sprint burst, lithe, and overcome.Healing gutted? It's literally still absolutely strong. Resurgence exists, Syringes exist and you can literally heal fast with just Surgical Suture on a medkit. Healing is still in a very strong spot, while anti-healing status effects have all been indirectly further nerfed by Vigil buff (Sloppy hardcore because it went to limited Haemorrage and Mangled).
Healing basekit has been gutted since 2023-2024. You keep flipping back and forth what you have a problem with. Perks, basekit, meta/non-meta. You cant just change the conditions of your argument every second and expect people to take you seriously.
literally majority of killer meta perks were hit with multiple nerf hammers, you are talking about buffs to perks that are used more in gimmicky builds
Pain Res nerfed (still the most picked perk).
Pop (still the second most picked regress perk).
Grim Embrace receieved an extremely large buffSo not only are you just wrong. But you dont want buffs to non-meta perks?
You seem non appreciative at all on any of the perk buffs this last year.i don't see a mention of "matchmaking issue" anywhere. Game literally looks balanced exclusively because of almost nonexistent matchmaking, community that gives up 2 mins into matches and players that last 20s in chases. Like let's sit down and think about how killrates got up on the first place.
What?
Its balanced because people give up constantly? You think the game is balanced 3v1 or less? You think the game is balanced for 20s chases or less?
Lets sit down and rethink what we type before we hit the "Post comment" feature at the bottom of the screen.
they have literally gutted slowdown meta to the point where only meta gen related perks are Corrupt, DMS, Grim Embrace and Eruption. We are in an era where survivors have hard control of the match.
At this point you just are making things up in your head.
Pain res
Pop
SurgeAll ahead of every perk you just listed in the meta.
Ruin is ahead of eruption
This is public data.
really? Forcing hooks, and most important spreading them is hardcore punished, tunneling and camping are pretty much dead, slugging is not possible against organized teams, like please tell me where are incentives for actually "playing fair" by the rulebooks?
Your post is a mess. Like you are contradicting yourself. How is grim meta you say above, but then spreading hooks is punished?
If this was true then Grim wouldnt be even taken. Grim has a condition you know, do you play killer? This is an honest question.
Devour hope is meta as well.All of this is public, published, data. I am not sure this long thread of whatever you came up with in your head, that also contradicts itself, is strengthening your arguments at all.
Its hard to discuss anything in good faith in your direction as completely false statements just come from you. With public published data telling you, you are wrong
false statements come from actually high skill matches rather than raw pubs with nonexistent matchmaking? Ok dude.
•(2024) Hillybilly recieved the largest buff we have ever seen. Moving him from d-tierto the top 5 spots in the game.
•(2025) Freddy recieved a large buff that has skyrocketed him to the number 1 kill rate slot across high MMR published by stats up from.... freddy tier, he had is own tier.
•(2024) Dredge recieved a large buff to his entire basekit. Moving him from D tier to B.
Billy was literally an S-tier long ago, after whoch he suffered a lot to finish in the low C-tier and then finally go into S-tier anymore. He was unbalanced for some time after his rework and now he literally is in a fine spot.
In terms of Freddy, he was literally a killer with the biggest killrate before his buff too, telling you how bad average survivor actually is when they suffer so much against ordinary M1 killer that is almost powerless.
DREDGE B TIER????? Are you kidding me now? Like really? Dredge is still one of the worst killers in the game that is extremely powercrept and his power is so map dependant that he barely works on only few of maps.
(2024) Adrenaline nerfed.
(2024) DS nerfed
(2023) DH nerfed
(2023) Prove nerfed
Like what "meta perk" do you want to be "touched" I think is the better question(s)?
Adrenaline received quite a small nerf.
DS literally received a completely unnecessary buff in PTB that literally destroyed low tier killers while doing nothing against Nurse, Billy and Blight (but that's what players wanted because ppl are not aware of what makes DS less powerful against Blight, Nurse and Billy) after which it received a buff that was the final version in live, which means perk literally has been buffed.
DH was literally one of the most oppressive perks to ever exist in game when it was purely based on exhaustion, now it's still one of the strongest perks, but is actually a fair one.
Prove literally received small nerfs + BPs removal, nothing serious taking in mind it's a gen perk.
And now you have StB, Reassurance and Resurgence still in the extremely strong position without any mention of at least BHVR looking into them.
