Nebula
Nebula
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- Nebula
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@MikeyBoi said:
I played against a comp team in pubs randomly yesterday on coal tower as Billy and finished with 1 kill 8 hooks before getting 3 outted. Sweaty game but landed some really nice curves and was proud of my outcome reguardless of only getting 1 kill and that to me is a win in my books.
I’d say 8 hooks against a team like that is 100% a win in my books
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@[Deleted User] said:
I always thought the official response was 2 kills is a win for killer and a win as survivor is if you escape (no hatch). Could be wrong though.
I believe they consider 2 kills 2 escapes a draw.
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Very well done and interesting graphic. Thank you for this.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512473#Comment_3512473
https://us.v-cdn.net/6030815/uploads/8F0YEKISJ6NB/image.png
It's practically the definition of selfish.
Exactly lol. People keep saying “it’s a video game bro” but this is literally word for word the definition of selfish behavior.
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It seems to me like the matchmaking favors the 60-40 win ratio than even matches. It doesn’t seem to care about creating an “even” match as much as it does kill rates and survivor escapes.
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@Pluto_1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510363#Comment_3510363
Equating real life with a video game. 🙄
its almost like I lead my sentence with “I hope you don’t carry this sentiment into the real world”…
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I hope you don’t carry this sentiment in every aspect of your life, this is an extremely selfish viewpoint of the world.
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Too many people blaming the community for being in this position when it’s entirely on the devs. Sure, the community can suck, what games doesn’t? I get that they’re trying to address some of these issues with the anti camp and 3 genning fixes but their lack of action on fixing these unhealthy mechanics when they’ve been complained about for years put this game in this spot.
I don’t want to sound too harsh but it’s became clear to me that they don’t play test their game enough. So many head scratching decisions that make it to live that wouldn’t if they simply thoroughly tested their ideas.
The game needs to be heavily rebalanced in a more enjoyable and healthy way for both sides but I dont think we’ll see that day for a long time.
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I’d argue that this is indeed the developers fault as well as the communities. The devs have created metas in the past year and a half that are not healthy for the game. CoB, overcharge, and eruption meta was super unhealthy, which once nerfed created a meta of 3 genning, tunneling, camping, and or slugging to create gen pressure and the current survivor meta of stackable haste perks only encourages killers to do these even more.
This is on the devs in my eyes. You can’t blame people for playing to win, it’s in our very nature to be naturally competitive. This on the devs for not discouraging these cheap and uninteractive tactics.
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@Crowman said:
That's the secret, survivors don't want you to play anything.
we want Billy, Billy and more Billy
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@knell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504062#Comment_3504062
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504075#Comment_3504075
Will you also give us some stats on the Solo-SWF gap? Did the new hud help? Any difference between Solo-SWF gap at high, med, and low MMRs? How about Solo-SWF gap for different killers? Are the gaps for, say, Cenobite or Skull Merchant, the same as for Wesker or Huntress?
Seconded, these are the stats I’d really enjoy seeing.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501612#Comment_3501612
Gates open, can't pick them up because of a guarenteed wiggle, can't leave them on the ground because they'll just crawl out. What do you propose he do?
Accept that you don't always get / deserve a kill every game and move onto the next.
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For real. Keep us updated on the next time a streamer that plays this game 40 hours a week gets mad at the game they've been playing for 6 years straight.
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@pseudechis said:
Not really simply because the idea of "its boring" doesn't stack up as a reason for change.
"Boring" is about the worst qualifier to justify something changing in game. Why? well its completely subjective and because Wraith mechanically chases, hits and downs survivors like pretty much any other killer has to, then the entire game must be boring for him to be boring while doing it.
Apparently hit and run tactics are boring now too,
So lets re-cap on boring according to the forums in general,
- Camping is boring
- Tunneling is boring
- 3 -gens are boring
- Hit and run is boring
- Most killer powers are boring
- Addons are boring
That covers just about everything gameplay wise, I think its time for all these bored players to find another game. All the fruitless complaining about boredom is getting... well... boring.
“Camping is boring”
-Yes it is, it’s dull and uninteractive
“Tunneling is boring”
-Not as bad as camping, at least it’s somewhat interactive, but yes for the most part, it is dull and playing the game on easy mode.
