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Orthane

Orthane

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Orthane
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  • @MikaelaWantsYourBoon said:

    A lot people pointed those things:

    1. There is no risk with holding tapes.
    2. Survivors can remove stacks on your face and you can't do anything because of hit animation is longer than tape animations.
    3. Many people pointed her irri add-on is weak because survivors can remove her power easily and she can't build stacks to punish them. Her irri add-on can make her powerless.

    But what we got? Nerfs. I really don't know how to feel, it's just big disappointed.

    I am not against nerfs, if there is some issues, i am fine with fix it. But why you are making PTB if you are gonna ignore the things we pointed?

    https://us.v-cdn.net/6030815/uploads/LIV5KYKY954H/image.png

    It's also wild that she gets giga nerfed but Blight only gets a smack on the wrist at worst despite being the 2nd strongest killer for years now.

  • @Friendly_human said:

    Hi there people of the fog! I wanted to ask what you think of springtrap and a FNAF3 map in DBD.Personally, I would celebrate it! He would be the perfect killer with the perfect lore!

    His weapon should be a fire axe!

    I really hope they never add FNAF to DBD. It's just.... so bad, please no.

  • I agree, and NOED should be active right after you get your first M1 hit.

  • @Atom7k said:

    I have to deal with stuff like this almost every single match.

    This was a swf team of 4 people. And this is just one example.

    https://us.v-cdn.net/6030815/uploads/WNWF9NALSO3Q/meta-noobs-c.jpg

    I get that solo-q players cannot really coordinate their perks but swf's? That's just a joke right there. Why would I even try playing a Tier C killer if this is what I get.

    I loved to play dredge but with team around like this why even bother.

    I think we should either come up with a game system that does not allow swf's to have the same characters and builds 4 times (2 max) or divide the player base by adding 'casual, tournament and hardcore (no perks no add-ons no items)' game modes to the game.

    These people are sweating a lake out here while others just want to have fun.

    At this point I understand why I have not seen any Tier B or Tier C killer lately.

    The perks simply need to be nerfed. Especially WoO. Basically draws a giant red arrow from one of those YouTube clickbait saying "RUN HERE"

  • @missionnhunter said:

    I've literally had 30 rounds in a row where the killer does nothing but tunnel each person right off the hook. This game is broken. Devs don't seem to care because the minor changes they've made have not removed tunneling from the game. It's literally unplayable garbage at this point. This feature is not fun, does not add challenge, and does not make new or existing players want to continue playing. The purpose of a game is fun, literally no survivor ever has said that tunneling adds fun - that's 80% of the players in each round (4 survivors 1 killer) and yet it's ignored.

    It's so easy to solve. Make DS automatic and unlimited until the killer gets a certain distance away from the survivor, or until the survivor does an action to benefit the team ie generator, heal teammate etc. And it disables when only 2 survivors are left. And if a killer persists in tunneling they get stunned an increasing amount. SEE? Very simple to fix. It didn't take an entire dev team to come up with a solution that would make the game considerably more fun for survivors and would make the killer use skill to win, which is the whole point right? Right?

    It sucks yeah, but go play Killer in mid-high MMR and you'll understand very quickly why people feel the need to tunnel.

  • @BLACKMENACE8086 said:

    This problem has plagued console since she's been out, thanks to the contextual action bindings on console skull merchant can block you from being able to pull down pallets or vault windows by putting a drone on it. It's unfair and unfun that I have to play against her already but the fact that the prompt doesn't go away while sprinting ruins looping. It's unintended and annoying.

    TLDR; remove SM drone prompt while sprinting or give more keybinds.

    They do need to fix this. I hate getting a down because someone hacked my drone instead of vaulting. It's been a problem since Pinhead but it's much worse on Skull Merchant.

  • @Alli_Here said:

    Dead Hard honestly became useless now because we can only use it twice per game. Seeing as it can only be used after hook, why can’t it at least have a dash like the old one or at least make it so that we can get it back after the exhaustion?

    DH is still one of the best perks in the game. It doesn't need a buff.

  • @ChiefBlackstone said:

    Is there any way you guys could tweak things the speed difference between survivor and killer don't seem fair. Being that the killer is on you within 3 seconds and the surviors seem to be running slower.