No.
Someone made a post recently which is about as true as it gets. Midwhich is 100% killer sided and you would be disingenuous to suggest otherwise. A trapper can close this map down, thats how killer sided this map is.
https://forums.bhvr.com/dead-by-daylight/discussion/444344/map-balance-with-tier-list
you tried to counter my argument by proving part of my statement where i said Midwich is killer sided? What?
Survivor MS hasnt changed.
Duty of care is a perk with conditions and limitations. Same with sprint burst, lithe, and overcome.
are you even remotely aware of how powerful perks like SB and Lithe are? And since when is Duty of Care "perk with limitations" when it stomps every low-mid tier killer and even affects Nurse? And Babysitter which was literally a meta perk even at 10% haste being buffed for no reason?
Healing basekit has been gutted since 2023-2024. You keep flipping back and forth what you have a problem with. Perks, basekit, meta/non-meta. You cant just change the conditions of your argument every second and expect people to take you seriously.
since when does something being nerfed mean it's not powerful anymore? Especially in case of healing in general, which is still in extremely strong position?
Pain Res nerfed (still the most picked perk).
Pop (still the second most picked regress perk).
Grim Embrace receieved an extremely large buff
you are determining perk power over pickrate in pubs?
Because by your logic, Deliverance and StB are very weak perks due to low pickrate (meanwhile they are top 2 strongest survivor perks at high skill levels)
Pain Res is not S-tier anymore aftere receiving com.pletely unnecessary nerf from 20% to 15% with 4 tokens.
In terms of Pop, please take mathematical comparison between it and other regression perks and notice how it's literally only somewhat worth it if you manage to constantly get value of it on 90%+ gens.
I already told Grim Embrace is now meta, one of the only 4 meta killer perks atm.
What?
Its balanced because people give up constantly? You think the game is balanced 3v1 or less? You think the game is balanced for 20s chases or less?
Lets sit down and rethink what we type before we hit the "Post comment" feature at the bottom of the screen.
please tell me what else happens in pubs where it's already known how rampant give up epidemic is, how chases last 20s across all killers (when norm should be 40-60s against S-tiers and 90s against other killers) and how it's artificially inflating killrates? And think about it before you hit the "post comment" again.
At this point you just are making things up in your head.
Pain res
Pop
Surge
All ahead of every perk you just listed in the meta.
Ruin is ahead of eruption
This is public data.
you mentioned Surge which is a terrible slowdown on majority of killers. You mentioned Pop which is terrible unless you manage to consistently kick 90%+ gens. You mentioned Ruin which basically only works on killers like Blight that can apply consistent pressure and you severely underestimated Eruption, which is literally top 4 perk in terms of strength. Your "public data" is based on pub matches where majority of matches are played by mid players at best.
Your post is a mess. Like you are contradicting yourself. How is grim meta you say above, but then spreading hooks is punished?
If this was true then Grim wouldnt be even taken. Grim has a condition you know, do you play killer? This is an honest question.
Devour hope is meta as well.
All of this is public, published, data. I am not sure this long thread of whatever you came up with in your head, that also contradicts itself, is strengthening your arguments at all.
Ohh so wait, Grim being meta now suddenly means spreading hooks is magically not punished? Great logic, because this logic would only work if Grim is like a extremely overpowered perk with power even higher than old Eruption.
DEVOUR META????? Devour was literally never meta, what are you talking about?
And again, you are speaking of public data based on same public matches where worst killers have the highest killrates, Nurse seems like underpowered killer and Skull Merchant is not one of the worst killers in the game atm.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925044#Comment_3925044
If you're going to nerf tunneling, slugging, and camping — tools that killers use when they have no other way to regain control
The most important part of this entire post is that they've said nothing, literally nothing about the details of any mechanics in phase 2.
The entirety of this original post, and across these forums for that matter, is nothing but doom posting about a potential feature that might cause people to have to stand 11m from a hook 7 months from now. The horror.
Because that's the level of mechanic that they implement when they do stuff like this. AFC doesn't stop camping, is barely a speed bump and completely trivial to play around. That's the level of mechanic we're likely to get. But people start complaining early, and often, and the devs will not only put out something weak to PTB, but probably it'll get nerfed by request before it hits live also.
