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NarkoTri1er

NarkoTri1er

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  • @mecca said:

    The game is sooooo unbalanced people really take it not seriously. It's a joke right now.

    epidemic was terrible even before Kaneki and during the times when game was best balanced it has ever been so no, that's not the reason.

    People are suffering from severe burnout due to too much of time invested into the game + having no idea which game would fill up the void the moment they uninstalled dbd and now the only way to cope with it is to nitpick for every single tiny reason to give up in matches because subjective fun requirements haven't been met.

  • Slinger is already good killer, i really don't think he needs any further buffs.

    On the other hand, Kaneki is just plain overtuned so comparison between those two is kinda flawed

  • Nerf:

    1. Blight ( make him 4.4, slower token recharge and tiny bit longer fatigue)
    2. Nurse (only nerf her synergy with aura perks and gut Heavy Panting addon and she will be completely fine while still being S-tier)
    3. Ghoul (nerf or completely remove autoaim, addons adjustments, tweak enraged mode)

    Buff:

    1. Pig
    2. Skull Merchant
    3. Ghostface
  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905398#Comment_3905398

    I think she meant that this was unintentional and now it's working as the Oni really should be.

    And well, if something can't be countered, I think it would be broken, right?

    but the whole point is, you DON'T go for countering Oni in chase, his counters rely in delaying first hit and stealthing his power out, no matter if he can 180 or not.

    Acting like you are supposed to make him easily counterable in chase completely destroys the point of him having the power at all. His power is limited and it was always supposed to feel strong while it lasted, that's the reason stealthing during power was and will always be the most optimal option.

    Additionally, 180s are more risky to do than just walking down a survivor when you reach a loop anyways.

  • honestly, i already mentioned but i will mention it here too. Nurse has reasonable counterplay, Kaneki on the other side literally always gets his first hit for completely free.

    But i think he will get a tweak before Blood Moon event (hopefully?)

  • @Daniel_Silva04 said:

    I think it's fine like this, they implemented 180 as a feature and now it has a bit more counterplay. And increasing the stick sensitivity wouldn't change anything, a flick is a quick movement you make with the mouse, this isn't possible with the controller.

    let me explain it further.

    First of all, as i said many times, 180s are very often not the optimal play with Oni, it's rather dash to a tile and then walk survivor down as the safest and quickest way to secure a down, but his counterplay was never about chase in his power, you either delay first hit as long as possible or you stealth his power out.

    About sensitivity i thought about adding increased sensitivity to sudden full stick move towards one direction, because the way it is...console players technically don't even experience 180 flicks because in current state, they are not flicks at all, they are more like Billy's curves.

  • first of all, Kaneki needs severe adjustments to autoaim of his power, or even complete removal of it since hits with power are literally free.

    Also, a couple of addons need adjustment + enraged mode needs to be a bit tweaked too.

  • @francesinhalover said:

    yeah but that's not the vast majority.

    PRO SURVIVORS WITH COMMS FULL GROUP »»»»»s tier killers »»»»»»»»»»»»»»»»»»»»»»»>average killers »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» average survivors »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»>soloQ

    So given the numbers how can someone say game is survivor sided when the majority of survivors get deleted by m1 killers.

    Game should be balanced around the majority not the best of the best.

    Honestly group up should had been limit to 2 players to keep the game balanced. and end the whole 4 stacks.

    matchmaking should be improved in order for game balance to be able to give more productive results. The "majority" in question are people massively being driven by ego that at the same time consider they are "top MMR and god skill" while also considering themselves casual players (mutually exclusive btw)

  • @Rudjohns said:

    Yes and thats why syringes are gonna get nerfed to the ground very soon

    you really don't have to be a fan of any content creator to notice how problematic Syringes are.

    Ohh but they are fun and they want to take everything from your side, right? Well see, this is the actual mentality that ruins dbd community, content creators that actually spread hardcore us vs. them agenda and think that every nerf for their side is "removing fun stuff" while nerfing everything om opponent side is "justified".

