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Nebula

Nebula

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  • @Lit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676032#Comment_3676032

    I didn't see anyone here write or suggest 50% win rate is the target.

    I personally don't mind the 60% win rate - even though its closer to 70%. I understand the stats as they are being conveyed. The killers overall (the mean of the combined rates) shows this as they are "meant" to be in the killers favour.

    Aiming for 2K/2E, espeically with tunnelling and slugging etc, isn't what was being suggesting I dont think.

    For those overall rate, nerfing Adren will boost killers win rates more. I don't see anything being suggested in "bad faith" here.

    The argument of kill rate doesn't equal win rate is always used to justify having the game being balanced in favor of killer because a lot of people will not look further into the actual statistics that are presented.

    The only justification for the kill rate and by extension win rate being balanced in favor of killer is the devs saying "it's a horror game, killer should feel like the power role".

  • @Crowman said:

    Kill rate does not equal win rate. 60% kill rate is still less than 3 survivors on average and 3 kills is what is defined as a win.

    Adrenaline has been complained about on and off for a while now and it's always been a perk that feels awful to face against so it getting a nerfed is pretty understandable.

    I've seen this argument so many times.

    If you want to use this argument you're either misunderstanding how statistics work or arguing in bad faith.

    60% kill rate roughly equates to an on average, 2.5 kills per game, meaning that survivors are seeing 1.5 people escape on average.

    When looking at this statistically, an above average game for killer would mean that they would receive a 15% increase to their kill rates, landing them at 3 kills on an above average match with 1 survivor escaping.

    An above average game from the survivors would land them at a 55% escape rate, meaning that even when survivors play above the average match threshold, they are are only getting 2.2 survivors out on average.

    2 Kills, 2 escapes is considered a draw for the killer.

    So, even while using this example of not equating kill rate and win rate, a below average game for killer statistically equates to a draw, 2 kills on average.

    At this point, what more do you want? Draws are a part of the game, the "win rate" should not be 50% or higher, so many people forget that shooting for a 50% win rate means that the spread would look more like 50% win, 30% loss, 20% draw.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675585#Comment_3675585

    I don't think insidious camping is the killer equivalent to a bully squad, because it's still progressing the game, and the killer is using insidious with the intent of wanting to kill more survivors in the basement. The killer equivalent to a bully squad would be doing something like killing 2 survivors, then purposely slugging the last 2 survivors, letting one of them wiggle off their shoulder, then slugging them again, then letting one of them wiggle off their shoulder, and repeat. The killer in this scenario is clearly not trying to progress the game at all, and is purposely extending the game, with the primary goal of bullying the survivors.

    Because the obnoxious thing about bully squads, is they are purposely extending the game so they can bully the killer for a longer time. If a SWF keeps hitting a killer with flashlight saves or flashbang saves, but the other survivors are trying to repair generators, then it's not a bully SWF even though what they are doing is unfun for the killer. A SWF only becomes a bully SWF when they are purposely delaying the game from progressing, because they want to spend more time doing things they know are unfun for the killer.

    The difference in these two situations you described though are player agency. The scenario you outlined gives the survivors no options other than to just sit on the floor and bleed out for 4 minutes, it doesn't matter how long they run the killer in this scenario as there's no legitimate way to progress the game since the other survivor is also on the floor.

    Even in a scenario with a full on bully squad that does not intend on progressing the game through doing their objective, the killer player still has agency, still has counterplay options, and can still progress the game forward for themselves. They can slug, they can play around the flashlights / sabo plays, they hook, camp, tunnel, etc.

    This is not a fair comparison IMO.

  • Two of the least enjoyable maps in the game for both sides and I somehow manage to get one of them every 5 games…

  • Probably when Gideons basement was actually pitch black and you couldn’t see more than 10 feet in front of you.

    It was Lights Out before Lights Out

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675545#Comment_3675545

    I’d challenge your theory by saying if BHVR is more concerned with player retention and satisfaction on the killer side, why not nerf or eliminate their biggest gripe: SWF? You could argue it would drive survivors away but if they target only 3-4 man SWF teams that’s less than 30% of all survivor players.