But here's the proof of my statement here, from your first post on this thread:
You can’t nerf slowdown into the ground, leave gen speeds untouched, load the survivor side with second-chance perks, and then act surprised when killers tunnel someone out early.
It's about slowdown. It's always about slowdown. It always has been.
And this is the exact same mentality and comment we've seen for years now: killers tunnel/camp/slug because of:
Gen speeds, dead hard, DS, circle of healing, maps too big, pallets too strong, "infinites", prove thyself, reassurance, scavenger, background player, BNP, MfT, distortion, adrenaline, "SWF is so much stronger than solo".
Every single one of those has been directly nerfed or addressed, and every single time, people move the goal post to the "next major problem".
And, ironically, basically any activity that would involve survivors not doing gens has also been nerfed by request. Mainly this is interactions with the killer, boons, and soon to be body blocking. But this only leaves survivors with "do gens" or "stand afk" as potential gameplay options.
Killers excessively camp, tunnel, and with because it's easy to execute and difficult to counter. That's it, that's the only real reason.
It's about slowdown. It's always about slowdown. It always has been.
because nothing else fundamentally does anything to improve overall match standing unless you have at least 2 slowdowns. Not to mention that Corrupt is literally a must for you if you don't want survivors to have such a no effort easy early gen splitting, which is the most oppressive survivor strategy that leaves 0 room for killer mistakes when playing stronger killers and basically makes playing lower tier-mid tier killers impossible.
And this is the exact same mentality and comment we've seen for years now: killers tunnel/camp/slug because of:
Gen speeds, dead hard, DS, circle of healing, maps too big, pallets too strong, "infinites", prove thyself, reassurance, scavenger, background player, BNP, MfT, distortion, adrenaline, "SWF is so much stronger than solo".
Every single one of those has been directly nerfed or addressed, and every single time, people move the goal post to the "next major problem".
Resurgence is still insanely strong, Reassurance too.
Babysitter, an already meta perk was buffed even further?
OTR is still at 80s and literally has Distortion and Iron Will implemented inside it's kit too.
SB is still absolutely easy to use and enormously strong.
Not to mention how many other meta perks for survs are, but i mentioned some very problematic ones.
Overall, hooks are a power tool for survivors that (seems like it) only good players know how to get advantage of because i'm seeing way too many players who think greeding on hook is bad and also players who don't know how to force down away from 3-gen or other important tiles. Ohh, should we also mention how average survivor doesn't even know strength of taking hits and pallet saves.
And, ironically, basically any activity that would involve survivors not doing gens has also been nerfed by request. Mainly this is interactions with the killer, boons, and soon to be body blocking. But this only leaves survivors with "do gens" or "stand afk" as potential gameplay options.
boons are still decent, bodyblocking is still insanely strong and literally deserves to be looked upon.
And this "do gens or stand afk" as only options? Maybe, just maybe we should encourage players to last more than 20s in chases for matches to be actually fun for them, or? It's funny how we are arguably having survivor role at it's strongest after infinites were nerfed, yet we complain about survivors somehow having only those 2 options when playing.
Killers excessively camp, tunnel, and with because it's easy to execute and difficult to counter. That's it, that's the only real reason.
"easy to execute and difficult to counter" bro...
Is lasting more than 20s in chase, team greeding you on hook and using anti-tunnels really that difficult as a tunneling counter?
Is forcing a down away from zones where killer can actually benefit from camping the hook, survivors greeding tou on hook and forcing gens really that difficult?
In terms of slugging, you could literally never have a massive benefit out of slugging and it was literally always a situational and very risky move against an actually skilled team.
2+ years of people refusing to learn counters to these strats are literally the only reason why tunneling, camping and slugging are rampant. Survivors are literally choosing to absolutely not punish killer for using these strats at all. Can yall once, just once sit down and think "well, maybe we actually need to get better"?
People were literally playing way better against tunnelers when not even basekit BT was added, and now when we have the strongest anti-tunneling tools in the game, tunneling is overpowered"?
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the only thing about fate of the game we will be able to see from this chapter on is game health, bug fixing and balancing becoming much lower priority than pumping licences. The dark times are coming again
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@AmpersandUnderscore said:
Killers need compensation in other areas, whether it’s basekit improvements, better chase mechanics, or meaningful perk reworks,
They've been doing exactly this in literally every patch for three years now.