    Hens is game consultant btw and he literally has equal survivor and killer experience to talk about game balance for both sides.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903312#Comment_3903312

    It's also like the feeling that if you play as survivor you are literally doomed as there were a lot of nerfs done because someone complained about them in the internet, for example Otz was complaining about medkits, now Hens complains about syringes + new youtubers come by, Distortion was absurdly complained about on the forums.

    https://us.v-cdn.net/6030815/uploads/CGZYHU56WXKB/image.png

    From time to time I see threads about how Lithe is OP or how this little speed boost in Dramaturgy is gamechanging.

    Like… seriously?

    + Remember whole DS situation, when they added conspicuous action and some mumbo-jumbo with timings:

    https://us.v-cdn.net/6030815/uploads/6NWLXTYIBSJT/image.png

    5 seconds was definitely too much and we needed to reduce it to 4, huh?

    Meanwhile killers got Thrill of the Hunt buff for like… a month? Nobody asked for that, nobody tested that, games were miserable.

    It's also like the feeling that if you play as survivor you are literally doomed as there were a lot of nerfs done because someone complained about them in the internet, for example Otz was complaining about medkits, now Hens complains about syringes + new youtubers come by, Distortion was absurdly complained about on the forums.

    soooo...as an example you are using medkits, an item that was very oppressive and even after nerfs is still the most powerful survivor item and nome other addon than #1 most powerful survivor addon + an addon that is way too powerful for how free is: Syringes?

    Distortion wise, nerf was completely justified because people using it were either terrible in chases and wanted no interaction with killer just to get 2-tapped by an M1 killer with somewhat decent gamesense or were simply playing the way where they do nothing all game and just hide until everyone else dies.

    From time to time I see threads about how Lithe is OP or how this little speed boost in Dramaturgy is gamechanging.

    both of those are very strong chase perks btw :)

    Remember whole DS situation, when they added conspicuous action and some mumbo-jumbo with timings:

    please be real and tell me what the problem with cinspicuous actions is? DS and OTR were literally gigaoverpowered when conspicuous actions weren't a thing (DS is still strong, OTR is way too powerful even after conspicuous actions were introduced).

    5 seconds was definitely too much and we needed to reduce it to 4, huh?

    5 seconds was literally too powerful, 3 seconds was literally fine against 99% of killers, it just needed something like disabling killer's power for couple of second to make it solid against Blight, Nurse and Billy.

    If you need 5s DS against most killers you face, consider improving at the game fr.

    Meanwhile killers got Thrill of the Hunt buff for like… a month? Nobody asked for that, nobody tested that, games were miserable.

    because BHVR tried to push a meta shakeup on killer side. Even though it wasn't tested and proved to be bad, it actually managed to push hex meta after such a long time of hexes being too weak (excluding Penti)

  • @Caiman said:

    Ranked mode will do nothing to stop people from entering the casual mode to stomp with A-tier killers running A-tier perks.

    same with survs running most powerful stuff against weakest killers in the game :D

    But anyways, adding ranked in this game would be a huge step towards finally having a possibility to make right balance decision that can be accomplished through sampling of optimal vs. optimal gameplay, since there is no way to currently make balance decision due to how awful playerbase is

  • yes, abandoning match as either side gives the same outcome as how plain DCing used to give

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903432#Comment_3903432

    As the group wild card I understand you completely, and you’re super correct but a stealth meta from survivors(especially when it gets so much hate from survivors in house and labeled as selfish and full aura range killers) in mass to counter specifically nurse when you’re more likely to see Billy or blight at the bracket where she’s most potent, she’d have to be a much higher pick rate, or killers that require that kind of counter play would have to become so popular it forces a meta shift to open eyes.