    Feels like The survivors are stuck in molasses and can't even juke the killers 95% of the time it feels like.

    You have pallets, can hold loops tighter, and also super fast vaults. Use them.

  • @Atom7k said:

    I know it sounds like a wild shot but hear me out.

    Yes you can hack the drones and they are down for less then a minute. But she is the only stealth killer who has absolutely no downside. Wraith needs to uncloak, Ghostface can be pulled out of Nightshroud, The dredge (is probably crying about its stealth ability) has an integrated dyson v12. Onryo has lullaby, Xeno is only stealthy in tunnels.

    So she can just activate her stealth whenever she likes, can retrive drones in the meantime and reactivate it. If you play her correctly you have almost unlimited stealth, no red stain, no lullaby no nothing. You even get faster when scanning someone. How is that justified?

    According to statistics she is too strong. Heck she got 68,45 % killrate 2 months ago and 64 % the last two months.

    She needs a downside for stealth. A lullaby would be sufficient but right now you just have zero information of her whereabout which makes small maps and especially indoor maps a total nightmare.

    Her 3 Gen potential got nerfed yes, but the drones are too powerfull now.

    As a Skull Merchant main I can say 100% her kill rate is because people constantly give up first hook or just refuse to play in general versus her. She's B+ max. Though I do think we should revert the rework and make some changes like they did with Sadako. So instead of Exposed when locked on they simply get a Claw Trap (That doesn't injure since this is old SM remember) Allow a Survivor with a Claw Trap to hack 1 drone in exchange for becoming Injured with Deep Wounds but not Broken because I want this to serve as either a slow down or forced chase, not Broken because that's dumb. So 1 Survivor could hack 2 drones in exchange for injuring themselves and extending Claw Trap life to force SM to chase them basically. This would also remove what I hear most Survivors complain about with the "Free injure" since you would have to actively interact with the drones and remove them from play to get Injured now.

    Her new Drones are definitely not too strong, they just have too much on them. Her entire success relies on them, whereas before they were tools, not really her entire existence like they are now. Especially because her old chase was actually stronger than her chase now, with Geographical Readout and the fact Drones were an AoE active zone that built up Expose it was super good in certain areas. Shack, Cow Tree, every single indoor map etc. The 3 genning was the only problem with old SM, and with some changes, like allowing a Survivor to hack 2 drones and force SM to chase them to get them back as I stated before, I think she could be way better to face than now. Especially since she only had 4 drones remember, so 1 Survivor hacking 2 drones would force SM to chase to get them back, sure you're injured because of it, but the point still stands that she would HAVE to take chase.


    Also on the point of Stealth she gets like 8 seconds of Undetectable when setting up a Drone that has a 10 second CD and unlike other Stealth killers like you mentioned she doesn't have some other huge advantage to the stealth, Wraith has huge movespeed to get around the map quickly, Ghostface and Myers can insta down, Dredge is uhh, well, okay Dredge is just kinda weak but still you get the point.

  • @WitchWalpurga said:

    Can we please prioritise vaulting / dropping pallets over drones while in chase?

    Had a Skull Merchant who dropped her drones on purpose so close to pallets that you could not drop them. Really annoying (like the killer in general).

    Alternatively, just remove Skull Merchant from the game. Would fix it too.

    Out of all the problems to complain about this aint one of em chief. The only thing I will say is they need to fix this for Console since it's existed since Pinhead was released. And I've had a few times where Console players went to hack drone instead of vault in places like Shack for example. THAT'S an issue. But it's not one on PC.

  • @Atom7k said:

    The last few weeks I started to resent this game more and more. Almost every game (as killer) I get the sweatiest tryhards you can imagine. Everyone is running the meta (lithe, adrenalin, windows of oppurtunity, resiliance).

    Every pallet you get tbagged every window you get nodded and or tbagged. I don't even start about the exit gate dances of flash light clickies. I don't really know why people intentionally ruin the fun of the game by being toxic (must be really sad people in real life) but it started to annoy me to the point, where I noticed I entered the next match with the intention to slaughter everyone.

    So at this point I will take a step back and leave the game for a while.

    The question remains. BHVR added an antifacecamping mechanic and though it's not perfect it's a good step. Survivors however can be as toxic as humanly possible without ever facing a downside.