The past year has had individual killer buffs, base kit, add-on reworks, and usually 2-3 killers per chapter or so.
Maps have been reworked, tile spawn logic changed, pallets significantly weakened, entire realms reworked, newer maps are smaller and have tons of dead zones.
Bloodlust had been buffed, anti gen tap completely eliminated gen tapping, hooks respawn. Healing was gutted specifically by request so people could play hit and run.
Just about every single class of killer perk has been buffed. (The one exception to this is literally the only reason for your post, and I'll finish with that)
They spent 3 years deliberately altering the game balance from basically every direction to increase kill rates, and successfully. They've even gotten it to the point where, overall, SWF and solo are escaping at roughly the same abysmally low rate.
So, the only reason for this post to even exist is the only thing they haven't given killers back: gen kick meta levels of regression. It's all some people want is complete control of the game. They've given a metric ton of information, chase, and utility. And all people want is infinite time (or currently, 10 minutes of holding the game hostage).
So no. Not every change in the game requires some kind of compensation buff.
They've been doing exactly this in literally every patch for three years now.
The past year has had individual killer buffs, base kit, add-on reworks, and usually 2-3 killers per chapter or so.
literally small tweaks to killer basekit, individual small buffs that eventually move killers 1-tier up at best.
One single buff they do to a survivor overshadowed multiple killer buffs. All killer strats got further indirectly nerfed by introduction of new survivor basekit tweaks and perks, while the most oppressive survivor strat, early gen splitting is still literally untouched.
Not to mention that none of the actual survivor meta perks were touched either.
Maps have been reworked, tile spawn logic changed, pallets significantly weakened, entire realms reworked, newer maps are smaller and have tons of dead zones.
and still, huge majority of maps are still survivor sided, Autohaven maps are bugged and they spawn more pallets than they are supposed to, while the only truly problematic killer sided maps are Haddonfield, Vecna's map and somewhat Midwich.
Bloodlust had been buffed, anti gen tap completely eliminated gen tapping, hooks respawn. Healing was gutted specifically by request so people could play hit and run.
Bloodlust has been buffed...and then you take a look at changes to survivor MS, latest being release of Orella's perk Duty of Care. Despite hooks respawning, they are in the worst state they have ever been, where spreading hooks heavily benefits survivors and tunneling and camping are punished harder than ever.
Healing gutted? It's literally still absolutely strong. Resurgence exists, Syringes exist and you can literally heal fast with just Surgical Suture on a medkit. Healing is still in a very strong spot, while anti-healing status effects have all been indirectly further nerfed by Vigil buff (Sloppy hardcore because it went to limited Haemorrage and Mangled).
Just about every single class of killer perk has been buffed. (The one exception to this is literally the only reason for your post, and I'll finish with that)
literally majority of killer meta perks were hit with multiple nerf hammers, you are talking about buffs to perks that are used more in gimmicky builds than in actual high level gameplay.
They spent 3 years deliberately altering the game balance from basically every direction to increase kill rates, and successfully. They've even gotten it to the point where, overall, SWF and solo are escaping at roughly the same abysmally low rate.
i don't see a mention of "matchmaking issue" anywhere. Game literally looks balanced exclusively because of almost nonexistent matchmaking, community that gives up 2 mins into matches and players that last 20s in chases. Like let's sit down and think about how killrates got up on the first place.
So, the only reason for this post to even exist is the only thing they haven't given killers back: gen kick meta levels of regression. It's all some people want is complete control of the game. They've given a metric ton of information, chase, and utility. And all people want is infinite time (or currently, 10 minutes of holding the game hostage).
they have literally gutted slowdown meta to the point where only meta gen related perks are Corrupt, DMS, Grim Embrace and Eruption. We are in an era where survivors have hard control of the match.
So no. Not every change in the game requires some kind of compensation buff.
really? Forcing hooks, and most important spreading them is hardcore punished, tunneling and camping are pretty much dead, slugging is not possible against organized teams, like please tell me where are incentives for actually "playing fair" by the rulebooks?