    The counterplay difference between blight/billy and nurse is huge, and you’re so correct when you say it takes a level of macro most people won’t measure up to, or refuse to due to preferences. You got my upvote, we speak the same language though. She’s a tough one to balance I imagine because on one hand 2 blinks feels underwhelming to go against, and on the other 3 blinks and majority folds, and stealth isn’t a popular pick because most people are chase over strat, but that’s not how you counter nurse. It’s really no surprise most people struggle against it.

    i absolutely agree in terms of stealthing vs. aura perks and that's why i vouched so hard for Nurse's synrrgy with aura perks to be nerfed, such as something like blindness on blink charging. In current state, hits are way too free with perks like Nowhere to Hide and Predator.

  • @DragonMasterDarren said:

    I remember pretty distinctly when Doomed Course came out and everyone was collectively losing their minds over this perk and how it would “Fix Tunnelling” or “be a new Meta perk” or “massively improve the game for SoloQ” or whatever, and then I was just sitting in the corner reading the description and thinking of both how useless the perk was and its potential to let people grief matches. Fast Forward a few months and I can still to this day count the number of times I have seen this supposed “Meta-Changing perk” on one hand


    Shoulder the Burden is fundamentally useless, for a few reasons actually

    1. The sound effect, HUD change, and scream that occurs when the perk activates instantly tells any killer paying attention that the perk’s been used, and the vast majority of killers, if they’re not doing anything else, will drop everything and go back to the hook to look for the unhooker, if the user gets found within that 40 seconds Exposed then they’re completely ######### out of luck and are now either on death hook or just straight up dead.
    2. Using StB means you as the unhooker can’t trade effectively against a proxy-camper, because if you do you will immediately die
    3. Quick little black-pill for those people who think this garbage helps against Tunnelling, the majority of hard-tunnellers do not give one single solitary iota if they have to go through 3 hook states or 4 hook states, if your teammate can’t loop the killer for a while then there is zero point in using it, and if the killer is smart they’ll now just tunnel you, because you’re one-hit downable and just gave them a free hook state, so either you or your teammate has to be good at looping, which good luck finding people like that in SoloQ lol
    4. For those people who say “oh but it’s good in SWF” if a perk is only good in a coordinated team with voice comms, it’s not a good perk. Actually good perks are able to benefit either you or your team with minimal risk and with minimal coordination, obviously coordination helps already good perks become great perks, but it isn’t required. You should never be expected to require outside factors for a perk to be “good”, if you do, then the perk is bad.
    5. Let’s compare StB to Unbreakable real quick, worst case scenario for Unbreakable is you use it to pick yourself up and then go down immediately, the perk ultimately did nothing, but it isn’t a active detriment and didn’t require any other factors on your part. The worst-case scenario for Shoulder the Burden on the other hand is you using it, and then both you and your teammate go down anyway a little bit later, now your teammate is on hook anyway and you have given the killer a hook state for free, in this scenario the perk hasn’t just done nothing useful, it has actively screwed you and your teammates over by giving the killer one of your resources for free. Hook States are valuable, they are resources you are meant to spend wisely and efficiently, this perk in contrast throws your resources away for ######### nothing.
    6. I predicted the perk would be used to grief lobbies, and while it’s only tangential evidence because I haven’t seen it myself, my friends have told me of times where a StB user would immediately run to the killer after using it and let themselves go down and then go nexting, it’s only tangential like I said, but still, I was right if that does actually happen

    Call me jaded or whatever, but I prefer calling a spade a spade and a bad perk a bad perk, StB requires coordination to use without it actively ######### you over, and it’s best case scenario can already be accomplished by not being bad at the game and not going down in 20 seconds or less. Just run DS and/or OTR if you are seriously that concerned over tunnelling and leave this perk in the bin where it belongs


    g’night

    The sound effect, HUD change, and scream that occurs when the perk activates instantly tells any killer paying attention that the perk’s been used, and the vast majority of killers, if they’re not doing anything else, will drop everything and go back to the hook to look for the unhooker, if the user gets found within that 40 seconds Exposed then they’re completely ######### out of luck and are now either on death hook or just straight up dead.

    absolutely wrong. Even with the fact i am really mid in chases as surv, every time i used StB, my exposed timer was gone before killer could hit me in chase. Not to mention that Vigil firther reduces this timer if you or anybody else in team has it (Vigil stacks btw)

    Using StB means you as the unhooker can’t trade effectively against a proxy-camper, because if you do you will immediately die

    why would you use it against a proxy camper at all? Not like hook already has to be in a beneficial spot for killer to proxy camp and quite often, they aren't able to do it.

