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PetTheDoggo

PetTheDoggo

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PetTheDoggo
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  • Sounds as a skill issue to me.

  • I have feeling this would screw matchmaking a lot…

    How many killers would willingly go play, if they knew most of their games are going to be against SWF?

    It wouldn't make soloQ better anyway, it would be still bad and killers would abuse the fact everyone is soloQ with perks/killers.

    Just create soloQ improvements to normal gamemode, it's not that difficult:

    • show other survivors loadouts in game
    • some basic chat wheel system
    • show aura of survivors you are not in party with while there is a hooked survivor
  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867517#Comment_3867517

    That would make them loose-loose for survivors.

    I'd rather them being indistinguishable from real pallets once again - that creates skill expression on survivor's side (knowing spawn points, remembering pallet layout when/while awake, giving additional reason to want to be awake).

    That would make them loose-loose for survivors.

    It would force survivors to remove them in advance if possible, because they would be actually threatening in chase, right now they are kinda useless. Damage area is still quite small, so you wouldn't be that easy to get hit with it.

    I'd rather them being indistinguishable from real pallets once again

    I personally would find that way more annoying, especially for soloQ. It's not really about skill, if you simply cannot know, what pallets were dropped.

  • @CaptainNimrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867517#Comment_3867517

    Oh yeah, but I'm more than welcome for it at the moment! There's a ton of ways to get out of the dream world so I don't see it as much of an issue. Most the issues I've seen so far are inconsistencies with Pallets, it's incredibly map-dependent with how many fake pallet locations you have instead of the normal replace a real pallet locations. Plus, the whole point is to be a deception so why can people tell them apart?

    why can people tell them apart?

    Probably so he won't be massive soloQ/noob stomper, or not that much… You would have to guess a lot otherwise, which could become annoying quite fast.

    I don't really mind that, because survivors can't tell difference from distance, so they can still run into deadzone, because of them… but rupture needs a buff to make this worth imo.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867589#Comment_3867589

    alarm clock cooldown is 45 seconds and the immunity is 30 i dont see how waking up will be an issue.

    The way i see it people hated skull merchant for easy hinder at loops and i think freddy can do it even better. On top of that dream projection is incredible map mobility.

    I just think freddy dream snares are so easy and spammable that it's not comparable to clown.

    Def needs at least a few seconds longer cooldown

    The way i see it people hated skull merchant for easy hinder at loops

    I think hinder was last on the list of issue survivors had with Skully… Wesker has hinder, is he an issue for it? No, he is one of most popular killers.


    Clown has hinder with same % as Freddy and he can also makes himself 10% faster, yet you can still play pallets and some windows against him. You will do exactly same against Freddy.

    Sure, they might get slightly higher cooldown (if rupture gets buffed tho), because he has other tools in his kit, but I doubt that will be the reason to hate him for most players…

  • @MissClove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867358#Comment_3867358

    just proves it’s killer sided. Nevermind the fact that this crap is causing survivors to quit the game. Smh

    Nevermind the fact that this crap is causing survivors to quit the game

    List of reasons why survivors quit the game is slightly longer than just slugging.

    Removing BP is not doing anything, that's just petty change with no real purpose.

    I wouldn't mind some anti-slugging feature, if it can be used only in early game to make full slugging approach worse, but it definetly shouldn't be removed mid/late game.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867514#Comment_3867514

    Oh it's absolutely better than clown bottle. Clown bottle doesn't go through walls, dream snare is faster, isn't ammo limited.

    Just use alarm clocks before healing 🤷

    Just use alarm clocks before healing

    They have cooldown, teleport on healing is simply asking for full slugging approach and hit&run tactic. That is way less popular than some hindered…

    Oh it's absolutely better than clown bottle.

    They are slightly different in how you use them, I wouldn't say snare is strictly better.

    They might increase cooldown a bit to like 6-7 seconds for snare...

  • It's very far from nerfed Freddy. Even this is better than live version imo.

    @Mr_K said:

    Wait, dream pallets stun Freddy now?