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924754#Comment_3924754
So when you face Survivors with a similar skill level, you can expect to lose sometimes, and you don't like that. So you play sweaty to keep playing against those skilled Survivors and keep expecting to lose. Sounds like you're digging your own grave.
with majority of killers and no limitations on loadouts you'd be lucky to 4-stage people against people on similar skill level :)
The so called "high MMR" in pubs is literally mid skill level at best, good survivors can stomp most of their matches because they will face mostly average-below average killers and good killers can stomp most of their matches because they will face mostly average-below average survivors, the current state of matchmaking is absolutely not a valid way to determine game balance at all
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welcome to dead by fortnite balancing because at this moment, balance is going in favor of majority of players that make the biggest profit for BHVR aka. newer players
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@StalkingYou said:
https://us.v-cdn.net/6030815/uploads/O5B2YAGLUOYZ/img-2817.jpg
so, lo and behold, even more mechanics are being implemented to hinder "dirty tactics" even further.
so, let's make a list of perks that assist survivors against tunneling killers/camping/slugging killers:
decisive
off the recordreassurance
camaraderie
babysitter (already a top 10 perk for survivor, banned in many competitive matches, yet was buffed this update :D)
borrowed time
we're gonna live forever, where you cannot leave a survivor on the ground for even 10 seconds to go hit another person in the area even if you do not intend on slugging
we'll make it
deliverance
SHOULDER THE BURDEN
——————————————————————————————————————————————————————————————
Now for mechanics that assist survivors against tunneling/camping
basekit BT
anti-camp
hook grab removal (technically a feature? but a survivor can run right past you in your face and get a guaranteed ape save so)
———————————————————————————————————————————————————————————————
Ok. So now lets talk about the killers who are actually affected by this:
nurse is not affectedblight is not affected
billy is not affected
basically every killer that is strong (A tier and above) are not affected by these changes at all because their powers allow survivors to down people very quickly so there is rarely a need to tunnel, or their powers allow them to shred through these defenses rapidly with quick catchup and great anti-loop
So who is actually affected by anti-tunnel?
ghostface, pig, Myers, trapper, legion, trickster, doctor, sadako, dredge, the list goes on. think of any below average m1 killer and they will probably be affected by this.
basically any killer that cannot down survivors in quick succession/ do not have strong mobility are the only ones getting hit by anti-tunnel at all… but why?
these killers get hit by anti tunnel the most for two reasons:
1. they're the ones who need to tunnel to win most: these killers simply do not have the ability to go for 12 hook games against even decent teams because they lack the chase power to down those players efficiently
2. their powers do not allow them to quickly shred through anti-tunnel defenses and they mainly use their M1 to attack.
———————————————————————————————————————————————————————————————-
so how much is enough? how many times are we going to keep beating these killers with a stick for employing the only strategy that yields success?
its a whole other can of worms to point out the fact that not a single thing here addresses the killer's fun by nerfing survivor efficiency. I dont find it fun when I'm playing Legion and 4 survivors are split up on 4 different gens with nothing I can do about it, where is my anti-genrush feature? why is it only the survivors who are seen as victims of the killer's evil dirty toxic strategies? when killers complain they're told to get better, when survivors complain they're showered with mechanic after mechanic after perk after perk to handhold them against tunneling killers. because there's nothing they can do, tunneling op, we are helpless victims.
want killers to play nicer? make playing nice an actual feasible strategy because now it is not. and no, 2.5% extra gen kick/attack cooldown speed does not magically make doctor capable of getting 12 hook games.
every single killer slowdown perk that is even remotely popular has been nerfed in some regard, never the same about the survivor's perks (some lean on the side of plain obnoxious). lots of these perks are flat-out banned in competitive (and yes, competitive is a good metric, those are good players that know how to use perks so im not gonna sit here and pretend a perk is mid because your average solo q player doesn't know how to use it. cough cough shoulder the burden)
but I guess we can all agree its obvious that the devs balance for survivors after that abandon/surrender change which punished killers getting held hostage and let survivors walk out with a draw after losing, right? right?
I already know the consensus on this is to employ the caveman mentality of "tunnel = bad. if you tunnel you = bad player. I no tunnel I win every game. no tunnel and these perks do not affect you" and that my opinion is the unpopular opinion.
so, for the sake of my own sanity, if you say any of these things I will not reply to you, and will instead imagine you trying to go for a 12 hook game while playing ghostface on gas heaven against a 4 man. totally owned, bro.BHVR needs to
@CrypticGirl said:
And yet you claim that you win 90% of your games without tunneling or camping.
https://us.v-cdn.net/6030815/uploads/URP5E2IKJOWT/90winrate.png
So either you're lying about your win rate, or you're just being a massive troll.
when you develop your skillz you can singlehandedly have marvelous results in terms of killrates thanks to difference in skill between you and your opponent. Situation changes tremendously when a killer gets matched with 4 survivors with similar skill level :)
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924128#Comment_3924128
This is another sidestep. Sheesh forums…
What you're completely ignoring is the actual decision-making space that survivors have when playing against Nurse.