“3 genning is boring”
-This is probably the most widely agreed upon boring play style in the game. It is absolutely brain dead when they choose to hold it from the start of the game.
“Hit and run is boring”
-This is absolutely boring for me, chases are the best part of playing survivor and you never get chased when playing against this.
“Most killer powers are boring”
-I wouldn’t say most but there are definitely a good amount that are super boring to play against (Skull Merchant, Knight, Freddy, Wraith, Clown, etc.)
“Addons are boring”
-There are definitely some that are super unfun to play against. Alc ring, blighted crow, and compound for Blight. MDR and duration from Spirit (although just nerfed), Pigs add ons that put you in deep wound when missing a skill check and pair with huntress lullaby because it’s bugged, and plenty others that are rather annoying to face against. Add ons for the most part are fine but some are ridiculously over-tuned.
You call it fruitless complaining, I call it people wanting to see positive change in a game they enjoy.
Edit: Also noticed you mentioned how something being boring isn’t a reason for change but I’d argue against that. People play games for entertainment and an escape from boredom. If you can make the game more fun for both sides they should make that change.
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@not_Queef said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500515#Comment_3500515
That would be super underwhelming for a Predator mori, especially when you could have the survivor's spinal cord being ripped out instead.
They don’t do gore like that and never have. They don’t want their game pulled for censoring purposes.
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@not_Queef said:
The fact that she's nothing like Predator also confirms that.
Her mori definitely seems like it was supposed to be planned for Predator. It seems to me like he was supposed to come out of his camouflage and that's the reason the survivor has no clue she's behind them. Her current mori makes no sense and seems extremely rushed.
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@leviivel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500333#Comment_3500333
this argument is so bad lmao. they’re not going to work on a chapter (or atleast very minimally) until they secured the license. No way they’d have to make her completely similar to Predator just cause of that.
yes hillbilly is definitely inspired by Leatherface (truth), but that’s still like over a year and a half before hand that he was added. Ntm leatherface was a rushed mess 🤷
You know that all contracts aren’t the same right? There are many examples and instances the IP holders hold the right to pull their property at any point. Skull merchant is either a failed licensed chapter which would explain why she felt so rushed and terribly designed, or they legitimately spent time with on her and she still ended up being hot garbage. It doesn’t matter at the end of the day, SM is still terribly designed and thought of.
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How does this confirm anything lol? For all you know it is a failed chapter and they needed more time to work the details of the license out. Billy is Leatherface before they got the rights, Legion is practically Ghostface before they got the rights, who's to say Skull Merchant wasn't originally intended to be Predator?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497843#Comment_3497843
Because you refuse to play out the match you agreed to by queuing up?
It’s not a binding contract lol, no one’s forced to play the game
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Anytime I see a teammate with No Mither I automatically assume that we lost that trial. There's very little value to be had out of that perk and you're better off using literally 99% of the other perks in the game. Some people ride or die for it though but I've yet to see the perk actually be used effectively against any killer that knows what it does.
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@Chilli_man2400 said:
I just made a comment on this. Toba is not that bad of a map
It really isn't at all. It's quickly becoming one of my favorites for both sides. The tiles are creative and fun and besides the main building, nothing feels too bad.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491059#Comment_3491059
Okay, so I down a survivor, I know full well there are two survivors waiting in the wings with a flashlight, am I obligated to pick them up anyway and allow the survivors in the wings to get a free flashlight save? Sorry, not doing that. They are all being slugged, then I'll hook them. If that's slugging, the sure it's slugging, but don't expect Killers to throw the game to save your feelings about "slugging"
Yes that is still slugging. It's the right play but it's still slugging. This is exactly like when people camp because there's a gen that's close to completion nearby. Yes, it's the smart play, but it's still camping regardless.
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Usually hit them once or down them and give them a chance to get up. I know I appreciate it when a killer gives me grace when for example my controller dies right before the game starts.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496385#Comment_3496385
No, you don't understand game design and being part of dev team/company. The number of ppl doesnt matter really. The time and resources that they have are already being taken up by projects they are working on right now. They can't just drop everything they are working on to rework one single killer. They can't just create time in the day either or hire more ppl. I never said they were a small indie company, they are not, but they do have higher ups(investors) to answer to and they have deadlines that need to be met. They are most likely busy right now working on the next 4 killers, maps and ect. Im not just saying all this, Peanits said as much in a thread about why devs are afraid to buff weaker killers(https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480436#Comment_3480436).
