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Nebula

Nebula

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Nebula
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  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482415#Comment_3482415

    ikr the nerf was just useless. Still just as annoying it just happens less.

    DH was far from uncounterable though, like you said on the vast majority of tiles you could easily outplay it as Killer and it was a very interactive perk that encouraged good interactions from both sides. Sure, there were some situations where you and the survivor were just the perfect distance away from each other at a pallet where it would be almost guarenteed to proc, but that was still counterable unlike DH for distance.

  • @Sharby said:

    I mean fair enough but let's hold this same mentality for Garden of Joy map offerings and Made for This yeah?

    They gonna eat you up for this

  • Bro mains Knight and has a P37 Skull Merchant, you’re a walking trope…

  • @MimiDBD said:

    I have hundreds of hours on each killer except SM and Singu so I will ignore these two. I have always played every killer but if I for whatever reason could only play with 5 this is how that would look. Love me some m1 killers AND WESKER. I will leave him off though for some variety.

    1. Freddy - Huge NoES fan and he is the reason I even installed DBD. Really wish they would give him the attention he deserves instead of half-cocked not thought out number changes.
    2. Pig - I don't know what comes over me when I play Pig but the game just flows perfectly through my brain using her. It takes a damn solid team to keep me from killing at least 3 with Pig.
    3. Clown - There is not an M1 killer on my list that I can down you faster with than Clown. Brutal never leaves any of my Clown builds.
    4. Myers - Stalking, scaring, insta-downing, gameplay changing add-ons, etc what's not to love.
    5. Onryo - My highest prestige killer but not knowing the state she will be soon she could fall from this spot. If so it's a tie between Ghostface/Trapper.

    I feel the exact same way with Pig. I don’t know why but I swear I have nasty mind games and chase enders when playing her that for some reason I can’t pull off with other m1 killers

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481910#Comment_3481910

    not really, I'm in the same neighbourhood hours wise, 70-ish % surv and in solo Q I escape maybe one or two in ten matches at this point. Granted, about two of those are lost causes due to one surv giving up for one reason or the other term seconds in - but they're still losses. And most people I know have similar experiences.

    Exact same boat. Somewhere in the 2k hour range and my solo queue escape rate is easily around 25% if not less. A lot of games I’m lucky if we make it past 3 gens. Played 3 solo queue games yesterday and got face camped in 2 and absolutely destroyed at 4 gens in the third. That’s a pretty average solo q night for me.

  • I like how every problem people have with game is now being turned into a problem with MfT.

    You’re not losing with T1 Myers because of MfT, you’re losing because you’re chasing with a 105 killer with no lunge…

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481563#Comment_3481563

    You said that "stats" showed kill-rates skyrocketing after the Dead Hard Nerf.

     just like how dead hard carried bad survivors and the moment it got nerfed the kill rates went through the roof

    I think everyone on the forum would love to see these stats. Anyone else curious about these Stats @CamperSluggerVillain is talking about. @Pulsar, would you like to see these stats? @Nebula wouldn't you want to see these perks. How about you @MikaelaWantsYourBoon?

    I would love to see such stats, but I can almost guarantee that kill rates have not moved more than 1%

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481398#Comment_3481398

    No one is blaming you specifically for cases where you get these issues. Simply pointing out that they're caused by latency, by poor connections. Whether that's the connection between you and the server, whether the fault lies on your end or the servers end, or whether it's the connection between the killer and the server, etc.

    "My internet is fine" doesn't matter, it's still a latency issue.

    I get that latency issues exist and in most platforms and genres but DbD’s server issues shouldn’t be so noticeable and acceptable. The fact they still haven’t addressed how over half the lobbies this event are having everyone at 90+ ping and how matchmaking is somehow putting me against Korean players when I’m literally in a different hemisphere is wild.

  • I see all these replies blaming people for their bad connection when this is literally a server problem. I have fiber internet yet have been getting consistent 90+ ping lobbies since the event started. Getting hit from miles away is a regular occurrence. Maybe I should just buy better internet?? /s

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480702#Comment_3480702

    2k while i had to tunnel the first hook.

    Balance trial is possible 2k without needing to tunnel right at the start against competent survivors that know how to loop.

    Here i got a 2k with tunneling against average looper that are 100% baby sitted by way too strong perks.