    Because they’re a business and literally cutting out 30% (much more would leave too) of your playerbase intentionally would be the dumbest business decision ever.

    “You could argue it would drive survivors away”

    I mean yeah, them literally telling you you can’t play with your friends in a party game would more than likely drive away a vast majority of your playerbase 😂

  • @Yatol said:

    I agree and disagree

    I agree because some killers will try to find their weak link in the lobby and will tunnel them

    But i also disagree because sometimes the killer is being filled into a lobby where they don't belong

    So you don’t agree that lobby dodging shouldn’t be a thing because dodging screws over the people that don’t do it?

    What’s the logic here lol

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674890#Comment_3674890

    Time exchange on Gen like this is not good at all.

    • Vittorio exchange 27sec of realtime for 18sec of Gen, and killer can "instantly regress" all that work with a single hit.
    • Now we have 120sec of realtime for 50/70sec of Gen, come with permanent Broken that helps killer to make the chase half long.

    Since the PTB, I saw killers complain about this perk. But not anymore because the perk is obviously bad.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674906#Comment_3674906

    I heard that you have to commit to the invocation? Means leaving mid way will reset the whole thing?

    Yeah it’s like sloppy butcher where you stop and it quickly starts regressing

  • @scachich said:

    this actually kind of worked, i know this is a very old post but now i don't get angry anymore.

    Good for you! This made me really happy, hope you’re doing well.

  • I’m surprised that I haven’t seen anyone talk about what I think is easily the worst part of the perk, it loses progress when you stop, and quickly.

    That minute and a half you just spent trying to get this perk to work? It’d be a shame if someone went down next to the basement and you just spent 90 seconds (a literal full solo gen) doing absolutely nothing.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407864/a-weird-questionable-bias-i-ve-noticed-with-sable-and-recent-original-survivors

    BHVR is a company, and companies are going to do what makes money so that they can keep making stuff for us. If they keep releasing Feng Min skins, (or now Sable skins) and people keep buying them, but people aren't buying Haddie skins, you can't fault them for making more Feng Min skins. Vote with your wallet what you want.

    This is exactly it. Don’t get mad at a company giving its playerbase what they want. Why put time and resources into something that will give you $100 when you can put the same time and resources into something that will give you $1000. It’s basic business sense, every for-profit company does this.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674806#Comment_3674806

    Yes I get that other perks are stronger against weaker killers too but since the effect this time is basically a 50/50 on what killer you end up getting its not an earned 50/50 its just a gamble if you have a meta perk that match or a empty perk slot, most perks stronger against weaker killers are like that because they provide consistent value throughout a match that ends up lasting longer against weaker killers while adrenaline rewards faster play against slower killers and greeding gens with health states, its a 0/100 split on value not like most other perks which always give some and are also stronger against weaker killers (but not as much since they aren't meta)

    This is assuming that lower tiered killers always end up giving up all 5 gens and higher tiers almost never get to the endgame though which is just not true.

    Yes, Adrenaline has a 0/100 split, but that doesn't inherently mean that it's value is always worth it. I've had many, many games where survivors try to greed the last two gens injured to get its value but it ends up backfiring as they get caught out injured. Not to mention many games where I'm personally running adrenaline and have actually gotten negative value even after it procing, as it can disable your other exhaustion perk during endgame and activate while you're fully healthy and not being chased.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674736#Comment_3674736

    Its perk effect is too strong for the playstyle it allows at its opportunity cost while being more effective against weaker killers due to being more likely to proc against them than stronger killers and taking longer to continue chase with a survivor it procs on means if you have someone proc their adrenaline at you at the end of the match you are in a lose / lose you stick with them their fresh health state and 10m of extra distance or you leave and risk losing all survivors completely trying to find someone at an exit gate. Making it an easy game closer against weaker killers that usually are slower and get more gens done against them and a nothing perk against strong killers who never reach that part of the game, its basically coin flip the perk on tails you get nothing and on heads you get to stomp on killers who decided to play someone other than blight or nurse or try to be nice for a change.