In the gif I posted, the survivor had two options:
- Keep running to try and make max distance (which she did), and still get hit.
- Throw a god pallet, one that every other killer, including Spirit, has to break. But not Nurse. I was on her instantly, and if she had thrown it, I would’ve just downed her sooner.
Not a single other killer in that same scenario lands that hit. Only Nurse.
So again, it's not about "auras" or just "sound." It's that Nurse bypasses the core rules of the game, and she does it with minimal cooldown, no forced counterplay, and no real commitment.
And I don’t know why you're calling that a "prediction blink." Or a correction, I looked dead on her, look at the footage its right there. I heard her, I saw her, I blinked exactly on top of her. There was no guessing, just abusing mechanics that only Nurse has access to.
hanks to sound after doing a prediction blink and then a correction one as soon as you hears survivor? I guess Spirit is highly problematic then too LOL.
Really funny statement ngl.
This is such a horrendous false-equivalence and mis-frame of what was said.
This would be like saying, "Well you tracked a survivor with Scratch Marks as Huntress, so I guess huntress is highly problematic then too LOL."
Lets stay on topic as well as stay consistent with what was said. Misframing is not helping, and improper use of comparisons isnt contributing to genuine discussions.What you're completely ignoring is the
actual decision-making spacethat survivors have when playing against Nurse.
ignoring? Nurse literally doesn't have as low decision-making space as you think she does.
In the gif I posted, the survivor had two options:
Keep running to try and make max distance (which she did), and still get hit.
very smart, holding W against Nurse that has info of your position thanks to you leaving scratch marks while being in range of both blinks.
Throw a
god pallet, one that every other killer,including Spirit, has to break. But not Nurse. I was on her instantly, and if she had thrown it, I would’ve just downed her sooner.Not a single other killerin that same scenario lands that hit. Only Nurse.
literally every killer that has teleporting in their kit or can vault with their power can do this. Blight with Brutal doesn't even care it's a god pallet, he is onto you literally immediately.
Like let's be real and stop talking absolute nonsense.
So again, it's not about "auras" or just "sound." It's that Nurse
bypasses the core rules of the game, and she does it with
minimal cooldown, no forced counterplay, and no real commitment.Nurse has UNIQUE COUNTERPLAY compared to other killers, and that counterplay is literally macro oriented. The fact that you think only killer being able to be fully countered in chase is considered at least somewhat counterable (Nurse is the only top 5 killer that struggles a lot against haste perks when actually in chase anyways) really shows that your view of dbd gameplay is very narrow.
And I don’t know why you're calling that a "prediction blink." Or a correction, I looked dead on her, look at the footage its right there. I heard her, I saw her, I blinked
exactlyon top of her. There was no guessing, just abusing mechanics that only Nurse has access to.first blink after her vaulting was literally a prediction blink where you teleported to a spot where you expected her to go, she left scratch marks and then she showed you where she was directed, last clue was sound.
This is such a horrendous false-equivalence and mis-frame of what was said.
This would be like saying, "Well you tracked a survivor with Scratch Marks as Huntress, so I guess huntress is highly problematic then too LOL."
Lets stay on topic as well as stay consistent with what was said. Misframing is not helping, and improper use of comparisons isnt contributing to genuine discussions.sorry but making fun of such a funny statement about a killer was something i couldn't resist :p
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@TieBreaker said:
We don't need a comp mode. We just need for custom games to be improved, so that players who want a comp experience can have one. There's no need to divide the already limited community into different modes.
even if we didn't need a "comp" mode, we would need to have a way to have an actually solid sample of players for balancing the game. With current matchmaking and a community like this, this game is impossible to be balanced.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924188#Comment_3924188
An alternate ruleset that a group of dedicated extremely skilled players who enjoy a competitive setting crated is not the same as a dedicated mode for it. There's a modding scene for things like Hollow Knight and a whole scene for hide and seek in games like TF2 as well, that doesn't mean the game is intended to be played that way or even the way most people play it.
yes i know that, i used other games that have proplay tournaments (separate set of rules), while ranked still has slightly to moderately different rulesets.
