Avatar

Orvarihusklumpen

Orvarihusklumpen

About

Username
Orvarihusklumpen
Joined
Visits
1,082
Last Active

Comments

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882440#Comment_3882440

    Considering they ran full meta and were clearly trying hard, not sure I can make any real judgement off of this one image.

    Everbody runs Meta at nearly every level in this game. My point was that 1 perk basically counters the "god" build of slugging.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882435#Comment_3882435

    That PTB had a lot of issues, it wasn't just that a basekit Unbreakable was inherently busted. The far bigger problem on that PTB was that they also buffed the hell out of Unbreakable itself, and iirc a few other recovery speed tools.

    It's absolutely possible to iterate on that concept and fix what was busted about it, the situation was far from unsalvageable.

    True but just adding a perk as basekit in general to band-aid fix a core issue is really becoming tiresome to see from BHVR.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880885#Comment_3880885

    Exponential is such a bad perk that it is a non-issue.

    MFT is pretty bad as well. Extremely situational.

    WGLF is okay, I guess.

    I think you are clearly over estimating how good it is in a coordinated team, in solo queue i agree it's bad. MFT is really good in a team as well but in solo queue it is not. WGLF is bad but not in a team. The thing that i'm trying to say here is that perks here can be used in solo queue but are not nearly as effective if you were to run these perks in a 4-man squad. The best example of this is the newest perk they released which is Shoulder Of Burden, perk that you rarely against solo queue players but is very common against teams. One Unbreakable cost me the entire match because i was Slugging, the strat that everybody says is an instant win button for killer

    20250204210426_1.jpg
  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880716#Comment_3880716

    Dying survivors cant wake up, so it would mean if you downed an asleep survivor it would be impossible for other survivors to pick them up without allowing you to teleport

    Dying survivors can't wake up that is true but injured or fully healthy survivors can, i don't see the issue here. If Freddy is teleporting to healing survivors all game then that is literally a skill issue since his basekit literally has anti-slug in it. Why would you ever revive another survivor if you are in the dreamworld?

  • @ChuckingWong said:

    I would just do baskit unbreakable and have the perk do something else.


    You should be interacting with the hooks, thats why the devs put them there.

    Slugging should be a short term thing, not disabling several minutes for multiple people in a match.

    Faster bleedouts would just make slugging MORE prevalent. We dont need that.

    They tried Basekit Unbreakable before and it was busted

  • @Pulsar said:

    If it's easy and puts people in a position of power over others, people will abuse it.

    This is no different than Boil Over, Flip Flop UB in RPD.

    They do it simply because they can.

    Slugging is not easy against coordinated teams. WGLF, MFT and Boon: Exponential the latter perk completely shits on the slug meta. Slugging is as hard if not harder to do than simply hooking imo. The reason i do it because it's less stressful because you don't have to be paranoid about picking a survivor up, getting flashlight saves, pallets saves, it's only about chase and less macro.

  • What do people expect when BHVR nukes every single gen regression perk and survivors still have their old meta, their new toys and basekit changes like Anti-camp meter and Basekit BT ofhook and increased hook stages. Of course killers will slug more, that's just common sense

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880371#Comment_3880371

    it'd be fine if they increased the linger to 4 or 5. They shouldn't make dying survivors asleep otherwise slugging would be uncounterable basically

    How exactly would it be "uncounterable"? Survivors can already wake up from every alarm clock on the map

  • @OrangeBear said:

    On the PTB this add-on was useless because putting a survivor into the dying state immediately unblocks the exit gates. Therefore it's actually impossible to get value out of this add-on. Is this not fixed for live?

    Survivors wake up when you down them, that's the issue here. They either rework black box or remove the wake up on a downed survivor

  • Choy wants to have a talk with you

  • @Devil_hit11 said:

    rotten pumpkin add-on does that. i don't know, i think they just want demo to 3 gen with his portals. not to use it as like surprise mobility tool.

    given how irrelevant it is for open portals exist with removal of lifeguard whistle, maybe all portals should always remained closed.

    Make that add-on basekit. Because what is happening is that a lot of good survivors will intentionally leave portals next to finished gens so you have a dead portal on the outside of the map.

