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Orvarihusklumpen

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  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860509#Comment_3860509

    I mean. Your maining one of the killers with the weakest powers in the game. Of course your games are very stressful at higher levels. As a Pig main I understand that very much.

    Killer is more stressful. I never said otherwise. However, it (mostly) comes down to my performance. Soloq feels frustrating because this is not the chase. You lose a lot not to your mistakes but your teams. That makes it worse than killer for me.

    Yeah see this is what i mean, it's all subjective but the thing is when you play these low tier killers, you can make like 3 mistakes at most to have an actual chance of winning but if you play like these S-tier killers you can more mistakes but you can also correct those mistakes due to how strong they are. I just don't find playing in solo queue stressful because i go in with the mentality that my teammates that i get are going to suck. It just feels less stressful to me but that is not to say that solo queue is fine, solo queue right now is in a terrible spot imo but that's because of all the excessive slugging and the thrill of the hunt meta being used but that's because all of the gen regression got gutted or nerfed to the point they are not even worth using, perks like Shoulder The Burden and Babysitter that exclusively helps SWF, basekit yellow mori promoting slugging making slugging for the 4k more prevalent than ever.

  • @jesterkind said:

    Hard disagree, gen times are currently perfectly fine.

    The issue this game has with gen speed (that exists outside of poor decision making for the killer player, that is) is exclusively tied to toolboxes. They're the only thing this game has that pushes gen repair speed far enough that it becomes legitimately problematic.

    Toolboxes should be reworked to provide a different benefit than gen repair speed, and the problem would then disappear.

    This

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858787#Comment_3858787

    As someone that has around 80% playtime on killer: playing killer is a LOT better than solo survivor.

    Not in my experience, I've been playing a lot of survivor lately due to the frustration as a killer going against team after team, all meta perks and map offerings after map offerings. All that crap gets to you after a while. I think solo survivor is way less stressful because you only have to rely on your teammates. Like Killer at high MMR is very stressful and not fun. I am saying this as a Freddy main btw.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858419#Comment_3858419

    Well, the majority of my survivor experience in DBD is solo queue. Naturally I'll encounter its problems, but this problem in particular needs to be fixed.

    Knock Out shouldn't exist the way it currently does, this perk needs a change.

    I 100 % agree but Knockout is solely used to beat on solo queue survivors because you don't have any way of communicating to each other.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858787#Comment_3858787

    Well you're winning the majority of your matches so stop complaining.

    Not it my experience, no

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858483#Comment_3858483

    They are the guys behind marvel rivals, they are most certainly Super happy that they can abandon dbd now

    That too

  • @JustElf said:

    I believe that Ghost Face's ability is unbalanced and frustrating because it is easy to abuse. When you play as a Survivor and reveal Ghost Face, you do not reduce the progress he has already accumulated on you, so you can often be "99% stalked." This means that the next time he activates his ability, you are already instadownable, regardless of whether you revealed him or not.

    There are two possible solutions:

    1. Survivors should be rewarded for revealing Ghost Face. My idea is that Ghost Face would lose 100% of the stalking progress on the Survivor who revealed him. Alternatively, there could be an add-on that causes Ghost Face to lose only 50% of the progress when revealed.
    2. Adjust his mechanic to make him lose progress over time, similar to The Trickster. I believe it should take much longer to lose progress, for example, 1 second = -1.2% progress. Additionally, there could be an add-on to reduce the decay rate, such as 1 second = -1%.

    First time i heard someone call Ghostface OP but it wouldn't surprise if he gets a nerf

  • @Ayodam said:

    I wonder if they’ll come up with another perk to address it (a la Unbreakable, No Mither, Exponential) like they’ve done for tunneling, which is still a problem.

    More like basekit Unbreakable

  • @Aven_Fallen said:

    I mean, it was clear that something will be done about it, Killers are just overdoing it and there is way too much slugging outside of getting a bit of pressure or avoiding something like DS (as if this is needed nowadays anyway). So good that they are starting to look into it. Even tho I dont understand what difference the Perks make. Sure it is a bit dumb if a Killer has a build which gets a lot of value from hooking but still decides to slug a lot, but thats about it.

    Overall, I think the Survey was fine. But having to click every Character I own manually instead of just having a Button to select all let a bit of my soul escape my body.