    That is still a draw by the games and the devs own admission, tunneling or not. Not saying that it’s how it should be, but it’s how it is.

    Post a gameplay video of you playing against one of these teams. I can almost flat out guarantee that MfT and resilience are not the reasons your losing these games. You said yourself that these survivors were not good, just carried by perks. An adjustment in strategy / knowing when and where to take chases is likely needed if you don’t want to tunnel or camp. In my experience, bad players don’t get carried by chase perks. MfT gets no value if they don’t loop tightly and properly, which had survivors very rarely ever do.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480673#Comment_3480673

    I don’t know what kind of games you’ve been playing…

    Definitely not the same one I've been playing that's for sure..

  • What's your definition of a balanced trial then? You literally just posted a screenshot of you complaining about getting a 2k. Was that not a balanced trial? Does a 2k not matter if they bring meta perks? Is it not a balanced game if you simply didn't enjoy it?

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480492#Comment_3480492

    We do! We have entire dashboards full of detailed stats, and even conduct deeper studies into more specific cases when the situation calls for it. It's a bit of a misconception that all we look at is kill rate. Kill rates tend to be the stats we share most often because they're simple and easy to grasp. When we're writing a long blogpost with a dozen other balance changes, it's very difficult to go fully in depth for each change since doing so would, understandable, make the blogposts way too long for most people to bother reading.

    In reality, stats are only one part of the process. Community feedback and design intention are also integral.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480524#Comment_3480524

    The Singularity is brand new and has already received a few batches of changes. We'll continue to make changes as necessary. I don't think this would be a good example for a Killer that hasn't been updated.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480579#Comment_3480579

    I have no doubt that some people would avoid playing a Killer that they find uncompetitive at this skill level, but I would say that trying to boil a Killer's popularity down to a single reason is incredibly nebulous and is a huge assumption. There's far too many factors that play into it to confidently point to one and say, "That's why." I hate to use the same example again, but Legion may not be the strongest Killer in the game, but that doesn't stop them from being one of the most played.

    Is there a specific reason why some of these stats aren't released? I know you mentioned wanting to keep things concise and simple for people to read but I think a good majority of people would love to see these more detailed stats. It would give people a better idea of how killers are truly performing compared to something like kill rates that can be rather misleading, especially to newer players. A new player looking at the most recent kill rates released would be led to believe that Sadako is a top 3 killer in the game and Nurse is the worst killers on the roster, when anyone with a solid amount of hours knows this to be vice versa.

    Like I would love to see kill rates when it comes to maps or even kill rates for specific killers on different maps. There's so much interesting data that could lead to great discussions, it's a shame we hardly get to see any of it.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480330#Comment_3480330

    Survivors can literally do 3 gens before even 3 minutes into the game. 60% of your objective. and then you guys absolutely refuse to not bring perks that actively encourage camping, and its going to be even worse next patch because of Deliverance.

    That’s how the game works and always has though? Killer is weakest in the early game. You are aware that your logic can be applied in the same exact way for killers, there are plenty of perks you can bring to ease pressure in the early game.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480096#Comment_3480096

    This is so wrong, it is not even funny anymore.

    Even with Slowdown on its peak (with Eruption, Call of Brine and Overcharge), Killers STILL tunneld and camped. Despite having so much Slowdown... Sad thing is, you cannot improve Killer gameplay and hope that they will play nice. Killers will always play scummy as long as it is not discouraged.

    @Topic:

    Hard agree. With the new HUD you see how inefficent Survivors are. I never cleanse Totems and I never open chests, because I cannot afford it.

    it’s hilarious how there’s always an excuse that “forces” killers to camp or tunnel. Don’t you know that every survivor is consistently solo cranking gens for efficiency and if they’re not they’re optimally running loops with made for this??

    /s

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479554#Comment_3479554

    i can't wait for this perk to get nerfed and survivors realize that it wasn't their skillful looping winning them the game it was the perk just like how dead hard carried bad survivors and the moment it got nerfed the kill rates went through the roof

    MfT only gets value if you’re already good at looping which most survivors aren’t. This perk is not nearly as impactful as many people make it out to be.

  • @shiroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479437#Comment_3479437

    So following your logic...

    Someone who joins the match...and hides from the very beginning not doing anything AT ALL because "they're waiting for everyone else to die" is ok and not reportable...? OKAY. no more questions.

