Philscooper
Philscooper
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@SaltyNooty said:
First and Foremost, I'd like to open with what I've observed and experience playing against Henry. This DOES NOT have all the information needed to make dealing with "The First" or "Henry" easier. He is a VERY new killer, so obviously, no one has all the details; but I'd like to gather both knowledge and experience for those who might be struggling with him or would like to learn his counter-play.
(At the time I am writing this, I am uncertain if the Wiki has added all the necessary information; so, be aware of that.)
Second, this is not a forum for arguments. Please, DO NOT come into this forum and start debating. This is just an informational guide gathered by first hand experience, if you would like chime in on what you've seen or gathered; then feel free, but please don't argue. It gets nowhere.
Third, this is somewhat of a guide; so this will be very, very long.
Be respectful and kind to one another, we're all going through this chapter together, so there's no reason why we shouldn't be able to work as what this forum is supposed to be: A community. Now, with all things out of the way, let's begin.
1. Vines/Mind Invasion
We all know Henry's M1 attacks with vines; what most people should know is about his M2.
His M2, or what I like to call "Mind Invasion" allows him to spawn vines within a given radius and build up his "Mind Invasion Meter." When he successfully lands 2 Mind Invasion attacks, World Breaker will activate which will switch up how Henry's Mind Invasion works against you. (I will cover World Breaker a bit later.)
Mind Invasion Meter: When you spawn in a match, everyone will have a clock-looking meter surrounding their character on the left side of the screen; there will be 4 notches surrounding your character picture showing you how deep Henry has gotten in your mind. For every successful Mind Invasion attack landed on your character, a quarter of the meter will fill. — This cannot be reversed or reduced, so it is imperative you pay attention to how deeply you are affected; because when that meter is full, Henry can kill you.
This is also shown by a lightning-esque effect around your character's head, which becomes more prominent the more you are affected by Henry's Mind Invasion attack.
Regarding how Henry can mori you, I need a bit more information; but I have generally experienced and speculated that 3 conditions must be met.
- You must be on Death Hook.
- Your Invasion Meter must be full.
- You must be downed by his Mind Invasion attack; which will leave you vulnerable. (This is shown by your character floating in the air and twitching, to which Henry can then walk up and kill you.)
I have not figured out a way if you can be saved before he kills you; but I can only assume you can. (Of course, how it worked in Stranger Things is not the same in an Asym game like DBD.)
Things to Know/Remember
— There will always be an audio que before those vines spawn in, giving you a split second to figure out where they'll spawn. (Assume that if you were running to a pallet, they'll spawn infront of you, behind or generally where your character was going to be.)
— Henry CANNOT spawn these vines beyond his TR (Terror Radius). If i had to guess, his range is roughly 20 - 30 meters starting from him and to the near edges of his TR.
— If World Breaker is not active, these vines WILL NOT damage you; they will only build the Mind Invasion Meter.
— This attack can be held. For how long, I'm not certain. It happened to me once or twice while in chase against Henry and caught me off guard.— This attack can destroy Pallets. Do not assume because you can vault a pallet, you're safe. Keep making Distance, keep being unpredictable.
It is possible to dodge the attack, you just need to jerk your character to a different direction than you were originally moving. The biggest counter to Mind Invasion is remaining unpredictable, don't constantly keep jumping through vaults or throwing pallets. Henry CANNOT attack when using Mind Invasion but the cooldown between that and his M1 is Negligent, so don't think that because he used Mind Invasion, he cannot M1 you; that's a mistake you will regret thinking
Overall, try breaking LOS (Line of Sight) as much as possible; the more you do, the harder it'll be for Henry to predict or assume where you're going. Perks that shut down aura reading/hide scratch marks really excel here.2. WorldBreaker/Grand Father Clocks
Remember how I said that if Henry lands two successful Mind Invasion attacks, Worldbreaker will activate? Let's get back to that.
So, the game says that Henry needs Two Tokens to activate Worldbreaker. This is by successfully landing two Mind Invasion attacks. It can be on anyone, but it will usually be on the person that's in chase, so be aware of that.