That said will SM be changed or see buffs/nerfs? Yes, they will get around to it when they can but ppl need to be patent and reasonable. The killswitch system wasn't made to disable killers who are annoying, it was made to disable game-breaking bugs. If they did killswitch SM till she is reworked we would be looking at a paid dlc killer being unable to play for 6 months to a year since doing those type of changes take time. Look at the twins rework as an example, we have waited over a year now and still have no clue when that rework will happen. There is no telling how long the Sakoko rework took these devs to do. That rework easily could been started 6 months or a year ago.
At the end of the day it's true BHVR isn't some idle company but that doesnt change the fact that they do not have the time or resources to do a rework of a killer fast enough to justify a killswitch. If they could do that rework in a few months sure but we all know, including the devs themselves, that is not possible.
I never said anything about a kill switch or a massive rework. A lot of killers in this game could be fixed by simple number changes, not huge overhauls. Blight for example, literally just nerf his add ons and he’s totally fine, why does it take 6 patch cycles to address this? Skull merchants three gen capabilities could be addressed by simply tweaking the numbers on her drones. There’s no need for massive overhauls on most of these killers.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496212#Comment_3496212
"less pallets" I would like to introduce you to every new map since eyrie.
Have you played on the new farm maps? They have like 8 pallets
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@BlueRose said:
No matter how much yall want her gone it's not going to happen. The devs have already said that they are working on a system to 3 genning on every killer and they have said they have buffs/changes plan for SM. No matter how many posts you make or how loud you moan about SM they not going to killswitch her just bc yall find her annoying. If they did do that then they would have to killswitch pretty much every killer that has an annoying playstyle like Bubba, sakoto, and ect. Do I want SM changes? Yes but not at the cost of her being disabled 6 months to a YEAR! This dev team doesnt have the time or resources to start reworking a killer and have it out the door within a few months.
There seems to be a misconception that bHVR is still a small indie company. They have over 1,200 employees and it’s fair to say a vast majority of them work on DbD as it’s their only big project and more than likely responsible for 90+% of their profit. They make more than $300 million per year.
They definitely have the resources to do these fixes and changes.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495570#Comment_3495570
Now I'm just imagining the bots going on strike
I like to imagine a future where the bots get clinical with breaking SM’s three gens
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495369#Comment_3495369
While this is true, Skull Merchant 100% deserves to be Killswitched and reworked entirely.
But I guess most Skull Merchants will play PvE anyway at this point.
I feel bad for the bots that practically only get to play against SM
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Shhhhhhh
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@Sharby said:
Well I mean what did we expect? In order to make maps more fair for killers they have to be made worse.
That being said I loved the Azarov rework but this Coldwind one is terrible.
Making maps more balanced has nothing to do with creating huge deadzones, this just creates situations for zero interaction to be had, aka boring gameplay. Balancing maps should not decrease pallets but instead make them less safe and less chainable.
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I played one today doing exactly this and never want to play against her ever again
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Not even close, my guess on the high end would be around 25% but realistically I think it’s probably closer to 20%. I play a mix of solo and duo but to be honest, my escape rate is lower when playing with my duo because he’s obsessed with chasing for flashlight saves and never touching gens (he gets 1 flashlight save on a 10 game average, maybe less).
He also brings OtR every game and runs straight at the killer after getting unhooked, only to complain that he dies early every game...
Tbh I think I like solo q better lol
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There’s a rather vast difference in skill ceiling for many killers on PC compared to console. Any killer that requires precision will be exponentially easier on PC than console. You’re aiming with your thumb compared to your whole arm, the difference in precision is exponential.
If only bHVR added actual controller settings after 7 years of the game being out…
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488371#Comment_3488371
i guess seeing ping might be ok. The lobby dodging would be crazy though.
Killers are able to see ping in lobby and already lobby dodge like crazy, I don’t see how this is a big problem if lobby dodging is already allowed. If anything, this screws over survivor more since their queues are (almost) always longer than killers.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487981#Comment_3487981
See, the slowdown meta also isn´t exactly good. Most slowdown perks are, as you say, a shadow of their former self. Yet killers still feel forced to use them if they want a decent match.