    1. See this is exactly what i mean when i say you can't have a nuanced discussion about balance because players can't see their MMR ratings. For instance, i play in the EU during 2AM to 6AM, both the survivor experience and the killer experience is awful during those times. On both sides it's awful. Playing Survivor during those times is just against the 4-5 killers each match and as the killer, you are only going against sweat squads using only meta builds. The game literally becomes unplayable during those times. That's my experience playing DBD. Time and Region makes a massive difference to the overall experience. Does that mean i am at high MMR, i don't know because we can't see our own MMR. So either the MMR is flawed by design or there is no MMR at all?
    2. 1. You completely missed my point about healing as a whole, that was the problem with healing, not the Medkits. healing as a whole was and is still to this day a problem. 24 second healing in base game would have been interesting too see, hell i've would even settle for 20 seconds heals. The fact that they went back on that because people were experimenting with builds with no matchmaking (PTB) like Sloppy Butcher (a perk that got nerfed btw), Leverage and 2 stacks of Pentimento, builds that you were not realistically going to see in live matches is absolutely insane to me. COH when it first came out was busted to it got deservingly nerfed 4 times because certain killers were unplayable with old COH in the game. 2. Medkit are still as strong as before. Anti-healing builds is only good on a select few killers and still is to this day, if they would have put 24-20 seconds heals into the game, you would have seen more variety in your games except seeing the same 4-5 killers every match. 2. Buffs to altruistic healing so nerfing solo queue and buffing SWF's then? 3. I only mentioned the Colorblind fiasco it because it was one of the big things that happened in this game and it lead to the devs announcing Colorblind Mode 1 week after the Almo drama on stream lol.
  • @dbd900bach said:

    So after the rework that Freddy recieved, quite a lot of survivors, especially casual or solo q, had a difficult time with Freddy because it wasn't immediately clear how to play against him. Waking up before healing, avoiding the dream pallets entirely and maximizing distance around loops when caught by a dream snare.

    Now take good survivors who have figured this out, and Freddy feels really bad at loops and his teleport becomes half has good since good survivors can limit when he can teleport for the heal. Freddy's power is a lot of gimmick that's dependent on survivors mistakes and ignorance rather than the skill level of the person playing him.

    This was the always the case with him, i don't know why people expected anything else with this "rework"

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877587#Comment_3877587

    Bad design is still bad design, no matter how many times it's repeated.

    100 % agreed but this is BHVR we are talking about here where they balance the game around perks and bandaid fixes to core issues that have been in the game since it came out in 2016

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876222#Comment_3876222

    Except that they don't necessarily have the most credibility because what is correct for balancing for them is not correct for balancing around say, the new player experience. and considerations have to be made for both as you cannot just listen to high MMR players and hope the experience isnt awful for newbies.

    Plus, you cannot trust high mmr players any more than you can trust anyone, especially in a game where reaching the upper echelons of MMR is regarded to be relatively easy. They will still make and propagate opinions that benefit only themselves or lie about the state of the game based upon their own biases.

    Finally, yes, you have every right to. But at the same time, you believe this entire process to be pointless - you believe you're screaming into an abyss and hoping the abyss prints out a number above 1600. So I questioned why you bother. That's all.

    1. So what is your solution then? Doing the same thing they have been doing for years were they balance around the new player experience and make the killer experience awful? Balancing the game around solo queue and high level SWF is impossible. Implementing voice chat would not do anything if they added it to solo queue, (TCM proved this) seeing other people's builds before a match would just lead to lobby dodging and a ping system would do nothing except now you can ping to other survivors.

    2. I believe that the devs will never implement visible MMR unless an outside force forces them to reveal said information aka Choy's video and massive reviewbombing which is very common in Online Multiplayer games. The latter forced the devs to revert the healing changes in the developer update in Marsh 2023. Those are my 2 cents on why i think feedback is useless in this game unless the majority of the community forces the devs to take actions because it impacts their game. The ColorBlind Fiasco with Almo on stream saying to a viewer that it was really "boring" to hear him blabbing about colorblind mode all the time is a another example.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877572#Comment_3877572

    Bold of you to tell the Devs what mechanics are supposed to be like.

    That's bad gameplay. There was zero way to tell if a Dream Pallet was real or not. If it was real, awesome. If it wasn't, you're screwed and there's actually nothing you can do. That isn't a real gameplay interaction. There isn't any choice there.