    Enduring auto-include, 100% pick rate.

  • @CaptainNimrod said:

    I would like Pallet Ruptures to be a bit better, survivors shouldn't be allowed to drop them while they're blowing up as it renders the power almost non-existent

    if they make it so survivors cannot drop the pallet during rupture and I can see direction I am going to face after teleport, than I am perfectly happy with the rework.

    I am very worried for healing teleport tho, that might end very bad.

  • I mean, snare is not better than Clown's bottle… You can also dodge it easier than clown bottle imo.

    I am more worried about teleport to healing survivors.

  • Just tested it on Demo and crouch tech still works.

  • That's annoying. I think it needed to be removed only for Demo.

  • Well, tunneling can be needed in order to win the game. You kinda have to kill a survivor with 1-2 gens left, if you want to win, which is often done by tunneling someone...

    Same as slugging, it becomes an issue only if players go into the game with plan to do this from start, but both (slugging,tunneling) have a place in DBD overall and most killers wouldn't work, if you removed it completely.

    There are ways to make tunneling and slugging more difficult to do, but it should work only in early game, so it's also harder to weaponize by survivors.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866722#Comment_3866722

    Because survs don't have broken perks/addons or powers! Look at overbuffed Myers that even in Japan tier list he at higher list, he is a monster against solos! Chucky needed nerf and now he is less ping dependent

    he is a monster against solos

    Everyone is monster against solos. But fix for that is asking for changes to help soloQ, not just nerf any killer you don't manage to win against….

    because survs don't have broken perks/addons

    Right now there is no really broken perks, but they definetly have many strong perks, which includes Finesse.
    Syringe, BNP, Styptic Agent are still very strong.

    What perk is exactly broken on killer side? All slowdown perks got nerfed. Ultimate weapon gutted, Weave Attunement nerfed (that was good change)

    Chucky needed nerf and now he is less ping dependent

    He might needed changes, but he was overnerfed a lot. I am fine with worse Dash, but his cooldown was supposed to be reduced for it. His cooldown is joke compared to any other killer.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866712#Comment_3866712

    I have enough of what I saw in this post, well, keep defending the killers, because you killer mains hate losing like there is no tomorrow

    So you can't find any double standard, so you just try to generalize everything….

    Unlike you I defend both sides.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866708#Comment_3866708

    Dude I'm talking about recent stuff not stuff from ages ago when no one listened to feedbacks! Playing dbd since 2018 and devs are listening now but usually to killer mains which is really sad!

    That stuff is within duration of skull merchant. So if you want to talk about Skully, it includes changes during that time.

    devs are listening now but usually to killer mains which is really sad

    Changes within last year suggest otherwise…

    You think killers wanted nerfs for Skully, Chucky, Pop, Pain res, Deadlock, Ultimate weapon, anticamp feature, anti 3-gen feature, Weave Attunement? I am sure I could find more, but I got lazy…

    Tell me what survivors got nerfed? I remember MFT, Adrenaline, Buckle up…

  • I think main issue is The Unbroken Emblem. That is designed very poorly and promotes selfish gameplay.

    I would overall want to see emblem system and BP system for survivors to be changed. I think it should be more teambased…

  • He will definetly be better, but also higher skill ceiling, which I find to be a good thing.

    Well, we will need to test him first anyway.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866700#Comment_3866700

    You always stand up for the killers here, deep down you always want a nerf for the survivors , poor survivors will soon be nerfed again because all I see here is a call to nerf their perks/addons

    Of course I stand up for killers, but it's not like I never defend survivors either. You just don't see it, because you are always complaining about killers…

    deep down you always want a nerf for the survivors

    not really, I am happy with current state of SWF and I suggested several buffs for soloQ in past.

    And again, what exactly is double standard? Cmon, you said it… Both sides get nerfs and buffs. There are also many people complaining on both sides, btw you are one of the loud ones from survivors…

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865260#Comment_3865260

    Took them ages to nerf her, OP is right killers gets what they wants in 1 month at max!

    killers gets what they wants in 1 month at max

    lol, you are new here it seems, or just see only what you want to see…

    CoH lasted more than a year.