    Yes I get that other perks are stronger against weaker killers too but since the effect this time is basically a 50/50 on what killer you end up getting its not an earned 50/50 its just a gamble if you have a meta perk that match or a empty perk slot, most perks stronger against weaker killers are like that because they provide consistent value throughout a match that ends up lasting longer against weaker killers while adrenaline rewards faster play against slower killers and greeding gens with health states

    Adrenaline is an all or nothing perk, you either get all or you get nothing, should one of the strongest perks and effects in the game be an all or nothing perk, maybe, maybe not, but should that all or nothing meta perk be a coin flip on top of that and be gotten by

    So should the perk be changed to be less coin flippy, yes, and should the perk be more consistent value so even if the coin ends up on tails you still get a little something, yes

    Also kill rate stats definitely won't tell you adrenaline stats but sure try and extrapolate from that ig

    I don't think this is a very good way of thinking about balancing perks, nerfing something because it's better against weaker killers.

    With this logic, you could make a pretty valid argument to nerf almost every perk in the game.

    Every exhaustion perk is disproportionately stronger against weaker M1 killers in comparison to the mobility and projectile killers of the game.

    Any perk that gives you haste, boons because low mobility killers have a harder time getting around the map, hell you could even say resilience is disproportionately stronger against weaker killers because they might not be able to secure the down as well as a higher tier killer and the survivors will get more value out out of it.

    This could be flipped to killer as well where you could say that every gen regress perk that is hook dependent (Pain Res, Pop, Grim Embrace, DMS, etc.) is disproportionately strong for it's opportunity cost because they're more effective against weaker teams.

    This seems like a slippery slope of logic in terms of balancing.

  • Hmm a tough one honestly...

    I'd probably say blocking would be more preferable? Hard to say for sure though as they're so often ran together, but ran by themselves at least with blocking I can move around if I want to and not just stuck on the gen for 2 minutes instead of 90 seconds.

  • @SMitchell8 said:

    Any survivors that whinge about tunneling, go and play killer yourself and try and get 10+ hooks 👍

    As for being tunneled, preventing it and resisting it. What are you doing about it? Run anti tunneling perks such as OTR, ones that hide scartch marks, wear darker cosmetics to try and hide instead of bright neon clothing, break LOS, become a better looper or just plain and simply, stay away from the area the killer is playing in to avoid being caught again.

    You know that most people play both sides right? I for one don't tunnel and camp and consistently get 2-4ks in the vast majority of my matches. I think quite a lot of people in this game and on this forum never actually question how they can get better, and instead just blame all their losses on the other side, forgetting that the vast majority of the time, there's always a semblance of control you have over your matches.

    Why should a strategy that requires little to no thought, no perk requirements, no specific killer, and a noticeably less amount of skill to pull off compared to surviving it be healthy for the game?

  • I truly don't understand why people defend hard tunneling so much, I truly don't.

    Why would you, as a player of this game, intentionally want the most viable and efficient gameplay to revolve around a strategy that is almost universally agreed upon to be extremely un-ejoyable, low skill expressing, and one of the easiest things you can do with counterplay that requires much more skill and teamwork (that the average game does not achieve) to counter?

    It baffles me quite honestly. Why would we, as a community, not want to push the game into a healthier, more enjoyable state for everyone involved? The "Us vs. Them" stuff should have been left years and years ago. The games almost 8 years old. The vast majority of people play both sides. Why not push for an experience for both sides to be enjoyable?

    I've now had two friends quit within their first two weeks of playing the game because they're simply not allowed to have fun in the average match. So many people forget that the new player experience is just as important as the veteran experience. How will the game grow if new players are getting hard tunneled out of their matches with almost zero clue how to effectively counter it?