    That's simply being afk...your objectives are gens that if you don't do your main objective than it is reportable.

    Yes, a "playstyle" that applies at the end of the match...when there's you and one other survivor maybe to increase your chance for a hatch...not for majority of a match!

    Obviously this doesn't apply if both players are doing this because then it's just holding the game hostage.

    For all you know his girlfriend or little sibling was playing that game. Yes, matches like that suck but there’s no need to get so worked up about it that you try to get them banned.

  • @DavidHypnos said:

    I didn’t look at all of the submissions and while I’m not overjoyed with what I’m seeing I would never hate on these creators. They aren’t deserving of that. Every single one of them has more talent than I could ever dream of having. Kudos to everyone who submitted a design and a special kudos to those who will have theirs featured in-game!

    I feel the exact same way. The artists are clearly very talented but the winner choices for both sides had me scratching my head.

  • I can’t wait for this perk to get nerfed and killers realize that it indeed wasn’t MfT that was losing them games, it’s their skill and strategy.

    But, let’s be honest, everyone will just switch topics to complain about. I guarantee it will be dramaturgy next, then adrenaline or sprint burst, then gen speeds. It never ends.

  • Ruin and corrupt are not good synergy perks. Corrupt encourages survivors to run around the map allowing them to find your totem easily. Ruin is also just not a very good perk anymore, I’d recommend using pop, jolt or pain res.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478930#Comment_3478930

    You need to purchase her though. If people decide to purchase Feng for Lithe instead of 'learning' how to use Sprint Burst doesn't that say something...?

    She’s free with the special edition of the game which is the base version of the game on consoles. A majority of people that play the game do not have to purchase her. PC is the only platform where special edition is not the base version of the game.

    And once again, no, Feng is the most popular survivor in the game for a multitude of reasons and lithe is definitely not the top one. People love her design and Meg has a big negative stereotype in the community.

    Sprint burst is not only more versatile, but it can be used anywhere. It turns dead zones into safe areas, it can be used mid chase if you 99 it, it can be used to get pallet and flashlight saves like background player, there are no pre-requisites to using the perk. You mentioned earlier that lithe is like a 99 sprint burst (which I don’t think is true due to needing a window and any killer that knows you have it will dart for windows before you do ) but sprint burst when used correctly is literally always like this.

    Poll a majority of the community or ask / watch content creators and they’ll more than likely tell you Lithe is the third best exhaustion perk behind adrenaline and sprint burst.

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478621#Comment_3478621

    I always do what some random stranger on a crappy internet forum tells me too.

    🙄

    ? I’m not telling you to do anything. If you don’t want to play a match you quite literally have three options. Quit the match and eat the DC penalty, play out the match, or don’t play the game and find something better to do.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478584#Comment_3478584

    It was overshadowed badly by dead hard. If it isn't the best then what is? Sprint burst is a free perk but more people run Lithe so what's happening there?

    Sprint burst is harder to use, doesn’t mean it’s worse. Lithe is also a free perk, Feng isn’t DLC

  • Then just eat the DC penalty or play a different game.

  • Shadowborn has been basekit for me for over two years now

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478538#Comment_3478538

    It's basically a 99% sprint burst and many call it the best exhaustion perk in the game. What people consider meta is subjective.

    I’ve never heard anyone call lithe the best exhaustion perk in the game before

  • No, you just don’t want to lose. You can lobby dodge all you want but at least be truthful about why you do it. You can’t see MMR so you don’t know how skilled a lobby is when you dodge it. Being high prestige or P100 has nothing to do with skill. I’ve played with and against more P100s who quit after first chase than actual good players.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478142#Comment_3478142

    The first step is to reduce lobby dodging.

    How to do that?

    Hide Prestige, names and profiles. Survivors don't see the Killer, Killers don't see the Survivors.

    Once we reduce or limit lobby dodging, we can see how well the system does when people aren't purposefully ######### it up. It will probably still be bad, as my faith in BHVR's matchmaker is...not high, but it'll give us a better place to start.

    I don’t understand how so many people on these forums don’t understand that when they consistently dodge every lobby they don’t want to play, they’re actively hampering the MMR system they are constantly complaining about.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476586#Comment_3476586

    Be last survivor and get free chance at 1-button escape, if that fails the gens are skipped for you.

    Sure does sound like a security net or comeback, but i definitely could be wrong.