The nerf on DS was a bit to harsh. But then again, it was weaponized before that. Survivors hugged gens in the presence of the killer with DS active, knowing full well that the killer couldn´t pick them up. 5 seconds seems a good middle point, without going back to what it was before (unhealthy).
Just checked the screenshots of my last 10 matches (small sample i know) and my teammates had: DS x3 ,OtR x2 ,DH x2 ,MFT x6, WoO x15, Hope x3, Adrenaline x11, and Prove Thyself x8.
Yup that sounds about right. And I definitely agree that gen regress is also a shadow of what it used to be. Sucks that this game consistently seems to force meta perks for killers. I love running meme builds as killer but it sucks when you play against meta perks so often.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488010#Comment_3488010
Oh I agree and it sucks whether new or an old player. But it's not going to be any better for a new killer if they can never find anyone because they have no tracking perks or don't really know where to look for survivors at. Going back to the hook may often feel like the only option.
I do believe though that some of this could be helped with maybe a more thorough training guide. The one now does teach the basics but it could have maybe a beginner, intermediate and advanced training mode. Each one giving more blood points or shards maybe. Especially with how progressed they've made the ai bots it doesn't seem too farfetched.
For sure, and I definitely agree that the game could use more and better tutorials. There’s so much to the game that they don’t tell you as a new player.
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@Moonras2 said:
It may be because it would affect a lot of newer players too much. People who don't really know how to perform well in a chase, mind game, etc... It's easy to forget that not every newer player wants to watch how to guides and things so the learning process may be longer for them.
Eh I don’t know, I think tunneling definitely affects newer survivors in a more harmful way than it affects newer killers in a good way. What is a new survivor supposed to do if they get tunneled off hook? It’s a terrible introduction to a game.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487890#Comment_3487890
Chase perks are "fun" perks. Survivors don´t feel "forced" to equip anti tunnel perks like OtR or DS.
Meanwhile, killers can´t equip "fun" perks, because they feel "forced" to equip slowdown perks in order to have slightly longer matches. Means gens are still an issue, while tunneling isn´t that much of an issue anymore. Or the builds would look different.
At least thats what i read out of the meta selection.
If OtR, DS and BT were meta, then i´d agree about tunneling still being an issue. But since they´re not.
Also, i think that DS should go back to 5 seconds and inbuild BT should be a different status effect (not endurance). So Endurance perks are more viable and slightly stackable. Not that 5 hit abomination we had on the PTB. But at least some sort of stack.
I think the only reason anti tunnel perks aren’t super meta (I definitely see OtR a lot) is because they’re simply not very good at what they do. DS is a shadow of what it used to be and OtR can be rather useless if they simply hit you early off the hook. Chase perks can be just as effective at anti tunnel and don’t require you to be hooked first to activate (barring dead hard). And it might be a region thing but tunneling is the go to strategy for killers I play against. I see it in a vast majority of my games, whether it happens to me or one of my teammates. If DS was a 5 second stun I think it’d easily be one of the most popular perks for survivor.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487508#Comment_3487508
Yeah, but one side is clearly more afraid of this, than the other. One side is spending all perk slots on slowing the match down, while the other isn´t.
One side is more desperate and the meta shows.
Eh, chase perks are the survivor meta because the majority of survivors don’t want to press a single button all game. They’d rather extend their chases and let their teammates do gens. The chase is the best part of playing survivor so of course chase perks are meta, not many people enjoy being gen jockeys.
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@Tsulan said:
In most matches, 2-3 gens go, before the killer gets the first hook. Game is lost when all 4 survivors are still alive at 1 gen. Which puts the killer in the position where he has to get 1 survivor out before that happens.
The meta speaks for itself.
Killer meta: slowdown, slowdown, slowdown aaaaand slowdown.
Survivor meta: barely anti tunnel perks. Mainly perks that prolong the chase or help with gens.
While this is true you also have to remember that this works vice versa. This game is a repeating circle. The reason survivors do gens so fast is because they’re scared of the early kill before 3 gens are completed. If the games a 3v1 before 2 gens, you lose 90% of the time.