    20241219034354_1.jpg

    WGLF and MFT destroys slugging

  • @Equinox_One said:

    TL/DR: Better to waste 4 minutes while people bleed out while 1 hides than 20+ minutes because that 1 got someone up/unhooked and now I've got 2 hiding…or even just being annoying while teabagging me from hatch.

    Now, slugging sucks. Don't get me wrong. It would be awesome to just send survivors to the hook, but it's not how the game is designed.

    Bleeding everyone out to be a jerk shouldn't be a thing and it seems to be on the radar to be fixed, but it's hard to do this in a way that doesn't break the already tenuous balance of the game. A 'bleed out' button would help but also opens yet another avenue to quit penalty free which we don't need.

    The contentious point seems to be slugging survivors 'for the 4k', essentially leaving 1-3 people slugged while looking for the last person in order to secure a decisive victory.

    Yes, it's a nasty thing to do and not something I'll engage in unless the other side are BM.

    However…when I play survivor, I'd say maybe half my annoyance is at the killer and half my annoyance is at that last survivor sitting in a bush somewhere.

    Nothing is stopping that last survivor from just conceding up rather than stalemating the game and wasting everyone's time further. At best, you have a slim chance at hatch, while the other survivors sit there and rot. You're just as responsible. Let's all just go next.

    I think there's also more pressure on the killer to 'win' than survivors, due to just how much survivors seem to enjoy gloating and rubbing an escape in (there is a reason why 'just leave' is a meme).

    So yeah. It's one of those things. If it's between playing a bit mean and not getting gloated at or having my time wasted further, just call me Mr. Mean.

    WGLF + MFT destroys slugging altogether

  • @thrkeybs said:

    This isn't a topic about balance. I'm not interested in which side you think is stronger, or what needs a nerf. The topic at hand is fun, enjoyment: jouissance.

    Survivor is no longer a fun role.

    Strictly speaking about how the role "feels", there is no joy in playing survivor anymore.

    Being slugged on the ground for 4 minutes is not fun.

    Watching a killer proxy camp you, only to immediately chase you and tunnel you out is not fun.

    What was fun about this game was the reward of learning loops, pallets, timings. If you played enough, you were rewarded with learning how to get better. If you spent time researching how to play the different tiles, it then became a game of chess between you and the killer: who could better mind game a loop, who could better read the other player.

    This is no longer the case, as most tiles have been turned into unsafe loops, where your best play is to force a 50/50.

    Most killers are no longer even interested in looping, and understandably so. Why chase a survivor in a strong tile when you can tunnel their teammate out? Lower risk, higher reward.

    I know this has been talked about ad nauseam on the forums, but the finisher Mori has really incentivized another really unfun aspect: you already lost the game, as it's just you and someone else, but now you're forced to crawl around on the floor so that the killer can watch their Mori.

    Again, I'm not interested in the strength of any of the things I've mentioned — I don't care. I care about having fun, enjoying the game I've paid money for and spent a lot of time investing into. There has to be a way that BHVR can make the game more enjoyable for both sides, and that's what I'm interested in.

    Killers aren't having the best time either

  • @RFSa09 said:

    The team at NetEase games is deeply saddened"

    Yeah sure sure

    Why would they be? They have IDV

  • You are playing Freddy is the issue

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858147#Comment_3858147

    BO is only really a problem when combined with other perks on specific maps. There are (I think) two remaining spots where you can make yourself completely unhookable.

    Knock Out is a horrible perk in solo queue. But I fortunately almost never see it.

    "Knock Out is a horrible perk in solo queue. But I fortunately almost never see it." That's why you never see it, it falls apart against SWF.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858127#Comment_3858127

    "Yep thats me, you're probably wondering how i got here"…

    Actually, this was a Knock Out Doc, slugging from the start.

    The other Mikaela I have a strong suspicion was downed inside the tower, but she didn't DC as soon as she got downed. The Dwight I have no idea where he was.

    That's just a solo queue issue. Knockout is useless against teams since they can just call where each other is and the decreased recovery speed only adds about 5 seconds.

  • @Berienn said:

    Srsly people you need to learn how to play as survivor or find friends and play together. It's only your problem that last survivor doesn't help you and leave you bleeding out. It's not killer's fault that YOUR teammate doesn't care about you and won't help you. It's killer's job to kill ALL survivors and if last one is trying to get hatch then he NEED to leave you on the ground. if you want blame someone then blame devs for creating hatch mechanic like this. Don't blame killer for doing his job.