    Both sides of this game should be pushing for a more healthy state of the game where tunneling is disincentivized. Balance it however you want, but the average game should not turn into a 3v1 4-5 minutes into the match.

    Making the game more enjoyable for everyone involved should not be a controversial take or one that is met with "just get better", "just run anti-tunnel perks", "it's the only way to win", or "it's your teammates fault". None of these are valid excuses for a strategy that requires very little skill for such massive rewards.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674494#Comment_3674494

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674505#Comment_3674505

    According to Nigtlight, it's only on 15th place, last official stats were long time ago, if i remember it correctly. And i don't think stats show that much, when we are talking about maps. Like most balanced maps like Storehouse or Ironworks have the same escape rate as Saloon. But obviously killer sided Rancid even higher escape rate. And Tompson house somehow has a one of the highest escape rate in the game. That's why i don't take "oh but stats" аrgument too serious, when we discuss maps.

    Okay, let's pretend it's killer sided. What changes should it get?

    Less tight gen spreads and a little more consistency with filler spawns. There's some variations of this map that are just huge deadzones in the corners depending on the RNG you get. Adding fillers to the edges of the map like Autohaven would not provide much safety, but would at least increase the size of the map as the current version is smaller than it already is due to the corners being dead.

    Very small maps like this should not have too much filler variation as if you don't get them to spawn you're just stuck running the fixed structures which already aren't the best outside the main building.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674456#Comment_3674456

    You didn't ask which map is worse than Saloon, you asked which other map is killer sided, if not this.

    knock out a couple of the pallets and you genuinely have little to nothing to worry about.

    Yeah, this is how gameplay in this game works. If killer destroys resources, area will be unsafe. What's wrong with it?

    Yes that is how gameplay in this game works lol, the tiles you talk about can be strong when chained but unsafe once one or two of the pallets are thrown / walls are broken depending on your RNG.

    To piggyback off what Ayo said, it has the second highest kill-rate in the game, if that’s a balanced or survivor sided map then my question stands for what maps are killer sided. The goal posts have clearly been shifted if this is the case.

    Apply the slightest fraction of macro gameplay on this map and you win.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674409#Comment_3674409

    Temple of Purgation and Rancid? Whole area before the main is very good for survivors, some of my best and longest chases as survivor were here, you can chain loops here long enough, there are many not too weak and not too strong pallets. It was killer sided, when there was nothing in the field behind gallow like two or three years ago, but now it's in a good spot. Only thing i agree with is a breakable door on shack, maybe they can get rid of this.

    Okay, let’s say those two are worse. Two maps out of 40 are worse than Dead Dawg?

    There are for sure chainable tiles on this map but they’re all on one side and a bunch of LOS blockers to let you catch them off guard, knock out a couple of the pallets and you genuinely have little to nothing to worry about.

  • The poll votes are kind of shocking me, this is easily one of if not the most killer sided map in the entire game.

    Yes, main buildings strong, but if you simply don’t chase there or break the walls you just win the vast majority of the time.

    Smallest map in the game that’s made even smaller by its lack of safety on the edges, not to mention the easiest shack play in the game with the breakable wall.

    Regression perks shine on this map, tight gen spawns, almost every killer shines on this map, etc.

    If this maps not killer sided, what is?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672529#Comment_3672529

    Nah, the dirtiest window is still on Hawkins where you don't get bloodlust and therefore it gets never blocked.

    Which one? The portal room window? I can’t say I’ve noticed this on either side.

  • Yup, same problem here. 3 games in a row crashed on 5 second countdown running the new killer and randomized perk challenge.

    Xbox X

    Tome 17 Commitment Level One challenge

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673660#Comment_3673660

    There is no denying all DBD killers are just better ran with a mouse. There are many motions and so-called "techs" that cannot be replicated with the current settings with a controller on console. Skill expression is hampered and capped. I've always believed their killer powers have been crafted with M&K in mind only.

    That rant done, with will and lots of practice most of the killers can be played very effectively. I only consider Singularity unplayable on console, because the recent changes to Trickster dragged him barely above Singularity.