Once doing so, a clock in the top middle of the screen will appear and you will hear a dull, reverberating grandfather clock chime ring in your ear; your screen will change to a reddish, darker tint possibly referencing the Mindworld from Stranger Things Season 4/5. This when the game changes a bit.
First and foremost, That clock in the middle of the screen tells you how long World breaker will last. I've usually never waited out the timer, but I've speculated that it can last from 1 - 2 minutes. And trust me when I say this, You don't want that to happen.
"Mind Invasion" or Henry's M2 will no longer build the Meter on the left-hand side of the screen, but will start dealing damage. This can be handled the same way that was previously expressed, just be aware that you can now start taking damage now. Keep trying to break LOS.
The WorldBreaker timer can be reduced by using the Grandfather Clocks highlighted in a white aura scattered around the map. When in use, they'll play some bass and snare music and you'll visibly see the clock's arrow move at an accelerated rate. (Which, personally, I think they should've added "Running up that Hill" but that's just my opinion IMO.)
Multiple people can use the Grandfather clocks, but it is ill-advised. Only one player should be reducing the timer, other's should be focused on gens if not in chase. I've experienced multiple matches where too many players were on the clock and we ended up losing from lack of gen pressure. From what I've observed, the clock does not move any faster if Multiple people are on the clock.
— NOTE: There is a specific section of the clock on the top of the screen that cannot be reduced. (Roughly around the Roman 9 [ IX ] Roman 12 [ XII ] Once you've gotten the timer down to that much, you will be kicked off the clock and it will be resealed in vines. Henry's voice will echo and his power usage will be shortened. Congratulations.Things to Know/Remember
— There will always be an audio cue when Worldbreaker is activated. When this happens, the world will take a reddish tint.
— The Grandfather clocks will be activated when Worldbreaker is active. Only one person should be reducing the time, everyone else needs to focus on gens. PLEASE, use the GUI on the left-hand side of the screen to see if a player is interacting with a killer item.
— When World Breaker is reduced, henry will have an audio cue and all Grand-Father clock will be re-sealed.
3. The Upside Down/Upside Down Strike
Now we'll get to Henry's extra ability, traversing the upside down. Between every 30 - 40 seconds, Henry possess the ability to move in the upside down, where he'll sink through the ground and his speed will increase drastically.
There is an audio cue when he decides to go underground and it sounds like a wet squelch, as if you were playing with slime.
When Henry is in the upside down, from what I've observed, he has the ability to see auras of everything around him; letting him locate pallets, vaults, objects, survivors, everything. To what extent or radius, I'm also unsure of.
When Henry is traversing the upside down, you can both hear and see him. It will be a dark, bloody stain moving around on the ground with similar noises as if you were dragging your feet through water; you'll know when he's approaching you by the unusual sound.
From what I've gathered, Henry only has one option in this mode as he's incapable of harming you unless he uses what I've coined "The Upside Down Strike." When he uses the Upside Down Strike, a red ring of about 15 - 20 meters will surround him and the dark, bloody stain will expand until it reaches the outer limit of the red ring; then, vines will rise out of the ground, striking any players still within range of the attack.
During this, Henry will slow down significantly allowing players to escape the range if their vigilant enough; however, if they are struck by this, Two things will happen.
— If Worldbreaker is not active, any player caught in the radius will have half of their Mind Invasion Bar filled, prompting Worldbreaker to activate; but you will not be harmed.
— If Worldbreaker is active, any player caught in the radius will lose a health state.
This move is good for crowd control and if Multiple survivors are in a area they cannot easily escape from; but from what I've observed, that's mostly on indoor maps and it's fairly easy to get out of it. If you are struck by it, assume hitboxes and server latency, lol. — It's better for mobility and allowing you to get from one end of the map to another.
After using Upside Down Strike, Henry will reappear in the overworld again and be fully capable of attacking with Mind Invasion or his M1Things to Know/Remember
— There is an audio cue when Henry is traversing the upside down, it is different from when WorldBreaker or Mind Invasion is used, so be aware of that. Assume that when you hear it, usually after he's done hooking someone; he's moving to another location, especially towards gens.
— Henry gets slowed down when using the Upside Down Strike and it can be dodged by getting out of it's range as soon as possible. Henry is capable of shifting the red circle to some degree, as he's not fully immobilized when coming out the Upside down, but you can escape it.