    I think BHVR should do something about it because more and more of my friends and finally I are not enjoying the game anymore and I think I'm not the only one.

    So I assume a fair amount of 'good' players leave the game for a while or forever and if this issue persists it will only leave more toxic people on the platform.

    3 friends of mine already decieded to quit dbd and haven't played for 6 months because of this.

    I have to take a break from the game. I'm a P85 Skull Merchant main.


    I think that's all I need to say about the end game chats I experience every single game.

  • @daffyd said:

    P100 gives rarer items meaning most survivor mains just have to prestige their survivor and have access to strong perks.

    Killer mains however have to P100 every single killer to have this.

    The only exception to this is killer mains who only play 1 killer.

    BHVR has since decided it is unfair on survivors as showing their P100 can mean something bad apparently.......

    As a Killer main this makes no sense to me at all. What are you even talking about? You can only get infinite BNPs or strong Medkit addons on only the P100 Survivor. If you want to play Thalita and she's P0 level 3 too bad you have to earn those addons and items on her as well, so your post is invalid.

  • @ays12151 said:

    Hillbilly received very big buff and Bubba now isn't even close to his level right now.

    My main question is - is it possible to buff Bubba in some ways? I don't talk about Rework - just w few tweaks that Bubba needs. I main Bubba since 2019 (something around 2-3k Hours on him) and I would ask about these changes:

    1) Chainsaw Sweep Acceleration set to 0.5 seconds instead of 60% of his first charge - it wouldn't nerf duration addons like nowadays...

    2) Increase Chainsaw Sweep movement speed by 3-4-5% in base kit and nerf speed addons.

    3) Some changes to his addons like Carburetor Tunning Guide, Depth Gauge Rake, The Grease and more...

    Bubba is in a fine spot, he doesn't need any changes, no nerfs no buffs.

  • @Lixadonna said:

    Give something else interactive. Will be like old Eruption where Survivor twiddle thumbs until they can do something. Grim Embrace is going to do that. Also will be miserable if Killer decide to stack will Deadlock and Dead Man Switch. Also stop nerfing Survivor if you keep giving Killer ways to shorten chase time and prevent Objective from going fast.

    Heal, open a chest, cleanse a totem for free points, do your homework, talk to your mother and/or father (Stop ignoring them they love you give them attention), file your taxes, walk your dog, pet your cat. There's plenty of things for you to do for those 16 seconds!

  • @Leidenschaft90 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624189#Comment_3624189

    It is hard to dodge them when you're in a chase (some Skull Merchants set a minefield of drones) or the drone is inactive and becomes active in that moment you get into it's radius so you can't dodge the scanner.

    When a Trickster isn't able to down you with knives you get rewarded as well for dogding them.

    Yeah that's the point, it's hard to dodge Trapper traps, Hag traps Clown Bottles etc in chase, also Drones cannot down you.

  • @Quizzy said:

    Shadowborn. A new reworked killer perk giving more haste opportunities for killers. But the moment a survivor gets a new haste perk, nerf it to oblivion. Can't have these pesky survivors running too fast in these trials. Matter fact. We need a perk that breaks these survivors legs altogether so they can't run at all. Yup. Make it happen!

    This one triggers when you get Blinded... that means it's basically useless. If you notice a Killer moving faster after you Blind them then just don't blind them outside of saves. It's not like MFT or Sprint Burst or Lithe where you get the speed for doing normal things. If you want an anti-blind build you run Lightborn why would anyone run Shadowborn? Also Haste on Survivor is and always will be stronger than Haste on Killer. We saw proof of that with MFT.

  • @JudithMorel said:

    do you actually go around dry kicking gens more than 8 times a game?... if you do, you are playing killer wrong.

    Well it also counts Pain Res, Surge, Eruption etc. Any instant gen regression.

    Personally though I think 8 is more than fine, if you damage a gen 8 damn times you're just hard camping it at that point. I play Skull Merchant for the Entity's sake and I have never hit a gen more than maybe 4-5 times.

  • @Versalord said:

    I feel that the changes to Save The Best For Last were put in the wrong direction.