    MFT 5 months, FTP Buckle up 11 months.

    Skully got first rework after 7 months and tactical nuke 1 year after it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866028#Comment_3866028

    I might be misunderstanding what you are asking / talking about, but here goes.

    Yeah, but 60% kill rate means you gain more than lose.

    Not once things have settled.

    If you had an evenly matched survivor and killer, the killer wins 3 out of every 5 games. However the 2 games the survivor wins in this scenario are worth the equivalent of the 3 games the killer wins.

    So to use some made up numbers, let's presume an MMR win is 5 if the players were just starting off (same MMR). The killer and the survivor split into their 60 / 40 win percentage with the killer going up and the survivor going down. Pretty quickly, the MMR will slightly expect the killer to win, so they start awarding the killer player 4 MMR for a win, and when the survivor wins he gets 6. Over the course of 5 games both players would have gained, and lost, 12 points. Neither has moved, despite the killer winning more.

    Now until things have settled (i.e. not a lot of games played), play fluctuates a lot, but once numbers have settled the fact that one player wins more than the other is accounted by how MMRs award points.

    Sure, I don't expect occasional killer players to be near softcap, but players who actually focus on them? I would guess majority is above soft cap.

    You would expect people who focus on a game to be better at the game. I don't see why that would be unique for the killer side.

    I don't see why that would be unique for the killer side.

    because if you escape or not as a survivor is not decided just by your skill. It's very easy for random survivor to kill everyone else.

    Hey, if you are survivor main in full SWF, you should be above soft cap. But good job if you got there as soloQ.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865998#Comment_3865998

    Not really, because every time you lose makes up for those wins.

    If you gain 5, then gain 5, then lose 10, you haven't moved.

    In an MMR system if 2 players played each for eternity, and their skills never changed, their MMRs would remain constant after the first 100 games or so (probably way less), even if one of the players won considerably more than the other. Because when the better player won they would get less points that would be counteracted by when the worse player won.

    It's like how Magnus Carlsen has been a 2800+ rated chess player for 15 to 16 years (I don't think he's dropped below in that time) at this point despite winning far more than he loses. The amount he gains from winning a match is incredibly small.

    The amount he gains from winning a match is incredibly small.

    Yeah, but any killer equal to that is way beyond soft cap, so doesn't matter.

    Not really, because every time you lose makes up for those wins.

    Yeah, but 60% kill rate means you gain more than lose.

    Also how many games killer mains lose? Sure, I don't expect occasional killer players to be near softcap, but players who actually focus on them? I would guess majority is above soft cap.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865977#Comment_3865977

    MMR is relative. You aren't gaining a flat 20 on a 4k regardless of the opponent MMR. That's why MMR systems are a bell curve with most people in the middle. You won't indefinitely gain MMR on wins regardless of opponent skill level. You eventually have to consistently beat opponents at X MMR.

    Doesn't have to be flat, but basically every 3k should increase your MMR to some extent, right?

    So at that point it's simply about number of games and with 60% kill rates your MMR is going to increase slowly, but many killer mains get higher kill rates than that. So 5% seems simply too low to me.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865553#Comment_3865553

    That's pretty typical of an MMR system. Your rating will be more volatile on a new account, and I would imagine new accounts go through placement matches before they settle. So, a streamer could start a fresh account, win all their placements, and be at a higher MMR. Different from someone working their way up organically from a legitimate 0 hours.

    5% seems as very old information, that had to be from early versions.

    It doesn't make sense for killers at all, or killers are not winning as much it seems/people claim. If you keep winning your MMR has to go up, right? So most killer mains should be at this point above soft cap, no?