    Quick little black-pill for those people who think this garbage helps against Tunnelling, the majority of hard-tunnellers do not give one single solitary iota if they have to go through 3 hook states or 4 hook states, if your teammate can’t loop the killer for a while then there is zero point in using it, and if the killer is smart they’ll now just tunnel you, because you’re one-hit downable and just gave them a free hook state, so either you or your teammate has to be good at looping, which good luck finding people like that in SoloQ lol

    so we are again returning to a point where average player simply refuses to learn important aspects of the game and are using it to determing perk's power? It's not game's fault average player doesn't want to improve, it's exclusively player's fault. If your teammate has at least a bit of chase knowledge good, perk is already well used.

    Also, this perk is literally powerful not only in terms of countering tunneling, but also in terms of forcing 12-hooking, which is the most inefficient way for killer to play nowadays that wastes tons of killer's time.

    For those people who say “oh but it’s good in SWF” if a perk is only good in a coordinated team with voice comms, it’s not a good perk. Actually good perks are able to benefit either you or your team with minimal risk and with minimal coordination, obviously coordination helps already good perks become great perks, but it isn’t required. You should never be expected to require outside factors for a perk to be “good”, if you do, then the perk is bad.

    ??? This perk is very good both in SWF and in soloQ with half decent players, you literally don't even need to be coordinated in the intensity you think you need to be. Plus, 99% of meta perks don't even truly require coordination (Deli/Wicked could be an exception, but you can tell your teammates you have those before match).

    Let’s compare StB to Unbreakable real quick, worst case scenario for Unbreakable is you use it to pick yourself up and then go down immediately, the perk ultimately did nothing, but it isn’t a active detriment and didn’t require any other factors on your part. The worst-case scenario for Shoulder the Burden on the other hand is you using it, and then both you and your teammate go down anyway a little bit later, now your teammate is on hook anyway and you have given the killer a hook state for free, in this scenario the perk hasn’t just done nothing useful, it has actively screwed you and your teammates over by giving the killer one of your resources for free. Hook States are valuable, they are resources you are meant to spend wisely and efficiently, this perk in contrast throws your resources away for ######### nothing.

    terrible comparison of two conceptually totally different perks.

    If you as StB carrier and your teammate manage to fall very soon after you used your StB, maybe you should think about how much you both screwed up in individual terms rather than how useful the perk is.

    In a game where wasting killer's time is the most crucial thing in survivor gameplay, acting like killer having to waste further more time hooking (chase-down-look around for a save-get survivor to hook-hook) is something not good at all means you should recheck your macro game knowledge.

    I predicted the perk would be used to grief lobbies, and while it’s only tangential evidence because I haven’t seen it myself, my friends have told me of times where a StB user would immediately run to the killer after using it and let themselves go down and then go nexting, it’s only tangential like I said, but still, I was right if that does actually happen

    let's not pretend like griefing is not already possible no matter if survivor has perks or not like StB or not. This is literally a logical fallacy because you can already grief by many ways other than using StB and running to the killer.

    And it's not the perk that griefs, it's the player so again, measuring perk's value based on player mentality is literally completely wrong.

    Call me jaded or whatever, but I prefer calling a spade a spade and a bad perk a bad perk, StB requires coordination to use without it actively ######### you over, and it’s best case scenario can already be accomplished by not being bad at the game and not going down in 20 seconds or less. Just run DS and/or OTR if you are seriously that concerned over tunnelling and leave this perk in the bin where it belongs

    but dude, perk is not even only about countering tunneling at all lol. The fact you can't pull it's value off doesn't mean somebody else can't.