    It's going to get nerfed, is what's going to happen to it. Survey kinda proves that the devs have something in mind related to slugging.

  • @GeneralV said:

    I give up and go play survivor.

    Meanwhile, the survivor experience:

    https://us.v-cdn.net/6030815/uploads/CGJK8T2JKOR1/image.png

    Awesome event.

    How did you get into this situation, let me guess someone dced as soon as they got downed?

  • @Equinox_One said:

    TL/DR: A big part of why I find myself playing 'sweaty' half the time is just how BM survivors are when they win. Killers can be BM too, but nowhere near as frequently.

    OP: Trying to play chill during the event this afternoon. Silly themed builds, mostly playing for snowman jumpscares and laughs. As long as survivors are mannered and at least trying to interact with the event I'm happy to let everyone get some BP/tome challenges done and I'll maybe kill 1-2 to pip and let the rest go.

    Game 1: Bubba. 3 fun survivors, one insanely BM Ace (why is it always an Ace?). Teabags after every pallet drop. Gets cocky so I happily tunnel him out and let the remaining 3 go. Get asked why I tunneled in postgame, I laugh and say that he was BM. Get 'oh come on bruh its not that deep stop being so serious its the internet'. I facepalm and move on.

    Game 2: Shoe Hag. Fun game, 2 hook everyone, kill one to pip, let rest go. Great banter in postgame.

    Game 3: SM Myers. Incredibly stacked 3man SWF and a good Nancy. I'm running a meme build. 4 hooks. Get teabagged from gate until I finally chase everyone out.

    Game 4: Ghostface. Maybe SWF or maybe just a really strong team. Yet again, 4 hooks all game, 3 of which I got by trading in endgame. Teabags and GGEZ in postgame.

    Game 5: Ghostface. Claudette kills self on hook on first down. I just wipe everyone and go next, not wasting my time. Felt a bit bad.

    Game 6: Trapper. Crazy 4man SWF. One player with almost 15000 hours. Didn't get a single hook. Teabagging from exit gate, letting me down but then just endlessly body blocking, flashlights and sabo, would NOT leave. Finally endgame collapse kills them all. Clearly a SWF trying to keep MMR low.

    Game 7: Nemmy. Full SWF. Get lucky with an early down then a second hook and T2 at 5 gens because they tried to sabo and messed it up. They then proceeded to hide around the map, avoiding AFK crows. Postgame 'tryhard killer.

    Game 8: Billy. Playing around with Weave, Franklins, Insidious and Primer Bulb (stops instadowns from saw). Not SWF but strong and serious group, 1 hook all game. I finally get a second hook in basement, endgame. Rest just leaves.

    Now annoyed, I throw on Grim, PR, DMS and Disc (my go to 'serious' build), fire up Artist and end up winning 3 games easily, back to back. Get asked why killers are playing so sweaty. When I respond that I'm tired of losing to people who don't want to meme around (and getting BM'd for my trouble), am told that I'm oversensitive and 'killer need a sense of humor'.

    I give up and go play survivor.

    Ugh.

    The fact that it is an event changes nothing especially with a SBMM system based on kills/escapes and the fact that the Mistle Toe offerings only are personal doesn't help to dissuade either side not to play sweaty

  • @jasonq500 said:

    https://us.v-cdn.net/6030815/uploads/HRBL7JRN699N/screenshot-20241217-115316-7e2.png

    I would sincerely hope they actually listen to the Chucky players who are frustrated about the recent changes to them and not ignore this issue for several months

    Tell that to Freddy mains

  • Player retention, that's why

  • @Memesis said:

    What is the point of this post? The game heavily discourages spreading hooks. Average to below average killers already get stomped by not tunneling. Not everyone plays this game like a full time job to be able to win with 12 hooks.

    Trying to tunnel 1 survivor out as fast as possible these days with all the anti-tunnel perks + the extra 20 seconds on hook stages is suicide as killer nowadays.

  • @Hanuka5 said:

    Hello, what do you think about increasing the Time survivor needs to finish a gen by for example 20% but reducung the time they need for every survivor killed by for example 40%?

    I dont have concrete Numbers (so i just guess some) for it, but im sure its possible to balance it out so the winrate doesnt change. So this is not a killer nor a survivor buff.