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@AbsolutGrndZer0 said:
What I would recommend, and I am serious, is play Killer yourself. Play the game how you wish Killers would play. See how well you do. Maybe you'll do great, and if you do thats, awesome. But maybe you won't. If you don't do well, then see what works for you, decide what you are willing to do, and then you'll have a better understanding of why a killer might do something that you don't necessarily like as a survivor.
Also, how do YOU define tunneling? As I've had survivors hop right back on a generator less than a minute after they were unhooked and... then accuse me of tunneling because I didn't let them finish that generator. Like, no. That's not tunneling, no matter the accusations of such in end game chat.
I also once was on RPD and had hooked one survivor who unalived himself on hook, the second DCed, leaving two left, Bill and Leon. Bill gets hooked, then I go looking for Leon. I find Leon all clicky clicky with his flashlight, so I chase him. He's a great looper. Bill gets to 2nd hook and Leon rescues him. I chase Leon, not Bill. Bill manages to finish 4 generators before I finally down the Leon and hook him. Bill lets him die on hook, but I find hi and hook him before he finds hatch. End game chat? The Leon is going OFF on me for tunneling... No, tunneling would have been going after Bill when he just got off the hook, but I chased the clicky clikcy guy with the flashlight for 4 generators... That wasn't tunneling. Also, apparntly it's impossible for survivors to escape from RPD. The map is a guaranteed 4K for every killer regardless of survivor skill level. Yea, he said that in addition to the tunneling accusation.
So, again I ask, how do YOU define tunneling? Because there are many players with many different ideas of what tunneling actually is.
I do exactly this and can tell you with 100% confidence that my games are more fun for me and for the other people. Killers dictate their own fun and the fun of survivors (for the most part), it’s your choice to play how you want. I go for 8 hooks every game and it’s actually a challenge and rewarding. There’s nothing easier than playing this game as a sweaty killer that tunnels the first person hooked out of the game. The game is designed to be a 4v1, not a 3v1.
Sure, I lose games sometimes, get stomped sometimes too, but I don’t take it seriously; you’re not supposed to win every game, it would be extremely boring if you do. Killer can be very frustrating sometimes but I’m not gonna take my frustration out on others who are trying to have a good time. People need to remember that at the end of the day, this is just a video game that’s supposed to be played for enjoyment.
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@Sonzaishinai said:
No, map prevention is all great and good but people's queue time shouldn't be affected for variety
If one killer is that much funner to play then the rest then the rest need changes so they are also an option
Bhvrs so slow at updating killers that this would take years though
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@Emeal said:
Well you got 3gen and anti face-camping mechanics coming to your rescue plus the removal of hookgrabs soon. AND a handful of new Perks to rejuvenate your meta from Nicolas Cage next week.
Your complaints are like the lack of birthday cake in your mouth while its being carried from the Kitchen to your table. Sure, its not touching your taste buds right now, but with what's coming you got so much coming AND hope.
Call me pessimistic but I don’t think any of these changes will change much about these fundamental problems. If people still want to play like this it won’t stop them. They’ll still camp, just from 16 meters out, then they’ll just tunnel. It’s just face camping with extra steps. Hook grabs aren’t that big of problem since survivors usually win them 90% of the time. As for 3 genning, I think the only fix to this is to improve gen spawns which I think would be a rather massive undertaking, which leads me to think their solution might not be the best.
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While I can understand that things like hug tech can be annoying to play against since Blight is already so strong, I don’t think we should remove things that raise skill ceilings. The ability to express skill is already so low in the current state of the game it’d be a shame to remove the things that are testaments to skill. This goes for both survivor and killer.
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I think most people consider him a bottom three killer, he’s definitely lackluster in a lot of ways. He’s gotten power crept by multiple killers.
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@nars said:
6.1.0
DH - Absolutely the best nerf in that update.
DS - I actually liked this nerf. 3s isnt useless contrary to popular belief. I dont think anti tunnel should just make tunneling a complete and total waste of time and instead punish it, which is what OTR and DS do now. I think the stun should be 4s though.
Iron Will - Made tracking in chase much more annoying. Overall a very good perk that needed nerfs. it got gutted though which isnt great...