    Anyways, check this from my friend who played SOLOQ to see how valuable this perk actually is:

    https://x.com/AfroM1_/status/1906914328160108979?t=mR7ECOwrmWyMhuw5k65pKQ&s=19

  • @jamally093 said:

    So if a single gen goes off it means that Tunneling is valid and I don't mean the strategic hit the person who just got off hook so they need to mend no I mean hard core ignore everyone but him Tunneling. I was facing a doctor a relatively good killer in my eyes a good anti-loop power and some nice locating but boom one gen went off and suddenly I'm being tunneled out. I would get if maybe two or three gens went off at the same time since it sucks but one gen plus dude has Pain Res. I thought tunneling was only for the modifiers to ruin everyone's day?

    i mean, you can tunnel at 1 gen remainjng, but you will more likely screw yourself up. If you weren't already able to take one surv out earlier, 1 gen is quite often already too late to tunnel and you should rather focus on protecting your 3-gen at all costs

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904099#Comment_3904099

    I like Oni. Played him for a while. Feels good to me honestly. No issues.

    you have probably never done his 180s before this change then. They are not 180s anymore, they are now just U turns that are so inconsistent that you will either hit the wall while trying to do a sharp 180 or survivor will easily eacape.

  • this. Also, muscle memory for Lipy and 1-frame flicks is so screwed up and you can't even do them anymore. Killer just feels so sluggish while astronomically dumbed now.

    But ig it was about the time to finally take a break from the game. Thanks Oni, it was a good trip while it lasted

  • Im upset now only because it takes away the one counterplay to Oni, getting behind a wall. And now more players can do it too, whoch means theres abt to be an Oni influx after the Ghoul's release popularity dies down

    Oni's counterplay was never about juking him in the chase...in chase you'd always pray that he will swing in the opposite direction from the one you turn to.

    Counter to Oni in power is to stealth it out, while counter to Oni in general is to delay his first hit and deny him usage of power for as long as possible.

    If you come to a point where you'd have to juke his power, you have already managed to allow him to snowball, no matter if player does 180s or not. What is even funnier, 180s are much more risky than actually just walking survivor down and punching them with Demon Strike

  • they screwed Oni up completely now. You can't do insta or Lipy 180s anymore, hell nah you can't even do 360. Also, 180s feel so sluggish now, but idc about that, killer has been dumbed down and this was completely wrong approach to reduce the gap between PC and consoles. With these changes and his skill expression getting dumped into the water i think i will just take an indefinite break from the game.

  • @T1MEXII said:

    The way asymmetrical games are designed, it's not really about skill but efficiency. I want you to think about what's possible in DBD, first on the survivor side. 4 man swf, all running meta perks, strong add-ons or maybe running sabo or gen rush build. It might be fun for survivor, can get a little stressful for killer.

    Let's run it vice versa, what's possible on the killer side. Slugging at 5 gens, camping/proxy camp. Tunnelling after first hook. Strong add-ons. Running meta perks, mostly heavy gen regression.

    Though all playstyles listed might be annoying, regardless of what role you play. Got to admit, it is efficient if you only care about winning. I wouldn't say running perks or addons is skilful, though it is sure efficient.

    skill in every strategy lies in knowing when you can apply it. You can't e.g. just decide to camp a survivor out of nowhere on an edge map hook in hope people will swarm hook. In fact, you will straight up lose the game that way.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441465/mmr-the-big-talking-point-lately

    I believe a lot of this information is incorrect. The MMR system does not treat this as a 1v4, it treats the game is 4 1v1s. So if you kill a survivor, they lose rating, and you gain rating based on that kill, its not just a blanket "you get 20 points for a 4k" it all

    rating is calculated completely different for survivors and killers.

    Killer getting 0 or 1k means they will lose MMR points, 2k means 0 points, 3 and 4k means you will gain points, whereas for survivor escape/hatch escape/death are the only factors taken into the final MMR outcome (gain, 0 or loss)

  • def buying him, finally a killer that will make me not play Oni only

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903134#Comment_3903134

    You barely made any point against my statement.
    If you, as the survivor, are in range and the Nurse-player is on point, you WILL get hit. Thats her core design. She doesnt care about objects.