    The idea behind it is to insentivise a gameplay style where you try to hook every survivor at least once before you start going for kills because the gens are way faster as soon as the first survivor is dead.

    ATM when you have 1 survivor dead at 3 gens; the game is pretty mutch gg and maybe it would be more fun if the survivors than still have a pretty good chance to finish all gens.

    This Idea has to be balanced in a way that tunneling still works, but is just weaker as it is now. Its important that killing a teammate for the buff isnt a solution. So the game has to be harder with 3 people to win as with 4. So tunneling wont vanish, it will just become less common since "not tunneling" will be rewarded.

    Gens are already going fast enough as it is it but why not?

  • @Inosennatoki said:

    There will be a random killer nerf with every update. Who do you think will be the next killer to get nerfed in to the ground?

    Maybe thrill of the hunt will be nerfed to be worse than version before they buff it like what happened with thanatophobia.

    As a freddy main, i'm very scared for the rework

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852238#Comment_3852238

    There are VERY few challenges that require a 4k. Not nearly enough to make that the reason for the rampant slugging in almost every match.

    Flashlights are also not a good argument as according to the official DBD stats released on OCT 29, there are 0.22 saves per match and an average of 1.44 blinds. I don't think that is anywhere near enough for people to use flashlights as an excuse to slug. Only when there are survivors rushing around you for the save I understand, but this is more or less about slugging despite that threat being absent.

    "perks that activate when you hook somebody". Killers have way more of these perks and are arguably stronger and far more meta. According to DBD besides Decisive strike there isn't a single survivor hook perk that is within the top ten used perks in the game. Even then Decisive is strictly an anti-tunnel perk, that deactivates if they do anything. This is not true for the killer stats as half of the most common perks are hook related. So killers get more of a power boost from not slugging than slugging. Slugging is a placebo fueled by anxiety and promotes an unhealthy community.

    Killers with this mentality seem to play defensively against a strategy or outcomes they're unlikely to see. Its anxiety being an excuse for ruining others experience.

    1. It is still enough for people to slug for the 4k but mostly it's for the hatch.
    2. BHVR's stats are completely useless and it doesn't tell the whole story, it's across all MMR and we have no idea how exactly that data is collected and is mostly used a tool by BHVR to paint the narrative. Their latest stats on the killrates was a joke. Stats.png
    3. Killers hooking survivor gives them We'll Make It, Borrowed Time, 10 second haste, 10 second endurance, Dead Hard, Aftercare, Blood Rush, Breakdown, Aftercare, Breakdown, Fast track, Decisive Strike, Babysitter, Renewal, Resurgence, Guardian, Deliverance, Kindred, Kinship, Boil over, Off The Record, Reassurance Background player, Breakout and not only that but carrying a survivor reduces your movement speed making kilers more susceptible to sabo plays and flashlight saves. A lot of content creators have made videos about slugging these last few months including Otz who was part of an experiment which only included slugging and not hooking and they got better results when they slugged instead of hooking survivors. Decisive Strike is still one of the best anti-tunnel perks that survivors have even after all the nerfs it has received over the years, the only perk that i would say is better is Babysitter but you rarely see that perk in solo queue because it doesn't benefit the perk user and you have no idea of knowing if your teammates have it or not.

    TL;DR of the problem here is that killers players have essentially realized that they can circumvent anti-tunnel and hook related survivor perks if they don't hook survivors because a lot of these activate when you hook survivors. BHVR has chosen to adress tunneling not as mechanic in the game but with perks so killer players have found away around said perks.

  • @Hanuka5 said:

    Hello, what do you think about increasing the Time survivor needs to finish a gen by for example 20% but reducung the time they need for every survivor killed by for example 40%?

    I dont have concrete Numbers (so i just guess some) for it, but im sure its possible to balance it out so the winrate doesnt change. So this is not a killer nor a survivor buff.

    The idea behind it is to insentivise a gameplay style where you try to hook every survivor at least once before you start going for kills because the gens are way faster as soon as the first survivor is dead.

    ATM when you have 1 survivor dead at 3 gens; the game is pretty mutch gg and maybe it would be more fun if the survivors than still have a pretty good chance to finish all gens.

    This Idea has to be balanced in a way that tunneling still works, but is just weaker as it is now. Its important that killing a teammate for the buff isnt a solution. So the game has to be harder with 3 people to win as with 4. So tunneling wont vanish, it will just become less common since "not tunneling" will be rewarded.