    I could understand 5% from survivors tho.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865585#Comment_3865585

    The Piggly Wiggly lifestyle is more about the fun and memes really! 🐽🐷

    Yeah, there are killers where you won't do well mentally if you take games with them seriously. SoloQ is same to me.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865416#Comment_3865416

    Well, I think playing with mindset to "win" the game as soloQ is not really good

    You’re not wrong, but the fact that half of the game needs to go into every match expecting to not win is a really sad state of affairs.

    I mean, that's same for several killers. I really don't expect to 4k every game, when I go to play Pig…

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865528#Comment_3865528

    I mean...unless you're doing some sort of packet manipulation, you don't know how many games it takes. Only 5% of the playerbase is above the softcap at any given time according to the devs. It's mathematically hard to get there.

    Well, it's possible new players are simply able to "change" their MMR way easier in early matches. That would explain why it seems so easy to do on those new accounts.

    But only devs know how it works so we can only guess.

  • @DancewithmeKate said:

    Because people have not too much time after work / school. They probably want to use this limited time for fun matches.

    The real question is why BHVR is not fixing the issues which makes people dc / suicide. Skull Merchant is good example here. She was dc monster and they finally fixed her. Now people are rarely dc'ing against her.

    Funny to every try lable what devs have done as a "fix". That was tactical nuke…

  • @beater15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865498#Comment_3865498

    "it's not really that hard to get there" is a subjective thing to say, it may not be hard for you or some streamers but most people are not going to max their MMR, many people don't know what "sweaty" matches really are.

    hmm, makes sense.
    Just saying it doesn't take that many games, if you are good, or make sure your chance of winning are good.

    Funny is even soloQ games for me are quite good, but I have used to play tons of SWF games, so I am pretty sure about my MMR, which also means my teammates are not always terrible…

  • So far I get most DC, when I play Legion. Main reasons for it are dramaturgy and finesse. They don't really work against Legion and survivors don't like it.

    DC just because your perk is not going to work is quite pathetic tho.

  • I would expect most SWF and killers are above soft cap, it's not really that hard to get there.

    You can see it quite easily, when you watch any of those hardcore series, where streamers buy new accounts. They get high prestige killers very fast (sure not skill, but it means higher playtime), which I would guess happens as soon they reach soft cap.

    It can be definetly hard to get there as soloQ, because if you die → you get worse teammates → more likely to die again.

  • @jajay119 said:

    a 4K should be the result of extraordinarily well played matches. Unfortunately they’re not and now too many people expect them as standard. As a result they’re finding ways to make it far too easy and imo that needs addressing.

    I would say escape should be more rare than kill and so far devs seem to agree with that, when they want killrate to be 60% +/-.

    I would find survivor boring, if it was expected for me to escape. Doesn't really make sense to put even more mental pressure on the killer when it is 1v4.
    Killer should be stronger than survivors (have better chance), otherwise it is bully simulator.

    4K should be the result of extraordinarily well played matches

    For it to be "extraordinarily", survivors need to be on same level as the killer based on skill, which is impossible for soloQ.

  • I am fine with most maps except some Coldwind maps and Haddonfield (survivors).

    Also still hate Eyrie of crows as killer.

    But the newest map seems overall fine to me, except that cave without a hook…

  • That looks very weak to me. This is purely trap based killer, but not much is happening even if survivor "steps" into my trap. This is worse than trapper.

    Scounting drones can be ignored, undetectable on most maps is not big deal especially when I am in chase with Skully. I don't see any reason why I would ever use them over Stealth drones. They do nothing in chase, so it is just unreliable stealth.

    All I need to do is make sure I don't step into stealth drone while being healthy. Also depends on hindered level, but so far seems like worse Clown.

    If drones alone has such a low impact, easily visible and can be always avoided, then claw trap would need to get at least on original Skully level.

    Idk, if I am missing something, does she still get stealth on drone deploy? Does she get haste when survivor gets tagged?

    This also didn't address the reason, why she is hated by survivors. Even this concept is simply, get to loop → deploy stealth drone → repeat

  • You think 6 bad addons is a lot? It is kinda a standard in DBD.

    I am too lazy to go through it in the game, so let's just use Otz chart as reference and count addons in mediocre/detrimental categories.