— If Worldbreaker is not active, any player caught in the radius will have half of their Mind Invasion Bar filled, prompting Worldbreaker to activate; but you will not be harmed.
— If Worldbreaker is active, any player caught in the radius will lose a health state.
This is all the information I've gathered about Henry so far and I've got to say, he is one of the best killers I've faced in a LONG while. I've had a lot of fun facing off against him, he doesn't feel unfair, his attacks have good (pretty obvious) counterplay, his voice acting and audio cues are incredible and he has immense potential.
Although there is more I'd like to express as a stark comparison to previous chapters, where those did not feel as fun to play because of how killers were set up and how their powers are used; this is not the forum for that.
If you have any more information, let me know and post it down below; we should all be there to help each other understand and improve. There could be things that I missed that you might have.You really have to play like hes a nurse 2.0
Which idk why anyone can enjoy playing against him.
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@TicTac said:
I only found this forum when i had already played DBD for a while and had roughly 2k hours.
So im curious. Is it normal to play the game a lot and then discover it or is the majority a lot faster?
And while im at it: are you still playing DBD? More or less? I have roughly 4.5k hours now, so it slowed down in the last 5 years.
Around 1k or so.
Now i got 2k, mostly on killer.
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@TheGoon224 said:
honestly I’m just curious because my games have just been terrible recently
I dont always go for the 4k or go on long winstreaks.
So i get better matches and not 2k hour looper survivors.
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@colossusqw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050270#Comment_4050270
It's genuinely so frustrating to end the first chase in 20 seconds and by the time you're putting someone on hook a gen's already popped. Like what can you even do against that? There should be a 200% speed cap on each individual generator, making it so it can't progress faster than that. That way each individual gen speed or toolbox would be just as good on their own, but stacking them all on a super top heavy build wouldn't be viable anymore.
I can garantie you that even if they did had a "200% progress limit" gens would fly the same way they always did.
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@Zanecc said:
this game really has blown for survivors last few updates with these broke killers. Literally makes skill-less killers over and over. Ridiculous at this point.
This time its not completely skillless....
Unless you run aura addons....yeah idk how they didnt think of that...
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@LazyWolf said:
I've been playing this game for a while now, but MY GOD does this happen way too often. One time I played five matches as a survivor and only ONE of those matches I didn't get tunneled. I know the devs have been working on anti-tunneling but whatever they've done up till now is NOT working. PLEASE give killers harsher punishments against this (I play both sides btw and YES I know I'm basically just complaining but I figured I had to put it out there still to express how bad it is).
Im so glad ds is a general perk now.
Im glad bt is 15s now. (Should've given elusive too ngl).
Now, everyone can somewhat reasonably run ds and unbrrakable....even though those perks only work once and barely do anything against high tiers,
while doing tunneling and slugging, doesnt require a perk usage....makes semse. Lol
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@GentlemanFridge said:
For context, these are the results, as well as the winning percentages:
Wierd how they dont listen to us then 😭
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@Anti051 said:
Just make map resources spawn based on which killer it is.
Stronger killer = More resources.
Weaker killer = Less resources.
I love to see the face when blight users have to chew through 100 pallets.
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Make distortion work on generator progress.
Not on chase. Killer mains suggesting "making it chase" also had no idea why and how distortion worked.
And this is why you dont only listen to one side's feedback on a perk THAT IS NOT THEIR'S.
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@SoGo said:
Hello!
In this discussion, I will talk about how I'd improve the new-ish item - Fog Vials.
While they are, in my opinion, a very nice idea and freshen up the game, they undeniably have issues. Unfortunately, BHVR chose the sledgehammer approach and now they suck.
So, here is what I'd do:
General things:
• The potency of the effect should be the same in every realm. This is the main issue that caused such varied opinions on Fog Vials.
• Increase the amount of charges to 4.Apprentice's Fog Vial
• Reduce the cooldown to 50 seconds.
• Leave the other stats as is.Artisan's Fog Vial
• Increase the cloud size to 10 meters.
• Decrease the cooldown to 60 seconds.Vigo's Fog Vial
• Increase the cloud size to 10 meters.