    A lot of killers in this game boil down to bad gameplay. Nemesis, Nurse, Trickster, Huntress, Knight, Artist, Houndmaster, Clown, Trapper, Dredge, Twins, Singularity and Xenomorph are all killers that can force you into lose-lose situations where you are forced to take a hit so that's not really an argument especially in modern DBD

  • Dream Pallets can still be dropped by the survivors. either the patch notes lied or it's a bug

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873331#Comment_3873331

    Given your escape rate is 40% (the goal value) you're as good as the players you're going against, meaning matchmaking is functioning as intended. Congrats.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873308#Comment_3873308

    Your own post discredits itself. You say most wouldnt use it to lord themselves over others but then admit that you want to put high MMR players on a pedestal and let them have primary say in what suggestions should be considered when it comes to the game. And if your conspiracy theory about BHVR not wanting us to have a voice is true, why bother posting at all. They won't make any changes based on posts you make if you're right.

    1. I said that people like me want to be able see their own MMR and i myself (because i can't speak for everybody else in the DBD community) would listen to the people with a high MMR rating because like i said before they would have the most credibility when it comes to talking about balance in DBD.

    2. Because i still have my right to express an opinion about a thing i hold very dear to my heart in a game i play, do i not?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853026#Comment_3853026

    And again one can think that content creators are the source of evil in this game....

    I don't have anything against Otz and Hens, they are amazing, but with experiments like this, they make playing unbearable for everyone else.

    Yeah but that's always bound to happen when you have content creators for muliplayer games.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872480#Comment_3872480

    People have been saying stuff like this for years and we still have good Killer variety so I beg to differ.

    Yes because tunneling exists. I'm saying if there were no possible way to go after the same survivor twice ( like he couldn't get downed after an unhook or something) after an unhook then the killer players would only use 5-8 same killers every single game. i beg to differ where you say there is good killer variety, my matches which is between 2AM to 6AM in the EU, i only see the same 5-8 killers every single match.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872096#Comment_3872096

    Please explain to me what the goal of this is supposed to be. What are these killers achieving by playing in this way?

    Every single iteration of Chaos shuffle has been like this on both sides, sweaty that is. Killers get access to free tunneling since there is very little chance for a survivor of getting an anti-tunnel perk in Chaos Shuffle, killers also can get free slugs because it's Chaos Shuffle and Survivors bring toolboxes to rush out gens.

  • I don't think i have ever played a DBD event during my 5 years of playing DBD where there was an event that was chill on both sides especially since SBMM was introduced

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873128#Comment_3873128

    People are currently abusing privacy requests to badger bhvr into handing them a fake number that doesn't matter, but everyone really wants to use to bash each other over the head with.

    There is no purpose to seeing your MMR outside of two specific reasons:
    1. To minmax MMR gains to make a fake number go up.

    2. To weaponise your MMR to state that you are better than another player, despite MMR not being a perfect measure of skill.

    If you want to know if you're improving, taking a rolling average of your winrate is already more than doable with self-reporting data to applications like Nightlight, or frequently performing VOD reviews.

    1. That's not case at all. that might be for a small number of people but for the majority, they just wanna see their MMR and actually have discussions with people with the same or higher MMR.
    2. Some people would, that is true but it would also lead to people listening to players with high MMR because they would have the most credibility when it comes to balance issues in DBD.

    The reason why BHVR hides these things is because they don't want people in the community to have a bigger voice than them especially in regards to the balance and design choices of their game. NIghtlight is based on community stats that you have to manually send in every single match and it doesn't track your MMR at all. My point is that having conversations/discussions about balance issues with other players is impossible since we can't see our MMR. If the support system is getting clogged up with request then maybe BHVR should implement visible MMR instead of letting players go through an arduous process just to see it.

  • @SelectDevotee68 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872708#Comment_3872708

    You can already check it, but you have to go through a bunch of hassle to find out.

    Is this because of Choy's video?

  • I think it has more to due with the fact that it is impossible to get to high MMR and according to their stats, only 0.92 of the solo queue playerbase in mid and low MMR actually escape their matches

    survival stats.jpg
  • @joeyspeehole said:

    Given the increase in slugging and the ongoing debate about whether to nerf survivors or killers, I believe the solution lies in how MMR is rewarded. If a player isn't getting many hooks, they should be placed in a lower skill bracket.