The catch with those proplay tournaments is that game s are still well balanced, but in dbd comp scene tries to balance the game as much as possible.
@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924188#Comment_3924188
If you want to call the act of frolicking around in a sandbox outside of the intended scope of the game, with no tangible in-game rewards or rankings, and according to rules and restrictions that have nothing whatsoever to do with said game "comp", then sure. I call it cute, not "comp".
I just point and laugh at the idea of "comp" in DBD.somehow we all complain about balance of this game, but when there are people that want to experience actually closest to 100% fair matches, they are made fun of. That's one of the major reasons why game balance is in shambles atm.
And btw, world championship proplay tournaments in league are played in custom matches, and CS2 majors are played in LAN
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because they want this game to become nothing but a horror fortnite unfortunately
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@DeBecker said:
Comp doesnt exist in DbD. They just made up their own rules.
comp literally does exist in dbd and the rules are tweaked literally so that game can be more fair. Implementing comp/ranked mode would literally help devs finally see state of the game and have a proper sample of players they can make balance decisions based on.
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@TheTom20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923966#Comment_3923966
What's your killer?
seems like so many killer bugged at the momentOni, i don't even know why they touched him back in Kaneki PTB and i feel like it's gonna take quite a time for him to get back to normal again.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916726#Comment_3916726
Huh, most games show their MMR lmao Most PVP games have visible ranks or have no discernable SBMM. Even DBD at first showed MMR, because MMR was your season rank and so you were going to be matched with that unless you were player SWF. DBD wouldn't do it currently because it would just highlight how they actually don't use any sort of SBMM lol
ranks are literally not the same as MMR and some companies even had to confirm that those two are completely different things. And you are not matched exclusively based on rank, but based on elo/MMR
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923963#Comment_3923963
Nurse is not a problem if we exclude aura read?
Aura read is in the game so you cant just say "shes not a problem if we exclude aura read"
So is many killer builds and addons.
Plagues most broken addon is incense. Playing with it you just win no matter what. Perma puke aura read on a mostly m1 killer.
Nurse still has many core problems with her like hitting this required no aura read
Name a killer that could do this:https://us.v-cdn.net/6030815/uploads/SBEWLJWT42Q4/blinkthing1-ezgif-com-video-to-gif-converter.gif
You think this is fine? Its just aura read is the problem?
I knew where she was based on sound. You think nurse isnt a problem if we take sound away? I wasnt even off by a millimeter here.yes, literally only her synergy with perks like NTH is problematic atm and only thing she still needs is Blindness on blink charges.
You think this is fine? Its just aura read is the problem?
I knew where she was based on sound. You think nurse isnt a problem if we take sound away? I wasnt even off by a millimeter here.
so you think she is the problem based on the fact that you managed to hit a survivor thanks to sound after doing a prediction blink and then a correction one as soon as you hears survivor? I guess Spirit is highly problematic then too LOL.
Really funny statement ngl.
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- no matchmaking
- my one-trick killer being bugged rn
- terrible balance decisions on BHVR side
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@WolfDragon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922945#Comment_3922945
Exactly the problem. It was already a powerful anti-tunnel perk. If haste stacking was removed, this buff would have been warranted, but since it has stayed, babysitter has become incredibly powerful, especially when combined with other perks.
problem is...the buff wouldn't have been warranteed even if haste stacking was removed. Exactly because it was already a powerful perk.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923605#Comment_3923605
Just remember the forum rule:
If you're struggling as survivor, it just means you're bad at the game
If you're struggling as killer, it's evidence that the game design is broken and you're super high MMR
meanwhile, you can also see so many comments from pekple acting like struggling as killer = skill issue
while struggling as survivor = tunneling, camping and slugging op, killer overpowered, game not fair stuff
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923767#Comment_3923767
We have plenty of killers outside of Nurse and Blight that are viable at higher levels of play. Spirit, Larry, Plague, Dracula, Twins, Wesker, Billy, maybe even Artist, Oni and Pinhead. Kaneki might be on that list too, but it will take time to figure that out.