• Increase the duration to 14 seconds.
• Increase the cooldown to 70 seconds.(With these changes, the different kinds of Fog Vials would be suited for different needs)Next, I'd like to adjust the useless iri add-on, and add 2 new ones to increase the variety. New ones are marked with a *.
Volcanic Stone (Common)
• Buff the effect to 7 seconds.*Vial of Acid (Rare)
• After exiting the Fog Cloud, the killer continues to be affected by Blindness for 7 seconds.*Reagent Mixture (Very Rare)
• After the fog cloud dissipates, the mist in close proximity of the cloud thickens permanently.Potent Extract (Visceral)
• Increase the opacity bonus to 10%.
• Remove the duration downside.And that's all for now. Thoughts?
Related discussions:
Its just that i dont really see a use besides using it KNOWING the killer is comming.
And with the long ass cooldown, i dont see the point, what and who is it for?.
For stealth its bad, for protection its bad, for "looping" or "aggression" is useless to use.
Compared to the top 3 items.
Why would use a medicore smoke bomb over a
Toolbox that makes gens complete in half the time
Can sabo hooks
Can permanently add progress on a gen
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Medkits heal others quicker like for an anti-slug build
Heal yourself twice for better micro management
Exhaustion needle (i hate it but some ppl like it)
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Flashlights weaker but much more varsetile.
Blind the killer on pallet or camping hook
(Can use perks to ampify the effect)
Bait the killer, communicate ingame.
Save your teammates.
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@BlackRabies said:
Hard tunneling always been a thing in the highest level of play since it's a coordinated 4 man SWF team. It's really the only viable means to slow the game down so that killers have a chance to win when survivors are free to gen rush with no built in game penalties. Even got 2 more perks to make gens go even faster completing a gen in 20-30 seconds with the right load out. That should never be allowed to happened.
But sure let's punish the killer's for rushing their objective while survivors are encouraged to rush theres for free.
Maybe add something new to the game to force survivors to do something else other than gens. Idk finding parts for a gen before it can be repaired.
By your logic anything swfs do.
Hyperfocus genrushing or flip-flop power struggle, dying on pallet have someone hover for save.
Or any other "very abusive" strat that killer dont find fair or fun to face against, are okay because "its their objective to survive".
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052810#Comment_4052810
???
Dustin's window trap perk is great. Change of Plans is sneaky good as well.
We See You and ESP are both really good perks for El too.
Not a big fan of the teamwork perks, but they aren't quite the worst perks in the whole game.
Doesnt work on the new killer or any high tiers.
Nicolas cage and sable (yes her) have better perks that cant be compared to.
Game changing perks. And not "do this...BUT WINDOW!!"
or "this perk but better!" (Distortion/we see you)
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@Boons123 said:
- Secret Project
- When a totem is blessed or cleansed, block a random unblocked generator for 20/25/30 seconds.
- When 1 or more generators become blocked, you gain Undetectable for 30/30/30 seconds.
I thought they would change this perk after PTB, but of course not.
I mean, what a perfect way to kill a side goal for the survivors and make them focus more on the generators!
And why do they have to kill Boon totems again? At least they could have just cleansing the totem not blessing, and that would have made the perk design less flawed.
And in the next chapters, assume they will design a new perk that will teleport the survivors directly to front the killer after the chest is unlocked.
Gotta make those sales.
No decent survivor perk...again, i guess survivor barely bring money to justify these changes.
- Secret Project
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@KytLuna said:
According to
https://deadbydaylight.com/eula/
."I. Rules of Conduct
While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:
- eHarass, threaten, embarrass, or do anything else to another user that is unwanted, such as repeatedly sending unwanted messages or making personal attacks or statements about race, sexual orientation, religion, heritage, etc. Hate speech is not tolerated.
- Disrupt the flow of chat in chat rooms with vulgar language, abusiveness, hitting the return key repeatedly or inputting large images so the screen goes by too fast to read, use of excessive shouting [all caps] in an attempt to disturb other users, “spamming” or flooding [posting repetitive text].