    I have suggested in the past to award more points for hooks, but the response was that killers are more interested in eliminating all survivors and don't care about points. I've seen many people on this forum express frustration with the current MMR system, saying they often get matched with players of different skill levels. Behavior should classify slugging as a low-skill tactic. This way, it wouldn't be a debate about whether it's a legitimate strategy or cheating-it's simply low skill.

    This!

  • @Torrin said:

    It is not fun for anyone to get repeatedly chased off the hook and removed from the game. Make it so killers can't down the person who was last hooked. It's so boring just getting tunneled every game and not being able to even play.

    You remove tunneling from the game and Survivors will only see Nurse, Blight and Hillbilly every single match

  • @Reinami said:

    It is miserable playing as survivor right now in solo queue, every other game one of my other teammates gives up immediately and just "goes next" as fast as possible. It is insane especially since these games are more than winnable if people just played the damn game. At this point i don't know why these people even launch the game.

    Yeah but how exactly are you fixing this? A miserable experience in this game is a subjective thing. That mean we would have to let the devs decide what an "unfun" thing in this game

  • @HolyDarky said:

    I guess, Junji Ito might be banned in these countries (Animes are often censored or banned completely in other countries) and therefore players cannot buy these skins because there is no permission to release them in these countries.

    However, this is no excuse for the developers to not tell the players that they don't have access to the skins due to license or permission issues.

    NDA probably

  • Huh? I didn't even mention Serbia, i was talking about Ukraine being banned from the skins.

  • @thrkeybs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865908#Comment_3865908

    ..survivors they are still using meta perks like DS, DH, OTR, Adrenaline, Deliverance, Lithe, Sprint Burst, Unbreakable and Resilience.

     DH and DS? They got nerfed sure

    You're talking yourself in circles.

    Yes, the best survivor perks are still meta, despite being much worse after their many nerfs.

    Yes, killers are running different perks, because some of the ones you mentioned were nerf.

    But what you're showing here is that killers have much more flexibility and access to better perks. If survivor's kits had the same, they wouldn't be running the same nerfed perks. See how that works and doesn't actually prove what you think it does?

    In any case, the ole "who has better perks" or "who got more nerfs" argument is tired and dull. Please move on.

    What are you talking about? There are so much perk variety as a survivor compared to killer variety, now obviously this is dependant on the killer you are using( for instance i main Freddy but i can't use terror radius perks since Freddy makes survivors oblivious in the dream world so terror radius perks is out, same with Wraith using stealth builds or terror radius perks since he is undetectable when he is cloaking or Huntress using perks that activate on M1 attacks or a Nemesis using Brutal Strength) but most of them has to run gen regression or some form of perks that stop gens from being completed. Whanever i go and start up a solo queue match, every single killer uses the same perks over and over again because everything has gotten nerfed so bad that it's not even worth using anymore. Using a "fun" build is usually considered throwing, you are giving up strength to use a gimmick or a memey build, you might win here and there but it's not going to be consistent, now if are in low MMR you can run whatever you want since the survivors are not gonna know what they are doing at low MMR

  • @YulechkaLive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867073#Comment_3867073

    Well, Ukraine is attacking new regions of Russia that joined it in the referendum🤔

    Which makes sense since they were the country that got invaded in the first place.

  • @nitrodzen said:

    +1 problem in Ukraine region

    Why Ukraine? They are not the country invading another country?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865628#Comment_3865628

    If you followed dbd on multiple forms of social media, you should know.

    6.1.0 introduced the Gen kick meta, which alone was a reason for people to give up already. On top of that, it nerfed a lot of the perks that people grew accustom to over 4+years. Community favorites like dh and ds where first deemed unusable, which resulted in many players loosing faith in the game. Was this mentality justified?

    I my opinion, no. Doesn't change what happened though.

    As you acknowledged, dbd has gotten better over time it just takes well, time. Best to do is to provide constructive criticism and hope for the best. That's why we are here.