We can't blame killers being generally weak as the reason for the gap between say Nurse and Spirit. The Spirit is not weak or underpowered. She's extremely lethal. Possibly the most well balanced killer in the game. She and other strong killers like her are not the problem, Nurse and Blight are.
Spirit is a decent killer, Larry too, Dracula and Billy too, but Oni is more of a just "fun" killer in comp because outcome of matches is really 50/50, while Plague is even more hardcore 50/50.
Nurse is NOT the problem atm if we exclude aura perks on her, but Blight is due to multiple reasons.
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@I_Cant_Loop said:
Well, you probably cheated
there are already many cases of people banned for cheating when they didn't do anything that could be considered like that and then unbanned due to mistake on BHVR part
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@toxik_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923659#Comment_3923659
I think top 4 not n this order is huntress, nurse, blight, singularity
honestly, Huntress has a high skill ceiling, but not even close to top 4 tbh since killers with way higher skill ceilings like Artist, Pinhead and Plague exist.
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@Hex_Ignored said:
It makes no difference. The match is already lost, so I don't see why it necessary to drag out that game for everyone. If a teammate gives up, I also just want to end this trial because a 3v1 simply isn't playable.
the match is not really immediately lost, but the goal of player giving up is to he able to instantly go over to next match without punishments. Since BHVR still doesn't want to punish this kind of behavior properly, i guess players should be the ones to do it
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923374#Comment_3923374
Why'd you promote Xeno to M1 killer.
His undodgeable tail is.
I still play them, but mostly because Blight makes me annoyed and I can't put up with the experience for more than 5 games in a row.
They are fun, but they fail at being competitive, which is sad but in line with the community demands.
because Xeno still falls under laws of M1 and suffers a lot against predropping.
Even Oni could lowkey be considered M1 killer because he heavily relies on M1 chases and playing around pallets to earn his power.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923187#Comment_3923187
I would say Pig's a weird edge case. She has an M2 but it's weak, functioning as just another specialty M1. She has a delayed technical M2 as well, so really she has two M2s - her traps and her ambush.
I say this as someone who has started enjoying her recently, and I'm sure there's a few Pig Mains here that agree with me. The Pig is a weird hybrid, not quite M2 but not quite M1. I would personally consider her TECHNICALLY M2.but she succumbs to laws of M1 chase, has to play around pallets and doesn't have possibility use her power to go around loops, pure definition of M1 killer.
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923187#Comment_3923187
Ok, what do you consider an m2 killer then Hm? I guess that makes Plague an m1 killer too huh? Cus what it sounds like to me is you don't know what an m2 killer is. They're essentially killers who can damage survivors directly using non basic attacks. Example: Twins' victor pounce and Pig's ambush dash. Wraith is m1 because he has no special attack
M1 killers by true definition are killers that rely on M1 chase laws through most of the match (Pig, Wraith, Pinhead, Xeno, Clown, Oni as a huge option for discussion, Trapper, Hag, Doctor, Bubba etc.
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@scorpio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922443#Comment_3922443
Yes but the way they describe it is "unlimited range" or something don't they? so it seems they are setting a range of motion somewhere.
Edit: They said "turn rate limit" my bad. Unlimited is too sensitive, I have no idea where my flicks are gonna land anymore.it was turn rate limit yeah. The limit we are talking about was the fact that he couldn't basically spin 180% around his axis aka flick, but instead do a kinda wide U-turn while having no further acceleration when landing it. They fixed it and it's good, but they managed to screw up sensitivity of flicks
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@turksmall236 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922290#Comment_3922290
Just for all the new players to leave within a week 💀
they want to make new player experience better by further buffing survivor role to make good SWF teams even better instead of making a better tutorial system, completely revamping tips and actually pushing some of the most well known survivor and killer guides to help those players.
We can already see that buffing surv role does literally nothing to improve new player experience, only gives those players expectations that they don't have to improve, game will just "take care of everything"
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it's not turn limit that's the problem, it's removal is working as intended. Problem is that BHVR somehow astronomically upped sensitivity of flicks for some unknown reason.
But overall, i wish Oni was never touched at all, i feel like it's gonna take months to bring him to a decent state again.
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@WolfyWood said:
Why would anyone play an M1 over Ghoul?
He's easier than both Wesker and Blight and equally as strong as the former, its a no brainer.
Kaneki is definitely NOT as strong as Blight lol