Spine Chill - Was only meta because soloQ lacked so much info swfs had. With spine chill you would know if the killers in chase, if their coming your way etc. The 6% bonus was only impactful on vaults and with resilience anyways but it defo should have gone. I'd like to see this perks nerf reverted since a lot of its power became basekit.
Self Care - Just rework self care already. it will always be either broken or a complete waste of time.
BT - Became basekit, should have maybe been reworked instead of just nerfed by 2s
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Corrupt - A good change. The value a killer could get from corrupt was gamewinning. Deactivating after you get value was the best decision they could have made for a nerf.
BBQ - just stupid, let me have bp
Ruin - Heavily dislike. one of the few meta perks in dbd that rewarded skill. You only got value from corrupt if you could pressure well, and on top of that it was a hex. You needed undying for it to be consistent, and by then you are dedicating 2 perk slots to one.
PGTW - If were werent tunneling then this perk was balanced. If you were it became a big issue though. An early out AND insane regression. Once/if tunneling becomes a non issue I'd like to see it reverted.
Tinkerer - This only got nerfed because blights were using it with ruin to just deny gens existing. good change overall
Noed - finally can be countered within a minute
Pain Res - Very overtuned perk and needed the change. Info, more info, and great regression is too much for one perk.
Eruption - The buff was way too much but it was in the right direction for the perk. Just way too far in that direction. if it were 25s of genblock and not incap it would have been more bearable, at least you could get a heal off.
Overcharge - Good change, but they should have made it so it couldnt stack with CoB.
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6.7.0
DH - Bad change. It needed changes to give more counterplay not a completely gutting of the perk. Yet somehow its crept its way into the meta thanks to MFT ;-;
PR: Bad change. While I like current PR it didnt need nerfs. It was probably on of their best designed perks. Its still very well designed just less. The issue was with tunneling not the perk itself, and even then it wasnt a huge difference. A tunneler getting a kill at 4 gens is winning, PR isnt gonna change that.
CoB - worst change in that patch. Its got to be the worst regression perk in the game now.
Overcharge - just remove regression stacking and the 3gen meta is gone! why did you have to murder them both?
CoH - good idea on paper but bad in game. The time to go to the boon, even if its not that far, negates most if not all the benefit it provides making it an inconsistent mess of a perk.
Overall the changes improved game health. Gens go a little too fast now though, I think just reverting ruin would be good.
Agree with almost everything you said except DS. It takes like literally half the stun time to just get off the shoulder and into the run animation, it’s entirely futile against any killer with mobility or range in a vast majority of scenarios. I do agree though that I don’t think it’s absolutely useless like a lot of people do, you can still get a lot of value if you go down near a strong tile like a jungle gym, but IMO I think it should just be reverted back to 5. The perk just feels weak I don’t know how else to say it. OTR just feels like the superior choice in 90% of your games.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482541#Comment_3482541
100%vs105% and 103%vs105% is objectively big difference though, I'm not even gonna calculate how different it is, but surely it's big.
Absolutely but regardless, if you’re actively chasing and committing to people as T1 Myers and expecting to get quick downs then I don’t know what to tell you.
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Tunneling to me is when the killer 3 hooks an individual without more than 1 hook on any other survivor. I know some others only consider it tunneling if you repeatedly only chase the same survivor and ignore everything else, but if you’re at 4 hooks and have somebody dead already, that’s definitely tunneling in my book.
Not saying this is like egregious or anything or against the “rule book”, play how you want, but don’t be surprised when people get salty about it.
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482067#Comment_3482067
Simple solution to survivor perks as well:
Nerf MFT, SB, Resilience for the heck of it, and why not Hyperfocus as well.
Oh, also increase survivor hitbox sizes. That would be fun.
Then it would be "fair"
Don't forgot to add corrupt as basekit for every gen at the start of the match and add 30 seconds base to gen speeds
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478240#Comment_3478240
yes exactly, it's because killer is so "easy" and op op yap! and it's definitely not because dbd has no matchmaking, no no :)) as a reminder, if dbd had a bit of matchmaking, most killers would be smashed against the wall so much that they would cry again like when mmr was not good but ok, but what am i talking about i can show it i have 10k hrs and take other mates who are also very experienced in my team and can show me how "op and easy" is killer :D
I had a stroke reading this