    The same Update that Corrupt, Ruin, Noed, PGTW, Pain Res and Tinkerer got nerfed, yeah i remember that update but yeah it was also the gen kick meta but guess what? Those perks that started the gen kick meta have been nerfed so badly that they are not worth using anymore not to mention that Killers have gotten a limit to how many times that they can kick a generator. DH and DS being unusable? They got nerfed sure, but they are still part of the survivor meta meanwhile Killers meta nowadays have been reduced to Pain Res, Thrill, Ruin and Pentimento, very drastically different to where the meta was 3 years ago except for Pain Res being the only meta perk that has seen consistent use ever since it got itroduced with Artist chapter. Now 3 years later the meta has only changed on the killer side regarding perk usage whereas on the survivors they are still using meta perks like DS, DH, OTR, Adrenaline, Deliverance, Lithe, Sprint Burst, Unbreakable and Resilience. My point is that the meta didn't really change on the survivor side but on the kiler side it did.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865157#Comment_3865157

    Just may I ask, for how long have you been following dbd on any form of social media? These complains have been there for years. Survivors giving up has been common snce 6.1.0. While it has gona up a bit, the wave of giving up when that match came out was monstrous.

    The devs have been doing a lot better over the last few years if you look at the broader picture. Compare it to the first 4 years and you WILL know what I mean. Tiles, maps and the gap between swf and soloq has already been adressed multiple times. They know its an issue and are looking into it. You have to understand, that these are difficult problems to fix without any clear solutions. Therefore it takes time.

    Complaining about swf, loadouts and a stale meta is absolutely nothing new. Its the reason 6.1.0 happened in the first place.

    I've been following DBD on their Twitter page for 4 years now, started in 2021. I joined their Reddit page in 2020 so that's 5 years. Survivors giving has been there since day 1, it's been excarberated by the implementation of a SBMM system based on kills and escapes. "The devs have been doing a lot better over the last few years if you look at the broader picture. Compare it to the first 4 years and you WILL know what I mean. Tiles, maps and the gap between swf and soloq has already been adressed multiple times. They know its an issue and are looking into it. You have to understand, that these are difficult problems to fix without any clear solutions. Therefore it takes time." I would certainly hope so as a consumer that the product i bought 2 year after the initial release has had improvements especially if it's 9 years old. What does the 6.1.0 update got to do with the "give up" epidemic?

  • @exDbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864574#Comment_3864574

    let’s put it like this then, ping should be less than 100 for all players. Not 1k cap I think it’s set at. How’s that? And no the game isn’t fun for survivors when you get hit from 10 miles away or the killer randomly swinging to get those hits knowing their ping is bad.

    Impossible to implement since we all live in different regions of the world and some regions don't even have servers so they get relocated to the nearest server to them. There is also the issue of people being ddosed in this game.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864869#Comment_3864869

    He is getting something big. That much is certain. Hes the main focus of the update and pretty much everyone want to see him changed. Sadly old Freddy will not make a return much to many of our forum veterans disappointment.
    Hopefully its gonna be a Sadako-like situation, where they combine the first and second iteration. I hope he gets what he deserves. He desperately needs it.

    The devs have credibility. They do some wonky stuff from time to time, but theyve shown over the last few years, that they do understand and listen to feedback on top of pushing the game in the right direction. It happens slowly, but it happens. DBD egoing is some of the most nasty stuff ive seen in online games. Id rather not have to deal with that thx.

    "The devs have credibility. They do some wonky stuff from time to time, but theyve shown over the last few years, that they do understand and listen to feedback on top of pushing the game in the right direction. It happens slowly, but it happens. DBD egoing is some of the most nasty stuff ive seen in online games. Id rather not have to deal with that thx." I doubt a lot of people in the community are going to agree with that, the last 3 months eveyone has said that the game both on the survivor and killer ends are miserable. The biggest issue right now on the survivor end are survivors killing themselves on hook and on the killer end is using the same killer with the sam perks over and over again to stand a chance against teams. I agree that BHVR has improved in a lot of areas but the core issues have not been fixed such as map RNG, SWF's or tiles in general.

  • Agreed, some of these challenge just makes the game even more miserable in solo queue which i didn't even think was possible.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864858#Comment_3864858

    You misunderstood. I have a lot more hours in dbd. I have over 2k hours on Pig. Solely on this one killer.

    Trust me, I do see them. Even some of the tournament winners that are well known.

    I dont like mmr to be shown. Everyones opinion matters. We all play this game. We all bought it. Just because someone has a bad take, or does not have a specific amount of hours / mmr doesnt mean their opinion is not worth being listened to.

    You ask them to elaborate, show your perspective and maybe you can convince them that their point of view was a bit short sighted. Id say hours say a bit more even, due to mmr being so wonky. mmr does not equal skill (something hockey something).