    The problem with Save The Best For Last (or STBFL for short) wasn't the Basic Attack Cooldown, it was that M2 Killers (also called Anti-Loop Killers) abused it and would refuse to hit the Obsession in fear of losing their stacks, that they would use their Special Attacks on the Obsession instead, and M1 Killers would completely avoid the Obsession at all costs, even taking refusing to hit the Obsession to the maximum level, if you know what I mean.

    Here's what I think should be changed instead:

    The change "Each Token grants a stackable 4% decreased successful basic attack cooldown (was 5%)" should be reverted...

    BUT

    The change "2 tokens are lost when the Obsession loses a health state by any means (was basic attacks)" should be changed to "2 tokens are lost when the Obsession loses a health state by a Basic Attack or Special Attack"

    I feel that this will be a much more eligible change, and hopefully will solve the main problem with STBFL.

    I am willing to listen to ideas of others if anyone has any and make changes on my post (with Credentials).

    Thanks for reading,

    Sincerely,

    Versalord

    Make it not work within 16 meters of a hooked Survivor. That was the only issue with the perk.

  • There's a few changes as a SM main I could deal with to make her feel less bad to play against but this isn't one of them. They already reset when you get hooked, and this change would make getting a Claw Trap basically impossible unless they made it like 60 seconds.

  • Right but they're fixing 3 genning effectively so this playstyle wouldn't be a thing anymore. I feel like if they pushed through the gen kick changes they never would have had to rework Skull Merchant in the first place.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624037#Comment_3624037

    Earlier you started talking about "bully" squads and now you're talking about head-on and flashlights... Pick a topic. Is this about SM or "toxic" survivors?

    Your answer to everything I've said this far has been "but survivors do this"... I don't think it's productive or related to the topic at all and it's only giving us vs. them energy.

    I'm not saying "But Survivors do this" my point was that just because you find something unfun doesn't mean you should just stop playing or instantly give up, that's my point. The only time I think this is actually okay to do is if the Killer is holding the game hostage or just mega slugging everyone and not hooking.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624019#Comment_3624019

    Blame the game not the gamer. The devs have failed her power design so many times and the survivors are the ones that have to deal with that flawed design so I don't blame anyone for not wanting to play against SM.

    Okay, but Survivors also have things some Killer players hate playing against and find unfun, doesn't mean they should just afk or DC the second someone Head-Ons them or Flashlight saves

  • @Venusa said:

    Why is it always the Skull Merchant players who want to force the Survivors to play with them?🤔

    Um, because I want to play the game with the Killer I enjoy? Why do Survivors who use Bully squads want to force the Killer to play with them?

  • @Azulra said:

    I know that the PTB hasn't gone up yet, but I can already see some issues with this new system.

    The new gen system needs to be made to where perks won't contribute to it because Ruin could be easily abused by the survivors by repeatedly letting their gen get damaged by Ruin so that it can no longer be damaged by anything and Surge can also potentially be annoying with this new system.

    On top of that it's potentially gonna make some killers feel like they're being backed into a corner which may result in killers tunneling and camping way more. This could also make some people feel powerless because one of the two objectives for killer is to defend the generators, but if they can't even be allowed to protect a generator then what's the point? They'll just have to sit next to the gen to camp it which isn't a healthy decision for the game which, as I said, is gonna make some people feel powerless.

    Y'all really should've just gone with the idea that some people were making where there's a cooldown on the damage generator action or really just anything else besides that.

    Just make it so only kicks effect it. Idk why perks like Pain Res or Surge which you can't even control would contribute to it. Hell even reduce the kick buff to 4% instead of 5%

  • @CammyChameleon said:

    Recently I have been facing a lot of ex comp teams in full swf, and everything single time there is a map offering for Macmillan/Azarovs.

    At first look this just means it's a survivor sided map, and they always spam it.

    But It's hard to tell as it depends on which map/RNG of the tiles.

    The one consistent feature it does have though, is A LOT of filler pallets that you can chain into Jungle Gyms forever, and I think this is the reasoning behind this.

    For the meta of Pre dropping, filler pallets absolutely carry, as there is no counter play for most killers, especially m1 killers, and they can assuredly make it to the next pallet no worries.

    I think overall though, pallets should span further apart, to make dropping them right away more detrimental to the team as it can become more of a dead zone.