- Impersonate another person (including celebrities), indicate falsely that you are a BHVR employee or a representative of BHVR, or attempt to mislead users by indicating that you represent BHVR or any of BHVR’s partners or affiliates.
- Attempt to get a password, access information, or other private information from anyone else on BHVR Services.
- Promote or encourage any illegal activity including hacking, cracking or distribution of counterfeit versions of the Game and software.
- Upload files that contain a virus or corrupted data.
- Post messages for any purpose other than personal communication, including advertising or promotional messaging, chain letters, pyramid schemes, or other commercial activities.
- Improperly use web support or complaint buttons or make false reports to BHVR staff.
- Use or distribute “auto” software programs, “macro” software programs or other “cheat utility” software program or applications.
- Modify any part of the BHVR Services that BHVR does not specifically authorize you to modify.
- Post or communicate any user’s real-world personal information using a BHVR Service.
- Attempt to interfere with, hack into or decipher any transmissions to or from the servers for a BHVR Service.
- Attempt to use BHVR Software on or through any service that is not controlled or authorized by BHVR.
- Exploit errors in design, features which are not documented, and/or bugs to gain access that would otherwise not be available or to obtain any competitive advantage.
- Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users.
- Reverse engineer, decompile or disassemble all or any portion of the Game.
- Facilitate, create or maintain any unauthorized connection to the Game, including without limitation and (b) any connection using programs or tools not expressly approved by BHVR;
- Sell, exchange, trade, give, convert, redeem or otherwise transfer Virtual Goods outside the Game, or sell, exchange trade, give, convert, redeem or otherwise transfer Virtual Goods inside the Game, except as expressly permitted by this EULA, the BHVR Terms or otherwise permitted in the gameplay.
The above-referenced list of prohibitions only provides examples of unacceptable conduct and is not intended to be a complete or exclusive list of prohibited conduct. Your online conduct should be guided by common sense and respect for others who access and use the Game (whether or not such third parties are registered users of the Game) and for the employees and representatives of BHVR. You must also obey all federal, provincial, state, and local laws, regulations and rules that apply to your activities when you use the Game. BHVR reserves the right to terminate this EULA and to prevent your use of any and all BHVR Services if your Access is used to engage in illegal activity, violates these rules of conduct, or otherwise any BHVR Terms."
There, I've highlighted in bold italics: "Use or distribute “auto” software programs, “macro” software programs or other “cheat utility” software program or applications."
I've also read that they've supposedly stated you can use it, but their anti-cheat may ban you for it; however, according to this, I'd suggest against it.
If its not just a cheating soft-ware.
Its why filters as survivor or using advanced audio/headphone while playing spirit is fine.
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@DragonMasterDarren said:
Whenever I play ARC, 99% of the interactions I have with people are either neutral or outright positive, very few interactions I have with people on that game are anything I'd consider negative, sure I've had people backstab me or shoot me on sight for no reason, but those types of interactions are almost always followed up by more positive interactions. ARC genuinely has done a lot to restore my faith in humanity and I keep playing to see who I run into next almost as much as I want more loot.
Meanwhile with DBD I open up the game for 5 minutes and get this
https://us.v-cdn.net/6030815/uploads/P2PGMJBTUTW4/image.png
Full lobby of cheaters who healed in my face instantly and sped around the map for my first match of the day, one of whom was a flagrant racist and another being the first guy's little minion. This was, and this bares repeating, my first game today, I had the game open for 5 minutes, and the first game I get is this, kinda speaks for itself.
Now obviously this is a massive outlier, not every DBD player is a cheater and/or racist. But, I do still think its fair to say that DBD's community interactions aren't exactly nice. There's very few ways you can interact with people in DBD during a match, the few methods that do exist can easily be seen as BM, and end-game chat…well, when the most common advice related to end game chat is to close it and never open it for any reason other then saying gg at the end of a match I feel like something has gone very very wrong. I don't remember the last time I've had a positive interaction in EGC, I've had either completely nothing, examples like the above, or stuff like what literally just happened as I was writing this where a Anon Elodie gave up at 5 gens because I got a early hook, hid around the map and did nothing until I could abandon the match and move on, and then had the nerve to say MY gameplay was garbage. I repeat myself, you cannot make this stuff up.
https://us.v-cdn.net/6030815/uploads/3ESF1EJQWGGG/image.png
I have played some multiplayer games in my time, but genuinely I have never encountered such a unendingly infuriating group of people like I have with DBD. My ever dwindling desire to actually play DBD has almost nothing to do with its gameplay, it's the knowledge that I'd be willingly subjecting myself to lobbies like this on repeat for however long I decide to play, Killer isn't fun because Survivors either give up for no reason or just have no idea what the hell they are doing, and SoloQ isn't fun for the exact same reason.