    Last survivor getting hatch is not a comeback mechanic lol, the game is already over at that point. Hatch just ensures that the game doesn’t go on for 20 more minutes.

  • I usually always try to get saves in end game, even if I die for it

  • @Ranch_Jello said:

    Survivors can avoid a dc penalty by quitting on hook. All killers get to do is just stand there while the team that has been making them frustrated waves flashlights in their face and mocking the killer for just wanting to go to a next match..well what if the killer could open the gates at any time? Once opened all perks are deactivated. Thoughts?

    bhvr should not encourage quitting of any kind

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477640#Comment_3477640

    The long queue times existed only with the MMR system, remove that garbage feature and go back to ranks already...

    That’s simply not true. Long queues were most definitely a thing before MMR

  • It seems they already have, or simply weren’t playing when queues took forever.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477481#Comment_3477481

    So far I have the freedom and the right to ensure my games are good, if bHVR cant make the SBMM system work reliably then I got no other choice. There is nothing wrong with this morally or legally as far as I am aware.

    Why would this ever be a problem legally?? 🤣

    You’re free to do whatever you want man but don’t complain when you play filler for a lobby like OP played in.

    And you do have a choice as well, you can play against these teams, learn from your mistakes and get better as a result or you can keep looking for easy games you can stomp.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477464#Comment_3477464

    Yeah I meant that's what happens when you lobby dodge properly like I do. 😭 I had absolute nightmare games before I started dodging.

    Bad matchmaking directly correlates to lobby dodging. You can’t complain about poor matchmaking if you consistently dodge lobbies you don’t want to play. Matchmaking expands when you do this and you’re more than likely just giving a worse player an even worse time than you think you would have had.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477434#Comment_3477434

    How do you know this would be the case?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477439#Comment_3477439

    My experience of the game totally different until I started dodging lobbys.

    Because unless they change the way their MMR system works this is exactly how it would play out. The soft cap for MMR is way too low and you can face players with less than 500 hours who are already at the highest MMR bracket. Expanding queue times would not make games better, they’d be the exact same but with just longer waits.

    Throw in with how many killers dodge lobbies and matchmaking will never work properly. You can’t dodge lobbies you don’t want to play then complain matchmaking is poor. You’re part of the problem if so.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477423#Comment_3477423

    Yes and right now Queues are less than 10 seconds so bHVR can roll it back no issue.

    Ill be more than happy to wait 1min than 10min.

    There’d be no difference. The reason matchmaking sucks is because of their criteria they use. Escapes and kills do not equate to skill in the slightest. You’d still get killers who are at the skill cap that don’t belong because of how easy it is to secure kills by camping and tunneling, and you’d still get good survivors who are below the skill cap because they don’t play to escape.

    This isn’t a queue time issue, this is a fundamental mechanic problem. Longer queues would do nothing but anger more people.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477403#Comment_3477403

    Fun being subjective does not make bad matchmaking good and skill wont fix bad matchmaking either.

    As I pointed out there are a huge amount of lobbies floating in the matchmaking, increasing in range to fill them up and its not providing a good general gameplay experience. This is the message that needs to get to bHVR so they can make changes.

    People complain about matchmaking all the time but when queues were 10 minutes everyone was telling the devs they’d rather have unfair matches with 2 minute queues than fair ones with 10.

    If they change this the complaints wouldn’t stop, they’d just switch topics.

  • @Frogsplosion said:

    Yes it's pretty much every game I play nowadays every single lobby has two or more tool boxes usually three to four and all people do is Rush generators and it's just so boring

    It’s pretty obvious to me why this is though. Tunneling and camping are currently meta and if you’re not at 2 gens by the time the first person dies you lose 99% of the time.

    also I get you’re probably more so complaining about tool boxes but in regards to “rushing gens, what else are survivors supposed to do when not being chased? What other objective is there?

  • Im sorry but I simply don’t believe even 5% of your lobbies are anything like this. This was obviously rare enough for you to screenshot and post about it.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476812#Comment_3476812

    I stated I didn't see a difference in the time it's take to break the pallet. When the pallet is dropped and the actions that follow vastly change the outcome during this event.

    My primary tactic has been to attempt the stun and then immediately move towards the strongest direction, seems to be working just fine. Is it 100% effective? No, but I'm seeing far better results then the teammates that try to stick around and gamble on the loop.