    Azarov's maps have extremely good loops with almost 0 trash pallets. Even filler pallets are connected to things you can loop 2-3 times easy. There's also just a ton of pallets on those maps and the main buildings are always super safe. Especially Gas Haven, that main is so gross and is right next to 2-3 extremely good pallets.


    MacMillan is just strong for Survivors all around, almost no terrible 3 gens, strong loop areas, decent main, good pallets, the main thing is there's no trash pallets on these maps, all of them are at least decent. Compare that to maps like Dead Dawg or even Hawkins where there are some pallets that are just awful and really just used to get an extra 2-3 seconds of distance not to actually loop.

  • As if that perk needs any sort of change that isn't "No longer works with Buckle Up" If it gets that change then sure, I get that the icon thing is tiny but man the combo needs to be removed before any other changes. Once that gets fixed I would like to see the perk buffed truth be told, because it's an amazing anti-tunnel perk you can bring to help teammates.

  • I think they should remove the initial tokens, and instead allow you to gain a max of 4 that generate every 20 seconds while in chase with the killer. This will get rid of the hiding playstyle Distortion users seem to go with a lot and reward players for being chased. Making it a soft anti-tunnel perk in a way.

  • @OrangeBear said:

    From a killer player perspective.

    • Distortion tokens are too plentiful and you practically cannot stop them from recharging.
    • Distortion essentially nullifies all killer aura reading add-ons and items.
    • Not only does it nullify aura reading. It counter attacks the use of aura reading with it's 10 seconds of hidden scratch marks. It is easier to find a survivor with distortion if you had no aura reading at all.
    • In addition. Distortion allows you to figure out what the killers loadout is by connecting the trigger to the relevant perk and add-on. This ruins the element of surprise. For example, you can determine that the killer has blood warden by going to the exit gate. You will lose a token if they do. The only other perk that allows you to do this kinda thing is object of obsession but that comes with significant risk. I just don't think it's fair that you can use a perk that hides your aura to potentially reveal the killers entire loadout.

    Why i think it should be changed :

    • Personally this perk has made me abandon all aura reading items completely for the reasons i mentioned. I think this just goes to show it's doing it's job too effectively. Therefore nerfing it would increase perk variety for me at least.
    • Makes other scratch mark hiding options like Lightweight and other aura reading related perks like Off The Record more appealing for survivors.

    How i think it should be changed :

    • Make it so that the perk reduces the effectiveness of aura reading rather than turning it into a counter attack. One suggestion i have for this is to make it so it intermittently hides your aura instead of completely.
    • Change the recharge condition to something that the killer can stop, like completing generators, unhooking survivors, getting stunned etc.
    • Remove the ability for distortion to allow you to reveal the killer loadout. I just think it's an unfitting bonus and would be more interesting if it was it's own perk, like some kind of detective related perk.

    Just remove the initial Tokens, and allow a max of 4 instead of 3 that you gain while being chased. This will eradicate the annoying players who just hide all game while using it and effectively make it a soft anti-tunnel perk in a way.

  • @Pluto_1 said:

    More and more often I'm finding myself in a public match with 4 bots. In this scenario killers should be allowed to end it.

    I main Skull Merchant and I only ever have had 1 match with 4 bots, and that was pre rework. What in the hell are you doing to make people quit so much?

  • @Undeadkiwi said:

    Game is decently fun but something that is incredibly frustrating is how weak the survivors are. None of the gear or perks are good enough to give a chance of survival against a good killer. I've seen people's posts complaining about how a certain survivor perk makes it take ages to be able to get them on a hook and I think that gives insight on why the killers are so overpowered. People complaining over survivors being able to hold out a little longer (Not even really have a decent chance of winning it just takes longer to get the kill) shows how much favoritism the devs have given killers. I've had matches where the hillbilly decimated all the survivors with only one perk and others where killers just didn't use any perks. The killers have so much favoritism you can't even see their perks until the match is completely over like yall think if I were to tell the other survivors its perks, they would get a unfair advantage. Most killers don't even need a single perk aslong as the player is good. I try keep sprint burst available to get some distance when I need to (when im actually in killers sight/being chased) at most it gives me 5 seconds after it's ended before the killers on me. Flashlights never seem to hit no matter what attachments I have on or how long I shine it in their face for, they're always knocking me before anything happens to them. The only decent perk and item that gives a chance of winning the trial is lightweight and medkit as you're better off hiding in plain sight from the killer than trying to outrun/maneuver it (depending on map) but you're unlikely to fool the more veteran players.