    • Pre running (works against almost ever killer / your not in range, therefore she cant get a hit regardless)
    • LoS cutting (if shes on point this doesnt work. This objectively isnt counterplay because it 100% relies on the Nurse player not the survivor player)
    • stealthing (fair enough / then again, this works against any killer to some extend)

    So to summarize, your suggestions are either:

    • not unique to nurse
    • objectively not counterplay as it relies on the Nurse making a mistake

    As you said, any form of aura reading ability even takes away LoS cutting and stealthing so… Where is the counterplay if the Nurse is good / sub-par with aura - perks?

    We derailed the discussion though. Sorry.

    you just literally answered your own question with counters "not related only to Nurse".

    Her counterplay relies in MACRO more than MICRO gameplay because she is such a macro oriented killer. That's why you will not see her counterplay being similar to counterplay to e.g. Blight, Spirit or Billy. And guess what, quite a big portion of players have bad macro knowledge.

    And as i said, thinking Nurse is uncounterable purely relies on the "if killer can be countered in chase = counterable, otherwise uncounterable) mindset.

    She has worse map traversal than Billy, Blight, Oni and now Kaneki btw.

  • since they are basically only used by people lacking arguments in a discussion for ratioing other people as a way to make argument of other people void due to "hey, you got ratiod beo, 10 downvotes and one upvote", they should go

  • we'd have to see tweaks to addons of some killers (Blight's addons, Nurse's Heavy Panting addon, Tombstone Piece on Myers for example) and also the very core of powers of some killers. Perks wise, Penti would def need to be nerfed and some other slowdowns would have to be buffed.

    on survivor side, it's really difficult to ever balance it because there is plethora of strong perk and strong combinations of perks that would definitely have to be looked upon. Also, some addons like Syringes and BNPs would definitely have to be reworked or significantly tweaked at least.

    Plus, something needs to be done about early gen solitting being so easy to do.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903047#Comment_3903047

    well, to be fair… Nurse has no realistic counterplay. If the player is on point and your in range, you get hit. No matter what you do. You can hope for auto-aim making her lunge into an object, but is that really counterplay?

    BHVR already admitted, that against a nurse that is on point, there is not much you can do. Just run to a corner and try to go down their so that she wastes more time.

    If shes not on point, then there is actually a lot you can do. I agree.

    Nurse HAS counters, it's just the problem that average players try to seek counters for her in...chase. You don't play for chases against Nurse, same as with Oni in power for example (Nurse is weaker than Oni in power btw). Counters against Nurse are prerunning, LoS cutting and stealthing, going to a corner when you are about to get downed is an actual macro counter against every killer, Nurse too.

    Only problem that truly makes her problematic and actually removes quite a portion of counterplay is her synergy with aura reading perks and that's easily fixable by making her suffer from Blindness during blink charging.

  • it looks the most balanced it has ever been because of the current state of matchmaking.

    If matchmaking was significantly improved, we'd need to have a full balamce overhaul all over again

  • she needs number nerfs on her cooldowns and a bit of bugfixes, then she will be fine

  • basically every non-dash killer, since i only found actual fun in mechanics of dash killers.

  • i think he needs to become a 4.4 killer with longer token recharge + a bit more fatigue and he will be fine

    They need to nerf his fatigue duration (it’s too fast), his speed addons, and his cooldown. It makes 0 sense why blight can hit u with 2 rushes and only have a 4 second cooldown. It’s actually insulting to the survivors how long him and nurse have been S tier dominating every match they play since their release.

    disagree on speed addons tho, i think he should get them partially as basekit. Other changes to him are fine.

    The only problems with Nurse are her synergy with aura perks and Heavy Panting addon. Other than that, she is in a pretty fine spot, but honestly, people will still consider her too strong because huge part of survivor playerbase doesn't understand how unique her counterplay is.