    Gens are already fast enough as it is so why would you make gens go faster?

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852238#Comment_3852238

    Saying that slugging for 4k is caused by the hatch is like saying that tax evasion is caused by tax laws. There's an intended result (hatch race/paying taxes) that's being evaded because someone found a workaround to avoid doing something that's in the best interest of the most people. Just because it's possible to do doesn't mean it's good to do.

    Also, the endgame mori definitely incentives slugging for 4k. And I think people already don't enjoy being slugged for 4k. It's insulting enough when a player bypasses an intended mechanic just to make their job extremely easy at the cost of the enjoyment of two other people. But when they do a preprogrammed victory dance over you at the end of it, it's like BHVR coded in a message telling people not to play survivor.

    What does slugging for the 4k have anything to do with IRL thing like tax evasion? Blame BHVR for implementing a horrible mechanic for which slugging for the 4k is responsible for. Slugging has like i said before has become more prevalent now to the assortment of hook related perks that survivor have gotten over the years.

  • @bleep275 said:

    Yeah i hate playing survivor more than usual but i have challenges to do. Its pathetic that anti-slug perks are required now and I get value every match. God forbid I wanna have casual fun

    @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831748#Comment_3831748

    Do you mean that because hatch exists alongside challenges requiring a 4k, that players are slugging for 4k in order to ensure they complete their challenges? If so, I'd say that's definitely a contributing factor to the number of slug for 4k instances. But that already existed before the update; I think it wouldn't likely contribute much to the increased incidence of these behaviors a lot of people are talking about since the finisher mori update.

    But I think that OP is right that various bm playstyles have gotten significantly worse since the finisher mori was released. I've also definitely seen bm directly centered around getting the free mori. Personally, I've even already had situations where the killer hit me repeatedly on hook because they had the slug down near me and wanted me to let them do the finisher mori. It's really just adding bm to the game for the sake of some annoying animation.

    It's gotten so bad for me that I've actually not even played the game in the last couple days because I don't feel like dealing with the increased chance of tunneling, proxy camping, and slugging for 4k I've seen lately. Every time I think of playing it, I just get this feeling like it's going to be a bad experience, and instead just go watch some videos.

    Slugging for the 4k has always existed and yes it's because of hatch and certain challenges requiring a 4k, i doubt that killers slug for the 4k to see the a mori they probably have seen like a thousand times already. The really big issue here why killers are slugging more is that it actually benefits the killer more than it punishes them such as wasting time picking a survivor and getting the survivor to a hook (especially to a scourge hook that's far away) + it leaves you vulnerable to flashlight saves, pallet saves and numerous perks that activate when you hook someone.

  • @Doxie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850000#Comment_3850000

    Everyone is a 4 man swf in the killers eyes on this forum. They cry because they get whooped one game and think it's unfair that they can't kill everyone every time

    When did i say that?

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851806#Comment_3851806

    What if I don't like Jill and don't wanna buy her cuz of that? Makes no sense, thrill is a free perks why i should pay for a character to counter it?

    Is it my fault that the devs put a paywall on certain perks?

  • @Autharia said:

    Just saying Mainly playing vs SWF's is just a lie. Less then 5% is SWF's over all MMR levels of the game. Also if they are burning Ormont ones they are throwing with how gutted it is with its past update.

    Depends what time of the day you play and in which region you play in. In my region (which is EU) between 1 AM and 6 AM is the sweat hours with nothing but sweaty SWF's with all the meta perks. But if you play like 12 AM to like say 6 PM then it's mostly chill matches especially during the weekends. The matchmaking becomes really skewed during these times for me.

  • @trapners said:

    Killers dont slug for the fun of it, but its got to a point where as a killer if I hook someone or attempt to, half of the lobbys perks activate and with perks like deli, ds, shoulder burden, dh, well live forever, and any perks that counteract hooking altogether

    Overall, why even bother going the extra mile and buff surviviors for a literal 70 second faster death time? Its better to just slug the 4 minutes
    No saves

    No anti camper

    No 2nd chance Perks

    No wasting time

    But now, the only viable strategy if your a low tier killer is slugging. Im alternatively half way screwed but at least it’s manageable because their 1 perk slot down.