    You're.... joking right? Please tell me this is sarcasm. There's no way you think Killers are being favorited when the game has been Survivor sided since launch and is only now starting to become more balanced. Sure there are unfair killers like Blight and Nurse, but Survivors have a ton of super strong perks. Adrenaline, Hope, Lithe, Off The Record, Built to Last, Streetwise, Windows of Opportunity, Resilience, For The People + Buckle Up and I could go on and on and on about many good Survivor perks whereas Killers only have a small handful of good perks which is why you see the same ones every game.


    The game is actually in the most balanced state its ever been in, there's a few standout perks on both sides, and a small few killers that are unfair but that's it.


    P.S If a Billy with 1 perk won a game that means he's either a God or you guys are really bad, sorry.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621607#Comment_3621607

    True but conversely people that don't play as these killers won't give a damn as to how they feel to play :/

    His footsteps sounds are global indicator that tell you if he's in stealth mode or not and that is bad. They can be distracting but there is that downside to it.

    At least night light stats support my opinion. His average kill rate is 55% which is lower than the total average kill rate of 56%.

    Only saying that because devs factor data into their decisions too and my conclusion isn't soley based on that either.

    The Footsteps also play sounds so they can hide his actual footsteps while he gets close. Yeah but Killer stats don't really reflect true Killer power. I mean, before her rework Skull Merchant had the highest kill rate in the game. That's not because she was good, in fact she was pretty trash can tier, but no one wanted to play against a 3 gen merchant so they just instantly gave up on hook. Nurse doesn't have a super high kill rate but I'm sure everyone can agree she is by far the strongest killer in the game. Myers has a 59% Kill Rate but he sure as hell isn't the same power as Blight who has the same Kill rate. So that stat doesn't really matter. And yes, I saw you said you don't factor that soley but it's still worth pointing out.


    In fact I just checked and Skull Merchant still has the highest kill rate at an insane 67% but she's at most a B tier killer, people just hate playing against her so they give up on hook still I guess.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621586#Comment_3621586

    I still don't think he needs nerfs. He doesn't feel overpowered to play as. 14 second power duration with an 18 second cooldown. And the game tells survivors when he's gone undetectable with the map sounds. Yes chucky can deal with a lot of loops that would otherwise be safe but being 4.4m/s and 32 meter terror radius with short undectable power i think it's justified that he has a good chase power.

    He could use some general improvements for both sides sure but i am completely against just nerfing him

    Yeah but Nurse and Blight players will also say they don't feel Overpowered to play as, that doesn't really matter. His power is extremely strong, and the footstep sounds all over the map actually add to his stealth, not detract from it.

  • @OrangeBear said:

    extremely easy to use compared to similar killer dashes and almost always guarantees a hit at every pallet.

    i think this is exaggeration to be honest

    The weakness of 4.4m/s is almost completely invalidated by his smaller hitbox at loops

    i don't agree. It only slightly helps with being 4.4m/s. It does not apply to every loop either like Shack

    He can chase through windows a lot faster without a power cooldown like wesker.

    Scamper is only 0.3 seconds faster, and he is still 4.4m/s and he still has a short power duration and a long power cooldown.

    From my experience chucky needs a buff if anything. To me overall he feels almost like a normal killer, his power just makes up for the fact he is 4.4m/s with 32 meter terror radius. I wouldn't mind if devs kept him as he is but i think nerfs should be out of the question

    Nah Chucky is super unfun and unfair. He has basically every strength mashed into one, 4.4 doesn't matter because smaller hitbox as OP stating + being in 3rd person. I groan every time I have to play against Chucky, he's just irritating and it often feels like he's impossible to loop. Every single pallet EVEN SHACK PALLET FFS is unsafe against him, that's just not fun.

    Notice how every other killer that gets Undetectable is tall and obvious to spot? Skull Merchant is super tall, as is Myers, Ghost Face has a very clearly visible mask and noticeable sounds, Demogorgon is super tall and loud, but Chucky is tiny and only makes a chuckle when he's already close enough to hit you.