    Agreed. Singularity is an absolute headache on console, Trickster doesn’t feel too terrible anymore but I more so just don’t enjoy playing him in general so I can’t speak on him too much.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673270#Comment_3673270

    I've found I need different sensitivity settings for each killer. 100 for Oni, 70 for Huntress, that sort of thing. So you'll have to experiment some to see what works for you.

    For me the major problem is I simply cannot turn or react fast enough in many situations, even at 100% sensitivity. Makes all of the killers more frustrating for me, and ones like Singularity feel unplayable.

    Playing Oni and Blight makes me so frustrated as they are quite literally just worse on console and there’s no way around that.

    I watch myself get 180 flicked by these killers on PC and it is physically not possible to do this on controller as the sensitivity is just not anywhere close to high enough even at max.

    Just turns me off so hard from playing them and it sucks because I really like fast paced gameplay.

  • @MaTtRoSiTy said:

    Repeating myself here but... in my region the immature trolling griefer style players intentionally play her in the most unpleasant and toxic ways possible, as they know she is already hated so they get maximum troll value ensuring every match against her is miserable.

    I have no way of knowing if the SM player has good intentions and the reality is they almost all are toxic and intentionally unfun to play against

    Literally came here to say this hahahah

    My region (NA East), I'm not joking when I say in the numerous matches that I've played against SM, there has been one (one!) SM player that I've went against that didn't feel like they had a gun to the back of their families heads and a hardcore sweaty 4k is the only way to free them. It's just a generally miserable experience everytime you hear her terror radius when loading into a game.

    SM attracts a certain type of player in this game that the vast majority of people strongly dislike playing against. This is now her main problem, the people that play her. And that's more than likely just not going to change unless they completely rework her.

  • @BlackRabies said:

    It's a double edge sword and idk how I would feel about it. One side seeing others perks could be great and make more proper plays around it. Other side of someone sees someone else with a perk they really don't like they'll just dodge.

    I don't think this is nearly as double edged as you might think. I definitely agree that there would be a select amount of people that would dodge based off the perks they see on someone else, but the quality of life improvement this would be for solo survivors would heavily outweigh this IMO.

    Plus, survivors are usually less likely to dodge (at least in my experience) due to their much longer queue times on average in comparison to killer.

    If they're truly concerned about the dodging problem in general, they should disincentivize it more. Make it so you're locked in the lobby and your only way of dodging is to hard restart, making the process take much longer. This would help the MMR system as well, a win-win in that regard.

  • Most people called out that this would be exactly what happens when they first announced this feature. It just teaches people to proxy camp instead which is even more effective.

    In fact, I think it's even easier to get someone off the hook with a facecamp than a good proxy camp most of the times as you can stay healthy right up to the hook and effectively trade. Where with proxy-camping, you're risking losing a health state 16+ meters away from the hook and a potential to not even get the trade off.

  • Might be best to wait a week or so for this one so the majority of people can actually come to their own conclusions, no?

  • The game's pushing 8 years old and has worse controller options than games that came out in the early 2000's. I have very little hope for this honestly.

  • I never thought I'd see the day that people are genuinely complaining about the 4% mechanic....

    Running out of things to complain about I guess?

  • @PreorderBonus said:

    Your anecdotal evidence trumps BHVR's stats, you should contact them right now so they can cancel everything before it goes to live!

    Stats should not be the focal point of balance changes. If this was the case Nurse would be getting buff after buff every patch. This Huntress change could have and should have simply been adding more lockers to maps that are sparse with them as this would buff not only her but Trickster and Dredge as well.

  • This one’s just rather obvious I feel. It’s way too big and main building can spawn the dirtiest windows in the game.