    But if survivors manage to get basekit unbreakable, the only logical conclusion is to camp slugs so if they do recover you can immediately kill them. And just pray its enough to get a 2k from the slow process

    Maybe instead of further buffing surviviors to prevent a killer playstyle, buff a killer mechanic so theres no need to, like maybe buffing hooking? Buff hooking perks???

    Itd also be nice if gen speeds were slower if someone is on hook as some sort of catch up mechanic if thetes 3 hooks with 1 gen left

    People have said this for year. The reason this has started to happen more and more recently is because killer players have figured out that you get punished more for hooking survivors + it leaves you vulnerable to getting flashlight saves, pallet saves, sabo plays etc etc

  • @metaleiro said:

    The recent update that buffed the Hex: Thrill of the Hunt perk has not introduced any significant changes to the point of justifying its nerf. The adjustments maintain the perk’s identity without disrupting the game’s balance, while encouraging players to explore more strategic and creative builds.

    1. Complaints reflect resistance to change:
    In multiplayer games, it’s common for players to resist changes or new mechanics, often before taking the time to understand how they work or experimenting with them in their builds. This is particularly evident in Dead by Daylight, where creativity in builds is often overlooked in favor of meta builds. Instead of complaining, this is a great opportunity for players to explore the game's versatility.

    2. Encouraging strategic diversity:
    The buff paves the way for experimenting with non-traditional builds for both killers and survivors. Killers can explore hex-based perks that are often underestimated, while survivors are encouraged to find more creative ways to counter these strategies. This dynamic enriches the game experience and promotes a healthy cycle of learning and adaptation.

    3. The resilience of hex builds:
    Historically, hex-based perks have always struggled due to how easily they can be deactivated. With this minor buff, the perk finally has a chance to shine and bring more relevance to this build type. However, as soon as this opportunity arises, I noticed in this forum and in Facebook groups that part of the community starts calling for nerfs without considering the actual impact or giving time for the meta to stabilize.

    Nerf TotH would not only be a premature reaction but also discourage the use of perks that foster strategic diversity. Instead of nerfing, it would be more enjoyable to encourage the community to experiment, learn, and adapt strategies.

    They already have confirmed they will even though counterforce counter it and every other hex build

  • @Laurie268 said:

    This is probably their attempt at shaking up the meta by trying to force survivors to bring totem cleansing perks like counterforce which won’t work as the comment above mine shows. People will just go next

    In solo queue, anything but the meta won't work.

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849891#Comment_3849891

    I think it'll get better in the next hours, but at this time it shouldn't be that bad.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849885#Comment_3849885

    How surv isn't attractive when they can made a fool of the killer (because the killer is not a menace anymore/he is just a clown to be bullied)?

    Solo queue is not the way you bully the killer, i could understand if you are in 4-man SWF but in solo queue…not so much

  • Seeing the Myers rework makes me scared as a Freddy main

  • @TheDavidKingMain said:

    Why are survivors just not allowed to have strong perks anymore? This is actually ridiculous that killer mains have such control over the community that that they can get shoulder the burden, an anti tunnel perk with 2 SIGNIFICANT DOWNSIDES, nerfed before it even hits live servers.

    Can’t say I’m surprised though, we all saw this happen so many times before. DS, dead hard, MFT, ADRENALINE! (seriously why did ADRENALINE need a nerf????) Why even buy the new survivors when their perks are so bad?

    This perk will still be really strong in a SWF team

  • Wraith is bugged in 2v8, that's why he feels bs to play against

  • @wisteriacula said:

    Anti-Camp measure is something we not always had in the game. It's a nice balance addition, when it works, it can save lives. HOWEVER, it only works when the killer stands right in front of your face for a good time, which is, pretty much never. This allows killers to proxy-camp survivors without getting punished for it in anyway, and instead, rewards them. I had a match vs a Spirit who was objectively bad in chases and was learning her playstyle recently, that was obvious. Whenever they got to down someone, they proxy camped them until they reached 2nd hook, this allowed them to get a 4K then harass & intimidate everyone in the EGC. Not specific to this scenario, but lots of other killers benefit from proxy camping while the anti camp measure doesn't do anything to it either, Huntress can stay a bit far, readying her hatchet to insta hit if there's a save. Billy can ready his chainsaw at the same way, Trickster, Nurse on and on. It needs an urgent rework. Mind you during this screenshot, I chased Spirit for three gens. After I got unhooked they managed to end the game with the same amount of gens remaining, thanks to proxy camping.

    https://us.v-cdn.net/6030815/uploads/WRNSZPNULI9B/deadbydaylight-16-11-2024-02-42-25.png

    Everybody with a single brain cell knew that killers would learn how to proxy camp effectively once they introduced the anti-camp mechanic

  • @LeFennecFox said:

    1. Wraith because there is nothing you can do vs 1.5s uncloak bug

    Camp pallets unless he gets there first

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843512#Comment_3843512

    Most of the killer cast. Basically anyone but top 3, S tier.