    Id like to be convinced that Freddy has a higher skill ceiling than I think he has. Ive played him a lot had havent seen it thus far. Feel free to convince me.

    "I dont like mmr to be shown. Everyones opinion matters. We all play this game. We all bought it. Just because someone has a bad take, or does not have a specific amount of hours / mmr doesnt mean their opinion is not worth being listened to." That's the number 1 reason imo why BHVR won't implement it because they don't want the most tryhards people in the community to have the loudest voice and expose how bad the balance is especially if their voice have more credibility than the Devs themselves. Just have look at last years Stats on the killrates. 61 % killrate on Pig as a whole across all MMR behind Freddy who has a 63 % killrate.

    killrates.jpg

    He has a ton of videos on his channel and i don't know tbh if you are allowed to post links to videos without it getting removed but here is a full stream that was an experiment between using Bloodwarden or Remember me on his Endgame build. https://www.youtube.com/live/IcFHB7ZGXKc?si=rLs09---dsN2ARby

    I don't know if Freddy is getting a rework tbh Dvveet, a prominent leaker had this to say in one of his tweets recently "BHVR is working towards established key terms regarding gameplay changes. This is partly to manage expectations when talking abt upcoming content. An upcoming one for example are the Freddy changes being a Killer Update, not just a Tweak but also not a full Rework.KEY TERMS -• KILLER TWEAK: Number changes, for example increasing / decreasing something by a few seconds or percentage. Ex. The Mastermind’s cooldown change or The Shape’s various changes in December update. • KILLER UPDATE: Changes or new additions that stay within the realm of a Killer’s existing abilities and interactions.Ex. The Singularity receiving Slipstream aim assist and Biopod lock-on.• KILLER REWORK: Changes that fundamentally modify a Killer’s abilities or interactions.Ex. The Hillbilly losing Overheat and instead receiving Overdrive (Power Rework) alongside a complete add-on changes and tweaks." So it's obviously not a rework, they stated as much in their latest survey.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864227#Comment_3864227

    Dont be fooled, Piggy has a pretty high skill ceiling. Its a strategic one though. Memorizing box spawns, invisible ambush hitboxes, moondashing, rng-usage are all things you can master as piggy. I have 2k+ hours on her and am still learning new stuff. Even when facing very strong groups, I never felt powerless as Pig. Obviously this does not include your comp 4man with 10k hours each. I consider these groups to be the rrarest thing in dbd though, therefore…

    Freddy on the other hand… Lets hope the best for his rework.

    If you think Freddy requires less skill than Pig, i would implore you to look up Survival Horror Entertainment on Youtube, He has been a Freddy main since the beginning and i'm starting to think he is the best Freddy player out there. 2K hours is not a lot in DBD imo. Especially since most of the veterans have atleast 6k hours in this game or more at this point. The reason why you are not seeing those 4-man "comp" teams with 10 k hours each depends entirely on the region and the time you play which means a lot of balance discusssions in this game is pointless imo because we don't know the timezones of each player and which time they play their matches. I really wish your MMR was visible, it would make a lot of balance discussion easier cause you would know which people you should listen to and which people not to listen to. It's not just at the highest MMR that the core balance issues are taking place either, that's another assumption a lot of people in the community are still going of off. SWF's can exploit the balance without being "comp" level because the game is that unbalanced.

  • @NODD3RS said:

    this game is not reliant on long term players, it’s reliant on a constant stream of noobies that play the game for a week and then never touch it again. 6 months of no chapters would kill the game. I also think the game is in such a bad shape code wise that 6 months is not enough time. I mean bhvr has like what 1100 employees, at least 300 of those have to be devoted to game balance, and updates are still slow and buggy

    The game is not friendly at all to new players, what are you talking about? BHVR are trying to balance for all types of players but they are not appeasing anyone.

  • @kommandantlocke said:

    this year for dbd has been bug after bug nerf after nerf patch after patch and some still existing in the game. At this point a major Health Chapter would be necessary kinda like a health update but for DBD overall focus on fixing issues i dread how bad the FNAF dlc might be if the focus on dlc's continue like this, at some point something has to improve.

    Lol they have already stated on various Q and A's, that they have no intention to release a whole chapter just related to bug fixes. Financially speaking it would not be good either.

    https://youtu.be/civV99mXFXo?si=DIMh3uIw2HO5J2Md

    at 52:55 someone asked about it. This was 3 years ago but still.