What makes this even more baffling to me is that the game quite literally has zero reason to be like this, DBD is a game where the stakes are so minimal they might as well be non-existent, as I've said before, the only difference between winning a game of DBD and losing a game of DBD is some challenges, maybe some achievements, and less then 10k bloodpoints. The player-base as a whole is this insufferable over what might as well be thin ######### air. If it was something like Rivals where a actual rank was on the line, then there'd at least be something resembling a excuse, but DBD doesn't have that, you are not rewarded for winning, you are not punished for losing, and for some reason incomprehensible to even Cthulhu the player-base of this game manages to be almost as bad as League over complete and utter nothing.
With that rant over, how exactly do we fix this issue? Well, for one, actually punishing bad behaviour, not strategies like tunnelling or slugging, actual bad behaviour, BMing, being a prick in chat, disrupting the flow of a match just because you don't feel like playing it through, people who do things like that should be given the boot, do something like what ARC does and add some conditions to the matchmaking where people who give up repeatedly or are otherwise disruptive are more likely to be paired with people who are also prone to giving up and being disruptive. More importantly then punishing bad actors though is rewarding good behaviour. You remember that DBD has a props system, right? That feature at the end of matches that does literally nothing? Why not give it a actual use? Survivor played well? Give them props and let them get a BP Multiplier next match, Killer gave you hatch? Give them props that does the same thing, how about also making it easier for people to communicate in matches to alleviate the frustrations of not knowing what your team are doing. Stuff like this where we were able to coordinate builds together in pre-game chat is really nice, make this the standard and encourage the players to do this more often.
https://us.v-cdn.net/6030815/uploads/CMRM237WE1ZN/image.png
There is only so much you can do on a Developer level to fix a game's toxicity problem though, the effort has to mostly come from the players. So, next time you're playing DBD, don't give up just because the match might not be going in your favour, maybe give the last guy hatch, or just give people compliments in end-game chat. It costs you nothing to be kind and not be a prick.
G'night
With arc you have the option to pve rather than pvp. Instead of the obvious "slug for 4 mins" when you literally cant and dont need to.
In the dbd game, its all pvp no matter what unless you play friendly which you will never do.
Eventually arc will evolve like gta online or Rust did.
First friendly, eventually filled with sweats and campers who want nothing but to torture someone else ingame, just like dbd.
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@jesterkind said:
This is something I've been mulling over lately, and I'm curious what others might think about it.
So, for the sake of comparison, Sadako and Dredge both have a cooldown on their power when they first load in, so Sadako can't teleport to a TV instantly and Dredge can't teleport to a locker instantly. Regardless of if you think that's fair for them, I want to contrast that against killers with better, less restricted, more lethal mobility: Blight and Hillbilly.
Neither of them have to wait before they can initiate a Rush or Chainsaw Sprint respectively, and can therefore be on top of survivors in a very directly threatening way very quickly.
Would it be more fair if the two of them had a brief period at the start of the trial where they just have to walk towards survivors, only gaining access to their powers once they're closer and survivors have had time to move + react?
I'm not committing to suggesting this myself just yet, I'm still on the fence. What do we think?
Any nerf to blight i wouldnt mind.
Billy got nerfed so much that his chainsaw barely feels good or viable anymore.
So this would just hinder him when he doesnt really need to be hinder, especially since alot of maps also just makes his chainsaw useless.
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Day four of waiting this bug to be killswitched
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@BongoBoys said:
If you use the perks Secret Project and Grim embrace if you have a Gen that's blocked by secret project and then proc Grim embrace that gen will be permanently blocked for the rest of the match!