  • It's just wonky all around. So many times I got hits around people that were already around a corner even on my screen, but then some dude holding W right in front of me doesn't get hit somehow? They really need to fix it.

  • @LordGlint said:

    https://us.v-cdn.net/6030815/uploads/AVC6BE0UM5HO/20240104-120714.jpg

    If the basement doesn't spawn down there, people with boil over just treat it as a safety zone to run to if the killer so much as looks at them. This Feng didn't get hooked the whole match, although she was downed several times.

    It's been an issue forever and I have no idea how it hasn't been fixed yet. The map is already Survivor sided, and with this it can create so many situations where it becomes literally impossible to hook.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620947#Comment_3620947

    Most loops would be terrible for him without pallet breaking.

    You are just trying to make Billy 2.0. One of hardest killers, but when power level doesn't match the difficulty, it's not worth it.

    No they would not, if that were the case then Wesker would be weak at loops since his ability to vault them is way weaker than breaking them since the cooldown is super long and slows you down. Also Billy is infinitely harder than Blight the two aren't even comparable, Blight is pretty easy even to just pick up.

  • @VomitMommy said:

    You really want him beyond useless...

    I consider him quite fun to play against, so his addons are only issue for me.

    I don't want him to be useless I want him to actually have to use his power at loops instead of just being able to zoom across the map for free and then chase like a normal M1 killer despite having one of the strongest powers in the game.

  • @Ethromel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620890#Comment_3620890

    Yeah, I'm aware, but they didn't. They'll be on the side of the hook trying to align themselves or something. Prioritizing hooks over breaking out is still not fair when you consider that the killer already has way too many advantages as it is. They get an inherent power, then their four perks, plus whatever extra buffs their add-ons give them. Then they can close the hatch, and even if they can't find the last survivor the Entity will kill the survivor for the killer, the hooks are super close and sometimes parallel to one another, and the exit gates are typically too close together (usually within view of one another). When you consider that killers can run speedster fast, teleport, burrow, block the gate, slow the gate opening down to a crawl, see auras, hear whispers, cause screams, track blood trails, see scratch marks, and if they do happen to hook the last survivor it's an automatic death. There's no struggle sequence. Just death.

    I don't believe they should be prioritizing killers hooking over survivors breaking free.

    Um? Survivors also have advantages? They vault significantly faster, they have pallets, Hatch, they also get 4 perk slots and an item + Addons like idk why you would even mention that, they have smaller hitboxes to hold loops tighter than Killers, both sides have pros and cons and on most maps Survivors actually have the advantage still.

    If there's 1 thing that should be killer favored it's the struggle bar, they already downed you, you don't deserve to get out except maybe 1/100 times tbh. It's there to force Killers to hook quickly so they can't just carry to basement everytime. And also so Survivors have something to do while being carried.

  • @Ethromel said:

    What is up with the game not honoring survivors filling up the struggle meter, and STILL not breaking free? The game is extending the struggle meter TWO skill checks pass the struggle meter being full. This is a complaint that multiple people I have run with are saying, that the game is cheating and not releasing survivors who should have broken free. This happens even if Boil Over is equipped. Killers are (obviously) deliberately being given the advantage.

    I mean I would hope the Killer is given the advantage considering they already earned the down. Nothing is more frustrating then dropping a Survivor you already caught.

  • @Cratter said:

    I bought this game last week after watching some people play it on YouTube as it looked fun. I cannot for the life of me understand the matchmaking here. I have played 31 games as survivor in total and I have escaped exactly 0 times. There hasn't been a single match I've played where the person I've faced has had less than 1,000 hours playtime. Last night I went against a streamer who had played this game for 9,000 hours. This is absolutely ridiculous in comparison to my less-than 20 hours.

    I have no way of learning how to play as I don't get a chance to do anything. How am I or any other new player supposed to have fun, progress or really do anything in this game if I'm being matched against people who have been playing for years and seemingly want to end the match as soon as possible?