    We're attributing it to game balance because it is the game's balance that's at fault. I have confidence that most of the experienced survivor players, as many biased survivor mains as there are, would agree with us. I'll say it but hopefully others have thought of it: Of the complaints that we killer mains had 4 years ago, or 2000-3000 hours of playtime ago, a lot probably had lack of experience/skill as factor. I'm no longer an ill-tempered recruit, but a seasoned veteran on both roles, at least by the average player's standards (some still don't know doing gens is how you win). And yet, I'm still having the same issues. We all are. The gens are too fast, good loopers waste too much time/are near impossible to catch, and killer keeps getting nerfed while SWF never gets touched. I'll dedicate some of my losses to my platform and my compatibility with it. A joystick just isn't the same as a mouse, and neither are the sensitivity settings compared to PC, so I'll genuinely miss an attack, maybe even 2, in a match. But I practically trained my chase/game sense alone for the last year or 2 where I continually said, "Gen defense isn't worth it against good survivors. Use chase/endgame instead!" I got better at chase, at camping, at tunneling, at slugging, at dropping chase when necessary, at letting a gen go when necessary, at settling for a draw rather than a loss, and at knowing when to take the big risk to get a 4k. I stay away from Nurse/Blight/Spirit because I just don't want to rely on them always. I've become good with many complex/weaker killers like Wraith, Clown, Demogorgon, Deathslinger, Unknown, Alien, and I've 4k'd with them many times, through hard work and force of will.

    The survivors on the other hand have never felt more mediocre, and they're seeing better results. I feel it as survivor. We're losing a match, and all of a sudden me and 1 other hop on a gen, and now all the gens are done, when before they were going at a snail's pace. "Wow, so we could have just done that at any point!" I sarcastically say every time. The average survivor player really isn't that good compared to the average killer. They prioritize heals over everything, won't do stuff until healed, hide when they have no hooks and their teammates are on death hook, do chests and dull totems, don't know how to run no-mindgame tiles like shack and jungle gyms, waste pallets after getting hit. I see them more and more all the time, no matter how much I escape and push my MMR up. It's as if 90% of ladder is MMR hell, because it's so simple to escape as survivor that so many do it, not knowing some of the most basic game knowledge on how to beat decent killers. They give up constantly too, something I almost never see killers do. And eventually they do die, and me with them... because of them.

    It comes down to MMR. That's the X factor that runs this whole machine. When MMR first launched, it was perfect. You knew exactly what you were going to get in 95% of your matches: teammates and/or opponents who were of your level. But the devs have screwed it up hard. What it does now, as an end result of counting just escapes and kills as a measurement of your caliber, is it puts you and 1 other good teammate with 2 potatoes, up against a decent killer. If the killer realizes they're the weak link and tunnel them out, you're done. The killer doesn't even have to play well at that point, because you've been playing a 2v1 essentially. If the killer chases you instead, most likely y'all escape, as long as teammates know "Do gens = win." And yet, if you're good with killer, you get non-stop tough matches. They don't have to play well. Just as long as they do gens, you'll have a major uphill battle. Against a good SWF, it's basically impossible to win. They have too much control, too many tools and not enough pressure on them. But we don't see this imbalance with the naked eye. MMR hides it, and I believe that's what it's designed to do. It orchestrates the 60/40 kill/escape rate. It forces mismatches on ladder (90% MMR hell), and gives good killers constant tough, gen-efficient opponents at high MMR, to manufacture that 60% kill rate. And people look at that state, recite it, and that's it. No in-depth discussion of any kind. Just "That's what the stats say." The stats are garbage, and don't tell you the story of a match, and we've always known this. A killer getting 2 kills could have got 2 hooks, and was getting destroyed the whole match, or he could have got 10 hooks, put in a ton of work and got a draw by default because gen speed.