    There’s no chance that you’re avoiding hits after missing the stun. It’s literally a guaranteed hit to any killer with over 5 hours in the game.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476929#Comment_3476929

    Well bloodlust initially was a response to infinites. It was supposed to go with them. Really, it shouldn’t be a conversation we’re having now because BHVR should have gotten rid of it like they said they would when they got rid of the last infinite (old Haddonfield).

    I truly don’t understand why it’s still a mechanic. And I more so don’t understand why so many people complain about MfT when bloodlust is still a thing. If people think haste is such a problem then why do people still defend having bloodlust as a mechanic. 5% is huge when you’re already 15% faster than the survivors.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476863#Comment_3476863

    If they've been hugging your butt for an extended time... they would've gotten the hit. They're using EXTRA time to get more than a simple hit.

    For sure, but I’m more so talking about how they will zone you at a pallet that’s not close enough to make it anywhere else and just insta down you after 15 seconds.

    I’ve also had killers chain bloodlust to where they can get the insta down on you within 5 seconds of chasing you. Just not a fun mechanic IMO, bloodlust is already strong enough.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476824#Comment_3476824

    ”Just get hit” isn’t a good counter. Because they wouldn’t normally get that hit you’ve now got to give them to avoid being insta-downed.

    Exactly, it’s a lose lose in most scenarios. Plus many killers will hit you with the insta down half a second before they hit you while looping, giving no time for reaction.

  • I think the insta down bloodlust mechanic is just as bad. I’ve had so many killers just zone you for 15 seconds to secure an insta down the second they get bloodlust.

    Played a Skull merchant the other day on suffocation pit who didn’t leave one side of the map and would practically only insta down people using the invitation. One of the least enjoyable games I’ve ever had in 4+ years of playing the game.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476555#Comment_3476555

    You dont have to play poorly to lose. If you're good and opponent is better. You can play well but opponent's decision is better, you still lose.

    Though killers can start to tunnel and camping at any moment they want when the match isnt in their favor. For survivors if losing, you lose, there is no turning back.

    You always see 'If you lose a teammate at 3 Gens, you made alot of mistake'

    Yes, what I and teammate doing wrong was killer getting 1st hook at 3 Gens left, we decided to do totem and chest, didnt think killer straight up tunneled the hooked teammate out in the next 2min. We should have Gen rushed instead, and this is when killer complaining back.

    this is precisely the problem. Killer has a built in come back mechanic unlike survivor, and one that doesn’t require much thought or skill to perform, leading them to reach higher MMR brackets where to perform well they are essentially forced to camp and tunnel leading to a never ending cycle.

  • Chase nurse always makes me crack up.

    Something usually like Bamboozle, Enduring, Spirit Fury, and Brutal with her add on that makes her 4.6 after a blink attack

    Wraith with his add on to make his terror radius appear when he’s cloaked is always a good time too, pair it with distressing and your TR is almost always active lol

  • @Tsulan said:

    I consider this map to be one of the more survivor sided maps. Because of the Saloon. If the survivors manage to keep that gen for the end, than nothing will stop them.

    I honestly can’t remember the last time I lost on Dead Dawg as Killer. If you don’t think this map is killer sided do you think any map is? Midwich is the only other map that I think is even close in regards to this.

  • @Botiz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475560#Comment_3475560

    Not necessarily.

    Made For This has very little requirement for huge reward with the 3% movement speed bonus - all you need to do is become injured.

    Pain Res is dependant upon RNG and which hooks become Scourge Hooks and you still need to spend all that time chasing, downing and carrying the survivor to the hook. Some games you may only get 1 token of value from it, or none at all.

    As for Jolt, it has a radius limitation and you need to down survivors in the radius of progressed generators.

    So whilst in your experience you may see Pain Res and Jolt in almost every game, there is much more effort required and many more limitations and restrictions with these perks that make them much more balanced perks in comparison to the infinite 3% movement speed bonus from MfT just for being injured.

    I’m simply basing my argument off yours. Your argument insinuated that MfT needs to be nerfed due to pick rate.

    The devs don’t favor one side or the other, if MfT was truly as OP as people on this forum try to make it, it would have been nerfed before it even released on live. Yes, it’s a strong perk. Yes, it has little requirement. Is it overpowered? Clearly not, they would have butchered it already if it was.

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