    When I que up, I'm almost always immediately put into a lobby, which would indicate that there's not a shortage of players, however, it's always with and against players who are very high prestige, some being 100. Why is this happening in a game that actually has a matchmaking system and an MMR system? I shouldn't be playing with these people, surely? If there are no lobbies with players of my skill level immediately available then why can't I just wait until there is, rather than just being thrown into matches in which I do not belong? At the very least, put me into a match with players who are "average" - some MUST exist. I would be more than happy to wait a little longer to actually be able to play.

    As it is, my experience playing this past week has been absolutely miserable. I regret buying it and if I hadn't gone over the 2 hour refund window I would refund it. I really don't understand why the developers would think that this matchmaking system is even remotely "OK".

    It gets better trust me. I started about 6 months ago and starting out it is infuriating as both Killer and Survivor. I think because there's not enough new players to fill constant games with them, I remember playing against a P100 Survivor who looped me for 5 gens on my 3rd game. It's rough, it doesn't help that they removed 3 super good perks on Killer side, including the only regression perk Killers had baseline.

    If you stick to it I promise you'll get better and start having more fun, that was my experience at least.

  • Defending old MFT


    Opinion disregarded.

  • Just remove the Killer Instinct he gets when someone uses a Spray. There's no reason for it to exist and it just makes tunneling extremely easy.

  • @jayoshi said:

    A lot of you will disagree, I don't care. I'm tired of going against a killer is that is doing very poorly only to be able to easily slug people at the end because of one perk. A survivor shouldn't have to waste their time over finding totems that may or not matter at the end. It's very unhealthy that one single perk can do that much damage at the end and/or waste so much time during the game trying to find totems. That's all. How it should be fixed, I dunno. I'm not a developer.

    I think both Adrenaline and NOED are unhealthy and should be changed. The amount of times I have lost a kill because of Adrenaline or lost an extra person out because of NOED isn't okay. Neither are fun to go against and feels like a get out of jail free card for either side. Of course I get the argument for both about how "Well before the end game they're dead perks" I get that but it doesn't make them more fun to go against, they're still just irritating.

  • @HugTechLover said:

    “He just doesn’t feel good to play against” is RICH coming from a SM main. 🤣🤣🤣

    I love how I always see you in my comments or threads, as if a Blight main has any right to criticize what someone else plays. All your comments are about this, so if I played someone else, Deathslinger is my second most played, would my opinions then be relevant in your mind or something? Also I'm purely a Chase Merchant and always have been.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615664#Comment_3615664

    Yea lemme just crouch mid chase so I don’t get hindered.

    She already gets haste, she absolutely does not need the hinder on top of that.

    If you have a Claw Trap mid chase just don't wander into a Drone. She does need the Hinder on top of that so Claw Traps are deadly.

  • She does not get Haste from Survivors disabling Drones, she gets Haste for Survivors being scanned by Drones and by Claw Traps. Also no. She doesn't have any anti-loop and if you have a Claw Trap maybe don't walk into a Drone? Because that's the only time Drones hinder is if you have a Claw Trap already on you and get scanned again, Claw Traps only get on your after 3 scans. You can crouch or stand still before the lines get to you to prevent from being scanned.

  • @NightThingexe said:

    In its current state, Breakdown's usefulness is quite limited. It can only be triggered a maximum of twice per trial. So, I would suggest that its effect can also be triggered when unhooking other survivors instead of just when you get unhooked. If that's too strong, maybe throw in a cooldown or something. Thanks for reading this.

    Breakdown is one of the most irritating perks in the game, it should be reworked entirely, same with Boil Over. A squad of Boil over Breakdown players makes the game impossible to play.

  • It's just okay, I do wish maps had more snow for them though. Also the snowskull piles shouldn't have collision imo, there's a few areas like in Hawkins for example where it blocks off paths, or it just messes with loops in general.

  • @ShowNoMercy said:

    Here is an image, in case if you're new or don't know what Kindred is:

    https://us.v-cdn.net/6030815/uploads/9U38FFG88RDZ/image.png

    Survivors have gotten so many things for them lately, I think it should be, but I also think Corrupt should be basekit for killers in exchange.

  • @WinterDraft7 said:

    • While being picked up by the killer, press the Active Ability button to slam the pallet on the killer while being carried.
    • You no longer need to wiggle a certain amount to slam the pallet on the killer while being carried.

    You're kidding right? No, just no.

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