    Bubba - 7

    Pinhead - 10

    Skully - 11

    Chuky - 10

    PH - 9

    Basically there is not a killer with less than 5 bad addons and most have like 6-7.

  • Is it difficult to escape at that point? Yeah

    Is it possible to get 1-2 survivors to escape? Also yes

    You just need 1-2 good chases. Good thing is most killers in 1v3 situation are more willing to overcommit on wrong chases.

    Well, I think playing with mindset to "win" the game as soloQ is not really good. You are playing in disadvatage, so you should adjust your expectation to it. I play soloQ quite often lately (or Duo) and I really don't expect to win, or even escape. Just give me good chase and I am happy.

  • 3-gen feature is still there and it was complained a lot against it. Soooo not really

    If you think survivors have no "say" to game balancing, let's look at Skully.

  • @rysm said:

    I doubt they'll go back to them for another while tbh. They should literally just improve Viktors tracking abilities and make him latch on to both injured AND downed survivors to prevent slug spamming. That would get rid of the worst of the slugging issue. I always hate going against this killer

    They would have to give huge buffs to make it so Victor latches to both healthy and injured survivors.

    Twins would get from one of best snowball killers to one of worst. Like how would you balance that?

    You would have to put some haste and maybe even hindered to them whenever Victor is on a survivor. It would most likely become worse killer for both sides.

    This would completely destroy any 1v4 strength Twins have, which means you would have to buff their 1v1 a lot, which survivors are not going to like.

  • @adsads123123123123 said:

    Interestingly, many of the killers typically ranked high on tier lists have average or below average win rates. For example, Billy, Nurse, Chucky, and Artist are near the average. Oni, Wesker, Spirit, Pyramid Head, and Huntress are below average.