    We've had our differences, you and I, but I think you can agree with at least some of what I've said. I simply combine the facts with my experience and others' experience, to conclude that killer is bad off (due to balance), solo is bad off (due to matchmaking, not balance), and SWF remains the untouched power role. You may have had different experience and interpret the information differently, but that's the point. The feedback loop of bad balance and MMR skewing results is what has deceived and confused us all.

    How is Wraith a complex killer?

  • @Hannacia said:

    I have to agree survivors were buffed way too much with gen speeds. Ive been queuing as a killer for 15-20 minutes just for the matches to last 5 minutes. No matter how much downs we get the gen speed is way too fast.

    That's regular DBD as well depending on the killer you play.

  • @TotemsCleanser said:

    To begin with, gen speeds are insane and there's no arguing with that. However, I think that the worst problem in 2v8 is that it depends a lot on the killer duo you get, even more than in 1v4. In 1v4, killers on the weaker side of things can compensate their own weaknesses by running perks that synergize with their powers and somewhat strong add-ons. And change their playstyle according to their perks/add-ons. In 2v8, the weaker killers get pretty much no perks nor add-ons. So stronger duos have a much better time than weaker ones, even when compared to 1v4 where stronger killers do have an advantage over weaker ones, but at least the weaker ones have some tools to compensate.

    Gen speeds are crazy tho. No matter what killer you're playing.

    Gen speeds have always been crazy even in the regular 1v4 mode.

  • @sinkra said:

    Am I the only one who couldn't go back to 1v4 after playing 2v8? It just feels so slow and boring compared to the constant excitement of 2v8. 2v8 feels like a hectic party game, just like this game was supposed to be. I really hope the devs make 2v8 a permanent game mode in the future.

    With the current queue times, i don't know about that.

  • @TimelessData said:

    right, I’ve been playing this game for years and use to be a surv main thinking killer was too strong and whatnot. Playing the past year constantly as killer I can say survivors are beyond broken it’s actually a joke. Ik people gonna say skill issue and alla that but when you’re at high mmr and go against these types of survivors it’s an actual joke. I feel weak as any killer. It’s beyond difficult and too stressful. Gens need a fat nerf, hook times need a nerf , loops need a nerf and imo surv movement speed as a hole should be nerfed holding forward is so strong it’s actually a joke. Like I love this game but I’m actually losing the plot on how survivors are this busted and still not been nerfed. You can seriously tell the devs are more bias towards survivors. Playing a killer should be the power role but it’s not in anyway shape or form I feel weak and powerless. Survivor shack (my personal name for it) is broken asf it’s not even fair. 4% off hook should also be removed from the game as you’ve worked that hard to get the down for it to be taken by luck and bs. Hatch is just a pitty way out for surv yet another chance, while killers are getting nerfed on repeat with little buffs to compensate. What I’m trying to say is surv needs some serious looking at as playing killer at high level is barbaric and so unfair. I pray that the devs seriously look at survivors, loops and gems and nerf them, 2 gens off 1 chase is a joke especially when they spawn on a gen while you as a killler have to transverse the map to find someone then chase them then down them and then hook them = 2 gens gone. It’s just become an actual joke all these anti tunnel stuff for surv and nothing for killer. As a high level killer main people will understand you HAVE to tunnel to even get a draw if lucky a 3 man. It looks like I’m going back to a surv main as killer is far too hard for far too little reward and when I play surv I feel powerful and that’s the complete opposite to killer.

    SWF's need to be taken a look at imo

  • @KaTo1337 said:

    Pyramid-Head + Demogorgon + Spirit in one killer.

    This guy is in desperate need of a Nerf. Its just too much.

    BHVR has confirmed he is getting changes this month

  • @MaTtRoSiTy said:

    I am so tired of having 4 minutes of my time wasted… at least give us the option to concede so we can move on.

    Otherwise please implement the rumoured basekit unbreakable for at least end game…

    Hatch is the problem here, not the killers

  • @MissClove said:

    Or do something about killers doing this. I don’t think it should be ok. The increase of it has gotten too much honestly. The finisher Mori was a terrible idea.

    I blame hatch and challenges requiring a 4k

  • @PreorderBonus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824288#Comment_3824288

    Void contains no objectives for survivors

    Wasting the killer's time is one of the most important objectives a Survivor can have

    This. I find it funny that survivors still haven't figured this out yet after 8 years

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