    Here's their latest Q and A livestream and the question got asked again at 36:43

    https://www.youtube.com/watch?v=wIocxDbQ-9g&t=1003s

    TL;DR They will fix bugs but not dedicate a whole chapter to it. Even peanits said in the latest livestream that it's hard to balance between the people that want new content all the time and the other side that wants bug fixes.

  • First image is Twins which is like their only playstyle they have. Second image is what i would guess is solo queue because good survivors are not going to down like that without Unbreakable, WGLF or Made For This.

  • @Slan said:

    Thus week I've been playing my usual killer matches. KIlled some people, watched others escape, moonwalked a bit as Myers,… Everything normal it would seem.

    Except for a few instances in which I faced teams of survivors that DCd almost immediatly after seeing which killer was I using. The first case was when I decided to play Skull Merchant, which currently should be dead easy for survivors to face as she got butchered and transformed into this killer that has an useless power.

    The next noticeable case was when I was using Twins. I mean, knowing SM's history I can get to understand that some may DC but Twins? They are buggy as hell, inconsistent and trust me, using Vic is not that easy considering that the lil fella can be kicked as soon as you mess up.

    One of these cases that struck my attention was a 3-people DC in Midwich when I was using Scratch Mirror Myers, leaving one guy and 3 bots for me to scare. And I wasn't even going for the kills here.

    The next instances when this happened was when I decided to play first Unknown and then Vecna against groups with 4 objects using Franklin's and Weave Attunement.

    Funnily enough, when I decided to play the better killers (blight, nurse, Albert) and despite knowing the many complaints the community has regarding them, noone disconnected in those matches. (All of them with 2 slowdown perks, except nurse, which had 1 slowdown and 3 aura reading perks).

    What is this? Does this mean that survivors have gotten used to playing against some things and are not willing to think out of that box? They believe that certain things are "unfun"? Is it just a mere coincidence that this happened these amount of times?

    Because a lot of the things on both sides are unfun and some things are fun but all of this is subjective and can't be presented in factual evidence.

  • @LordSkeleton6320 said:

    Most games last 4 minutes against good players and there's just nothing you can do about it, there's no point in trying out new Killers when the match is 4 minutes long and they're also supposed to hide from the killers and not run around the killer like a monkey, there's no point playing killers when you get looped this looping shouldn't exist at all i expect a lot of hate from this post but this is how the game looks like i want to fell real terro when i face the killers and not just running around and fixing gens imidieatly

    DBD hasn't been new player friendly for a long time and it's not gonna get any better with all the survivor/killers they are adding every third month

  • @Zuiphrode said:

    Rather than adding perks as baseline, it would be better to create larger incentives for killers to hook people. Currently doing so actively harms you against an SWF.

    You do know that BHVR uses Perks as artificial balance right?

  • Either the changes does nothing or it does and he will be considered OP, complained about on the forums, Twitter, Reddit and then subsequently gets nerfed 1 month after release. Just look at Chucky.

  • @MechWarrior3 said:

    I am so excited! I can't wait to try out Freddy's Rework -this will be so much fun!

    dvveet, a prominent leaker on Twitter insinuated that the Freddy Rework is more like a killer update "BHVR is working towards established key terms regarding gameplay changes. This is partly to manage expectations when talking abt upcoming content. An upcoming one for example are the Freddy changes being a Killer Update, not just a Tweak but also not a full Rework.KEY TERMS -• KILLER TWEAK: Number changes, for example increasing / decreasing something by a few seconds or percentage. Ex. The Mastermind’s cooldown change or The Shape’s various changes in December update. • KILLER UPDATE: Changes or new additions that stay within the realm of a Killer’s existing abilities and interactions.Ex. The Singularity receiving Slipstream aim assist and Biopod lock-on.• KILLER REWORK: Changes that fundamentally modify a Killer’s abilities or interactions.Ex. The Hillbilly losing Overheat and instead receiving Overdrive (Power Rework) alongside a complete add-on changes and tweaks." If this turns out to be true, it's going to be very lazy by BHVR imo.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861410#Comment_3861410

    I have played over 3k hours of Pig. I have found out almost every single little trick you can do with her. Dbd becomes very monotonous over the time. Getting kills does that as well. Therefore I try to find my own fun. It's a game after all. They are supposed to be fun. Dbd became more like a job the more I focused on forcing wins that just should not be. The more I won, the less fun I had. The higher your mmr becomes the more dbd shows it's nasty side.