    Killer

    Win rate

    Kill rate

    Difference

    Win rate ranking

    Kill rate ranking

    Difference

    Skull Merchant

    64.1%

    69.0%

    -4.9%

    1

    1

    0

    Plague

    61.2%

    64.8%

    -3.6%

    2

    4

    2

    Blight

    60.6%

    65.1%

    -4.5%

    3

    2

    -1

    Nightmare

    59.0%

    60.6%

    -1.6%

    4

    8

    4

    Onryō

    58.4%

    63.4%

    -5.0%

    5

    6

    1

    Twins

    58.3%

    64.8%

    -6.5%

    6

    3

    -3

    Lich

    58.2%

    64.0%

    -5.8%

    7

    5

    -2

    Dredge

    57.0%

    62.2%

    -5.2%

    8

    7

    -1

    Unknown

    54.9%

    60.4%

    -5.5%

    9

    9

    0

    Cenobite

    54.2%

    58.3%

    -4.1%

    10

    15

    5

    Wraith

    53.7%

    58.8%

    -5.1%

    11

    13

    2

    Doctor

    53.5%

    59.7%

    -6.3%

    12

    11

    -1

    Pig

    53.0%

    58.0%

    -5.0%

    13

    16

    3

    Dark Lord

    52.3%

    58.9%

    -6.6%

    14

    12

    -2

    Nurse

    52.3%

    57.8%

    -5.5%

    15

    17

    2

    Hillbilly

    52.1%

    60.3%

    -8.2%

    16

    10

    -6

    Cannibal

    51.8%

    58.5%

    -6.7%

    17

    14

    -3

    Singularity

    51.7%

    57.8%

    -6.0%

    18

    18

    0

    Good Guy

    51.5%

    56.9%

    -5.4%

    19

    23

    4

    Overall Average

    51.4%

    57.7%

    -6.3%

    20

    19

    -1

    Artist

    50.9%

    56.2%

    -5.3%

    21

    26

    5

    Nemesis

    50.8%

    57.3%

    -6.5%

    22

    21

    -1

    Shape

    50.0%

    57.5%

    -7.5%

    24

    20

    -4

    Oni

    50.0%

    56.9%

    -6.9%

    23

    24

    1

    Trickster

    49.8%

    57.3%

    -7.5%

    25

    22

    -3

    Demogorgon

    49.7%

    54.7%

    -5.0%

    26

    30

    4

    Xenomorph

    48.9%

    54.5%

    -5.5%

    27

    31

    4

    Mastermind

    48.8%

    56.5%

    -7.7%

    28

    25

    -3

    Legion

    48.5%

    54.1%

    -5.5%

    29

    33

    4

    Hag

    48.1%

    54.8%

    -6.7%

    30

    29

    -1

    Spirit

    48.0%

    55.1%

    -7.1%

    31

    27

    -4

    Executioner

    47.8%

    54.8%

    -7.1%

    32

    28

    -4

    Knight

    47.2%

    54.0%

    -6.9%

    33

    34

    1

    Huntress

    46.7%

    53.4%

    -6.7%

    34

    37

    3

    Deathslinger

    46.6%

    53.5%

    -6.9%

    35

    36

    1

    Clown

    46.4%

    54.0%

    -7.6%

    36

    35

    -1

    Trapper

    45.8%

    54.3%

    -8.5%

    37

    32

    -5

    Ghost Face

    42.9%

    50.5%

    -7.6%

    38

    38

    0

    3-4k is considered a win.

    ^older data, but OP there showed stats from nighlight killrate vs winrate

    Quite interesting imo

  • @trapners said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435946/totem-spawns-are-horrible

    The problem is, space

    This idea was approached in earlier days, but when you consider the fact most generators spawn 15-30m from eachother, gens and chest spawn in most main buildings it becomes hard for x5 totems to have good spots.

    The results were

    1- They spawned in the open, since to many main buildings or side places were occupied, totems were forced into the open

    2- Totems literally spawned where the survivors spawned, as the spots for where the totem could spawn were so limited

    3- the totems spawn on the edge of the map.

    You could argue to increase map size, but there are so many factors that im not bringing it up

    All of these issues are still present in current times but its MUCH less. The struggle of running a hex build and seeing it actually get demolished within 10 seconds or never found at all was truly a experience

    Just no, there is not a map, where I wouldn't be able to find at least 20 decent spawn options.

    But they put it right next to the generator, , or middle of nowhere. That has nothing to do with map size.

  • @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865074#Comment_3865074

    no one listened to anyone. how can you nerf the only perk that can prolong the chases of Nurse and Blight? the other perks never worked against them. DH is destroyed and forces the survivor to use pharmacies as soon as possible, but they are also nerfed

    They have listened, just not to you.

    DH is not destroyed, it is still good perk. I really like to use it with Iron Will.
    Most killers don't respect it anymore, so it is not really difficult to get at least one use out of it.

  • Yeah, just let me have a custom order.

    There already is ordering system, but kinda useless (at least to me) options.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864492#Comment_3864492

    Survivor players don't have skill and opportunity to win? That's news to me

    Hard to see any skill expression, when someone lacks skill.

  • I would never recommend DBD to new players, but not really for this reason…

    • price
    • grind
    • soloQ
  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862815#Comment_3862815

    I wonder if they made some of these changes specifically to make turning Chucky more controller friendly, or that it's a happy side-effect?

    I am 99% sure that's just an accident.
    Otherwise they wouldn't nerf cooldown too. Such a big cooldown nerf along with nerfing dash doesn't seem like it has anything to do with console players.

  • I don't think Blight needs any changes atm.

    I would give Nurse blidness while charging the blink. That's about it.

  • It's a free hit for ANY ranged killer. So what's the issue?

    You can try to fake it.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435579/please-rework-pyramid-head

    I strongly disagree coming from someone who’s played him on pc a lot and console.

    You can play him on both, but he is not easy for sure. You need to learn and predict survivor's movement a lot and use power through walls. It is very hard to hit, if survivor can see you (unless you are able to flick)

    Flick is definetly possible only for PC (with high DPI) and it is very hard to do. If you learn it, then it's massive difference, because survivor can't react to you after it and have to guess/hope.

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