  • @[Deleted User] said:

    It's mostly burnout. The fun of the game hinges around players having empathy and not taking advantage of stupid mechanics. The developers reward players who play with zero empathy by giving them a constant stream of easy wins. And there's zero consistency at all with your teammates in solo queue despite having an MMR system for years at this point. Why sit through it when you can try for a better game?

    except for the fact that people who give up want an actually easy game where they'll usually bump to a 20h opponent and bully their living passion for the game they just started enjoying

  • @NekoGamerX said:

    first I make it so you can still unhook yourself only different is the 3 attempts don't take Progress so the time be the same as if the didn't attempted the unhook

    also with Slippery Meat you just be able to do how many attempts perk has,all unhooking self perks none have to be changed.

    2nd Struggle Skill Checks could go or stay I wouldn't care but if stayed I make them just give points and maybe a little Progress to live on the hook a little longer otherwise Struggle Skill Checks misses don't take Progress away so no more miss 2 skill check and bye it would just go down slowly as if they were hitting the Struggle Skill Checks.

    so either way they can't have they easy way out anymore

    so what you guys think?

    but why should we keep unhook attempts in the game? Not only it is unhealthy due to ease of giving up at the current moment, but with this change it makes RNG be able to impact matches even harder than it does atm.

    Free self unhooks are unhealthy for the game when they are unconditional.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901602#Comment_3901602

    If you're not going to take applicability into account at all and presume that the opposing party does everything they can to maximise the perk's value, which you'd need to put DS that high, then the obvious pick for best killer perk would be Devour Hope.

    But in a more general, applicable sense, something like DS would probably be bottom half, and STB probably in the bottom quarter. Something more easily accessible like Sprint Burst or Lithe would be my pick for best survivor perks.

    And in general applicability for killer perks, I'd say either Pain Res or Corrupt.

    i don't understand what mindset lies behind putting StB and DS so extremely low while at the top tier/SWF gameplay, StB is easily 2nd, if not the best survivor perk in entire game.

    Only way StB could be put at such a low spot is soloQ due to the fact that average soloq teammate will completely waste your StB + people in soloQ hate selfless perks.

  • "devs favor killers"

    :shows a literal backpack build, which is nothing but a meme build:

    bait used to be believable

  • Survivor: close tie between Deliverance and Shoulder the Burden

    Killer: Corrupt Intervention as it is the only way to actually stand the chance against early gen splitting

  • alive by sunset get to know me

    First main: Mikaela/Ghostface

    Current main: Yun-Jin/Oni

    Fav map: Coal Tower

    Fav perk(s): Agi, Corrupt, DH, Resurgence

    Fav item: green medkit syringe + surgical suture

    Favorite Chapter: Cursed Legacy

    how many p100s: 1(Oni, Mikaela soon with P69)

    hours: 1400

  • bully squads will usually ignore gens, meaning you are safe in terms of that aspect. Even with the fact that they are gonna try to bully you through constant flashlight/flashbang saves, they are easy to deal with since they are very predictable. Every time you down a survivor always look around for a save (Infectious helps a lot here btw) and don't be afraid to slug to force people off the downed surv.

    Also, avoid using Lightborn because you will just make them switch to gens, meaning you'll have a much more difficult time.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900975#Comment_3900975

    I am just saying, that complaining about bnp today feels odd considering it's history.

    the fact that old BNP was completely broken doesn't mean current BNP is in a good spot rn.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900975#Comment_3900975

    Such a weird thing to complain about, since they're not only fixing the "survivors start split up" thing, but that's also included in phase 1 iirc. Anti tunneling isn't even until phase 2 at the end of the year.

    they are not fixing it, they are just merely making it slightly more difficult to do, not to mention how it has only been getting more powerful with gen regression perks being nerfed.

    In terms of anti-tunneling, the current anti-tunneling meta is literally so strong that 99% of killers can simply not tunnel anyone out without wasting huge chunks of time and leading themselves into a 3-4 stages match at most (unless survivor being tunneled and someone willing to take a hit eventually make series of mistakes.