  • There’s just so much unnecessary clutter on this map.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671872#Comment_3671872

    Still the gen is blocked for 45 seconds

    enough time to catch and hook the person and 45 seconds of not worrying that someone will continue the gen while I try to down the survivor who used it

    and it’s a bad counter to PGTW and blast mine does the job better

    overall most survivor perks are just bad in general or barely worth the perk slot

    Repressed alliance is fantastic with Wire Tap and can guarantee at the very least 45 seconds of use.

    You can also pair it with blast mine to waste a bunch of time as you can block the gen mid stun animation.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671597#Comment_3671597

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671607#Comment_3671607

    5 matches, 12 kills over 20 survivors, we have:

    0k ; 0k ; 4k ; 4k ; 4k (2 lose, 3 win for killers /// 3 lose, 2 win as survivors)

    2k ; 2k ; 2k ; 3k ; 3k (3 draw, 2 win for killers /// 3 draw, 2 lose for survivors)

    Killers still win more than lose, what your point?

    If you see 2k as a draw, sure, then survivors with 2 escape should count as a draw. You know, survivors are supposed to work "as a team" so the result should count "as a team".

    I’m agreeing with you?

    If the survivors are seen as a team then 2 out should be and is considered a draw according to the game. Balancing around 3-4 survivors getting out is not healthy for the game. You balance around 50% because above average and below average games equate to a 3k and 1k respectively.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671650#Comment_3671650

    But the same thing goes for every other killer. It isn't exclusive to SM.

    Perks not withstanding Nurse is the only other killer I can think of that would get a hit like this after being stunned in this scenario.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671603#Comment_3671603

    Counterpoint:

    When the Meg reached that pallet, she had already been scanned. And yet the player chose to play around an extremely unsafe tile and didn't take the Skull Merchant's power into consideration.

    That resulted in a hit, as it should.

    She didn’t have enough distance. She would have been hit if she didn’t play the pallet.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671545#Comment_3671545

    Its 40% escape rate for a singular person. If you REALLY wanted to win especially in a 4 man its actually quite incredibly easy to get consistent 2 outs.

    Which is still a draw according to the game…

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671580#Comment_3671580

    Maybe i am missing the mark here.

    Killer is a 4v1. What matters is his outcome for him. In our example, Slinger has equal win/loss rate - with 50% killrate. He wins half of his games and looses half of his games. We can see this in the graphic. Draws are not relevant since it is neither a win or a loss.

    And then on the other hand is an equal outcome for the survivors. On average, every individual survivor escapes half of the games.

    So saying that 50% killrate is not fair for the killer is wrong. The win/loss ratio is perfectly ballanced, same for survivor.

    Oh I totally agree with you, this argument makes no sense to me. As you can see in the graphic you posted, a 50% kill rate equates to a 40/40/20 win loss draw split, what seems like is the no brainer for where the game should be balanced.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671550#Comment_3671550

    So far nobody was able to explain me this. May you please?

    https://us.v-cdn.net/6030815/uploads/WXX4NN0FWF92/grafik.png

    50% killrate means for the survivors (individually), they win one game and they loose one game (on average). Correct?

    Deathslinger here, wins roughly about 40% and looses about 40% - the rest of the games are draws. Those he does not win neither he does not loose. Correct?

    Survivors are a team only when it comes to gens and preventing their teammate from getting tunneled apparently. When it comes to win rates or kill rates apparently it’s a 1v1v1v1v1, not a 1v4 🙃, because clearly you don’t need the help of your three other teammates to escape, right?

  • @[Deleted User] said:

    Agreed. My opinion: delete all indoor maps.

    Petition signed. I swear they have a higher pick rate than the other maps too 😭

  • @Seraphor said:

    Nah, I always have a blast on Hawkins.

    Apart of the bugged jigsaw box placement, it's fine.

    This player base has a serious "everything that inconveniences me is awful" problem.

    It’s just a difference of opinion and a sentiment that many people share.

  • A killer that you need a PhD in this games mechanics to understand how to properly counterplay her is totally a fun, engaging, and well-designed killer for both new player and vets!!

    Oh yeah, that solo queue problem that everyone complains about, make it so your random teammates can screw you over mid-chase by walking into a drone!