    This being, that not the more skilled players win, but those bringing the better loadout. As Pig is often found the limitations of the killer. Comp people using the absolute best items and perks while being in coms and a map of their choice. Winning against these guys wasn't fun. It didn't feel right.

    I play dbd mostly for the m1 chase and the strategic aspect of Pig and Sadako. I prefer to go for 12 hooks with a chill build. This is straight up not possible against those teams.

    Therefore I stopped trying to win by all means and just played. I went into the match with the mindset to just habe fun. Believe it or not, but I've been enjoying the game a lot more since then. I also won a lot more. A calm and collected mind that focuses on playing well wins more than someone forcing wins by any means while being in the verge of smashing their monitor the moment the next dh hits. That's just my experience though.

    As soloq survivor though, this mindset is hard to apply because your fun can very often be ruined by your team doing funny things.

    Of course this is anecdotal evidence. Same is your experience.

    I prefer not to have mmr revealed. Id prefer for it to be removed and a different system to be introduced. Everyone's opinion matters. I for myself often play, played and won against comp players. Even those with big names. So I can say for myself: I'm where they are at.

    1. 100 % agree with that, it also doesn't help that the matchmaking is all over the place meaning you either can stomp most of your survivors 1 day and the other day get teams 24/7. "The higher your mmr becomes the more dbd shows it's nasty side." That's why i stopped playing killer, 24/7 stress fests is not my idea of fun.

    "Therefore I stopped trying to win by all means and just played. I went into the match with the mindset to just have fun. Believe it or not, but I've been enjoying the game a lot more since then. I also won a lot more. A calm and collected mind that focuses on playing well wins more than someone forcing wins by any means while being in the verge of smashing their monitor the moment the next dh hits. That's just my experience though." 2. I agree with that but the skill ceiling with both Freddy and Pig is very low and getting to that ceiling doesn't take that much time to get to meaning the only thing you can hope for at that point is to face bad/new players which thankfully there is a lot of in DBD. 3. I agree to some extent but once again, all of this is just subjective opinions. my whole mindset when i go into a solo queue match is " i wonder what kinda teammates i get in this match". 4. A lot of people within the community already knew that a SBMM system based on kills/escapes is only going to drive the game into a very "unfun" meta for both sides that includes slugging, bming, tunnelling, constant sweat, More SWF's, meta builds etc etc.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860908#Comment_3860908

    I main Pig and Sadako. I can make multiple mistakes and still win.

    Most public lobby survivors play do not play perfect by any means. Even at higher levels of mmr. Even people with comp written all over their profiles make massive mistakes. Nobody is perfect and that is fine.

    I don't have to win every game and I should not win every game. I try to improve my own performance and have fun. Getting a 3k or 4k is not my personal objective. With that in mind, killer is super chill to me personally.

    To each their own though. I have over 4k hours (with over 80% on killer) and absolutely understand how and why others find the role more stressful.

    All of what you are saying here is anecdotal evidence because that's not my experience at all. I do agree that most public lobby solo queue survivors don't play perfect but the thing is that they don't have to be considering how many second chance perks have been added over the years. That's your mentality when it comes to playing killer but i like winning because i consider that to be a fun aspect of playing DBD and that thought process has solidified itself more into my brain ever since they added SBMM into the game espeically with kills and escapes being the determining factor whether or not i gain or lose MMR. Not carrying whether i get a 3k or 4k is your mindset when it comes to killer and personally that doesn't sound like a Killer main in my ears, just like i'm not a survivor main (where i don't care whether i win or lose because a lot of it is just determined by what kinda teammates i get) but i switched to it because i think in my personal opinion that it is less stressful. A lot of these things are subjective, anecdotal and can't really be discussed especially since our MMR is hidden, i genuinely believe if they made MMR visible it would be a lot easier to have discussion like this cause you would know which players you would listen to and not listen due to where they are in MMR bracket. It would also expose a lot of these content creators since you would know if they actually have an idea of what they are talking about or if they are just at low MMR and beating on 10 hour survivors that just bought the game.

1 2 3 4 5 6