  • good changes:

    • Freddy rework
    • Knock Out rework

    bad changes:

    • Houndmaster getting number buffs instead of bugfixes (she is now overtuned and has way too short cooldowns)
    • +10s hook timeers (what was the point of this change that heavily impacted flow of the matches?)
    • StB introduction (this perk was basically introduced with good intentions, but during the worst possible times where spreading hooks is already the most punished it ever was)
  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900051#Comment_3900051

    Oh boy, you don't know about old BNP, do you? Recent 25% gen progress… or 2016 version which finished the gen instantly

    and what are we supposed to do with that information?

    Splitting gens early is still the most effective strategy you can use as survivor, even without old BNPs.

  • because current ecosystem of this game is already punishing spreading hooks enough

  • these "troll" reports are the big reason for two things:

    1. more players being encouraged to report for completely non-reportable stuff (looping, doing gens, tunneling, camping, slugging, doing various techs that are completely valid) because they saw their fav streamer doing it, creating the "ohh, if they reported it, it must be reportable!" mindset.

    2. report system being clogged with these "troll" tickets, making it much more difficult for support team to deal with literal game rules breaking.

  • @kiler333 said:

    Why do we need the skill level cap? So players that use this as a second job have to play. No. That is totally wrong. I as a beginner / someone that plays casually shouldn't be forced against lvl 100 sweat players. I get no benefit. Sure make a x2 x3 BP for me if I go against high lvl/MMR players that way at least I benefit even if I lose but when I have a mission and it takes me 13-15 maps instead of your quickest 2 maps something is wrong.

    The majority shouldn't suffer because some players stay in queue more. Punishing the many for the benefit of the few is backwards. I feel when I play that I have 1 good game and get a 3-4k and then for the next 20 or so matches I barely get one kill because everyone is a pro player or close, that makes my games unplayable. Why not display the MMR in the scoreboard at the end so we know exactly what we are up against?

    They wont do that because they barely have a few hundred players/skill level and it's invers proportional with MMR. Why do I know that in 20 or so 2v8 matches I was with the same 5 players and I am like, sure there are no other players playing this game. (2v8 had 400% BP so most played it).

    trust me, it isn't just a few players. So many players here really play to win (i have nothing against it in particular btw), but problem comes with the pact that huge part of those players doesn't want better matchmaking for two reasons:

    1. queue times;
    2. pubstomping low skill players would be next to impossible because they would finally be constantly put against someone with skill level around theirs.

    Idk what is about to happen with MMR update they announced, but i hope it's raising the soft cap as a way to give hard reality check to people.

  • @Bodark said:

    https://us.v-cdn.net/6030815/uploads/8BVC8CGXRYSQ/img-6674.jpeg

    I usually don’t agree with Ayrun on things because he seems far tool survivor sided but I think he is right on this one. I mean if Blight is 115% then why on earth is Huntress, Slinger and Hag 110%

    If he was 110% he’d still be A Tier and he’d still be far better than the other 110 killers.

    Ayrun acting like he is the only one coming up with that idea when half of the community was literally constantly talking about how Blight should become 110% is funny lol.

  • just another "omg camping, tunneling bad" thread focusing on only one side sweating in Chaos Shuffle while completely ignoring the fact that both sides are equally sweaty (survs also hardcore splitting gens early, map offerings, medkits with syringes n toolboxes with BNPs)

  • PWYF, Machine Learning, Batteries Included and NOED on Oni.

    As you can presume, i'm going for double speed Oni and i want to achieve the highest possible dash speeds for doubling style points on 180s

  • Dead by Daylight renamed to Alive by Sunshine (my only sunshine, you make me happy when dbd is grey)

  • @Spare_Them_Mori_Me said:

    Boy you're strict with your win cons, Narko and a few others. Hmmm. I might try this for a few days and see how it goes. Maybe it will change me a bit lol. I need something new, I suppose.

    yea i'm strict but honestly, i don't play for my wincon often, usually i end up just throwing matches for clips T_T

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