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670952#Comment_3670952

    Oh.

    yeah. Makes sense and I guess I actually knew the term workshop but well… thanks for the reminder 🫣

    Hahahah we’ve all been there before 😂

  • @Mooks said:

    First of all: why is it called Wretched Shop when it clearly is a Garage? 🤔

    I think it’s a very basic and alright map all in all. Though it feels like it may have some too big deadzones for survivors and gen spawns can be weird resulting in complete empty areas

    also, as a general for all Autohaven maps (and I will only mention it once here), the green tint feels too artificial and the ground and sky textures feel a bit too plain. And as always, depth of field should be reduced, fog should be enhanced to actually look like fog, lightning should be more sinister/atmospheric.

    It's a workshop for cars, many mechanics work out of garages just like the one in this map.

  • Aftercare still having a downside in 2024 of deactivating after being hooked is still wild to me.

    Like is is seriously too strong for you only to be able to see your 3 teammates at other times and they only able to see you? Especially with a pre-requsite required to activate?

  • @SkeletalElite said:

    I think it doesn't make much sense to make blight a 110 killer because it really doesn't change anything with a good blight player because they're getting power hits 90%+ of the time anyway. It will make the killer significantly harder to play for lower skill players though and I have to ask whether that's the kind of player you really want to nerf on blight? Good ones will still destroy, bad blights will struggle even more on a relatively hard to play killer.

    See I get this argument, but when your power allows you to get hits on every tile in the game, I don't know if you should also be able to just play normal M1 when your powers on cooldown. I get this makes it easier for newer players, but if you're playing Blight and not using your power for hits or chase then why play Blight? Learning to use his power is part of the process, of course you're going to struggle at first and more than likely lose a majority of your games, but it's necessary if you want to be good with him.

    Like Nurse is a prime example of a counterargument in my eyes as they're going to get power hits 90+% of the time but making her something like 105-110% would be more forgiving for newer players that struggle using her power. It's just not necessary at all as her power is so oppressive in chase when used correctly, just like Blight's. And I get this isn't a perfect 1 to 1 comparison as Nurse breaks about every rule of this game, but Blight's mobility and chase potential is right up there with her if not better in certain scenarios.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670112#Comment_3670112

    Yeah, i know difference. Even if he is my second most unlover killer to go against, i have no issue to make him slightly stronger. He is barely low A tier now imo. And please don't pretend he will S tier with this change, not even close.

    At least they should revert his TR back to 24. Prerun against 4,4 killer with 32 meters is crazy strong, i don't see a point in it.

    Is low A tier a bad place to be? Does every killer have to be S tier?

    Did you play when Slinger had a 24 meter TR? It was awful. Everyone ran Monitor & Abuse on him and he literally could shoot and hit you before you even heard his super quiet terror radius.

    He's completely fine as he is, the only change I would consider giving him is making his ADS slightly less clunky. Even then, I don't think it's necessary at all.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670096#Comment_3670096

    If such a conversation was about Trickster at the time when he was 4.4, I'm sure you would have said the same about him. "Oh no, he is already crazy annoying, no way he will 4,6". But he ended up being just slightly better than before. I said "maybe", but as always overreacting didn't take long. Average forum, love it.

    The difference is that Slinger benefits from hitting M1 when healthy than immediately following up with a shot whereas Trickster beenfits from hitting M2 when healthy than M1 immediately after in which survivors often make little to no distance anyways. Buffing Slinger to 4.6 would only make him deadlier than he already is in 1v1 while adding very little to his map pressure.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670077#Comment_3670077

    https://us.v-cdn.net/6030815/uploads/QUN64SKC8LRW/unbenannt.jpg

    Why are people even saying "but Nurse..." as if ANY 4.4 killer needs to be 4.6.

    Lets rather discuss if Blight should be 4.4 or 4.6 instead.

    Literally just made a discussion on this, this discussion seems to be playing devil's advocate to mine.

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