Day three of waiting this bug to be killswitched
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@Aeltere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052228#Comment_4052228
Except every single gen regression perk requires hooks and downs. First hooks for the Artist's, which, especially pain res, are the most meta. If a killer is tunneling and you aren't feeding them insta-unhooks, they will get zero value from these perks while gens are popping left and right.
hex ruin : regress gens automatically
oppresion : kick a gen to regress 4 more, random generators.
corrupt intervention : blocks the furthest 3 gens for 120s or when downing a survivor
killers can still crutch on gen-regression even if they arent getting any downs, this also supports to what i said :
(qoute) : "killers wouldnt be happy because they cant look in the mirror and tell themselves that they got outplayed or that they have to lose" (End qoute)you can also run perks to benefit from tunneling or chasing, like blood favour or save the best for last. if thats your original goal or something you do most of the time anyway.
gens should pop if killers tunnel, its the most consistent counterplay survivors can do
(other than running anti-tunnel, which you cant control), if they dont,
they will most likely have a huge disadvantage and lose the match. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052065#Comment_4052065
You're getting hostility because it's what you're giving. In this thread you:Defended a loud minority spamming their views to tilt the scales in their favor in regards to game balance, which is very unethical.
Called @Philscooper a liar for expressing an opinon.
Told @tjt85 that they're bad at the game because a killer used a very toxic, anti-soloq strategy, negated their feelings about the match and how it affected them, and then told them they weren't worth speaking to.
Also told @CrypticGirl they were ignorant, a liar for expressing an opinon, and dismissed them as well.
Dismissed @FerrousFacade as well.
Called @UnicornMedal a liar.
@SaltyNooty made a number of good points and all you did was dismiss them too.
No one in this thread is being as consistently nasty as you are. This might be the most outwardly rude responses to so many different people from one person that I've ever seen in my time here. What do you think you're accomplishing by calling everyone bad or a liar while refusing to acknowledge that many players use nasty methods to win and that it affects player morale? You expressed the view that killer is more stressful, which is an opinon and not a fact, and then went on to tell people their own opposing opinions are lies. If I find survivor more stressful than killer does that make you a liar in my eyes? No, it makes your opinon different.
Also, in regards to your question about what built-in comebacks killers have, here's a match of mine from yesterday:
https://us.v-cdn.net/6030815/uploads/QF9U2MTFOFOE/19c12c3da5842-screenshoturl.jpg
I played like garbage, got one hook, and then slugged three people in end game and won. They deserved the win after how I played and the game's mechanics gave it to me for free.
Edit: I am also a liar for disagreeing.
Edit 2: I have also been dismissed.
Stuff like this is why some people dont take the other side seriously.
No, like genuinely, why would i take a killer main seriously if thats majority of responses i get as a survivor main?.
Probably the same person, who wouldnt agree with the sm gutting but then do a 180 on stuff, like fog-vials or wake up. Reading this funny asf.
@[Deleted User] said:
Not gonna lie: Some of y'all are so out of touch with what the game is actually like that this conversation is clearly pointless. Have fun continuing to tell yourselves lies.
Im dyyyying reading. Its bad enough that even people defending killers ( @runningguy ) are NOT getting involved. Because the guy is calling everyone a liar.
Other killer mains atleast try to have a functional discussion.
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@Aeltere said:
Slugging is a symptom, not an issue to be addressed as itself. Tunneling is a valid strategy. All attempts to force killers to play a certain way have only added new trolling tools for survivors to use as weapons against killers as that last shitshow of a PTB showed. Gen speeds are so fast now that you can just leave the survivor on the hook for as long as possible without giving a free state and, if the killer is camping, you'll pop all five before they die on hook. Bonus, you can take Shoulder the Burden and just completely win for free if the killer hasn't been hunting everyone else in the meantime.
You got 3 new gen perks to combat the "gen speeds"
I never understand this complaint because gens already did get nerfed from 60s to 90s.
Then you still need to fight through all the gen-regression killers spam with corrupt or pain and dms.
It just feels like even if gens take 150s basekit, killers wouldnt be happy because they cant look in the mirror and tell themselves that they got outplayed or that they have to lose, because the survivors wanted the win more than they did.
Even now with hyperfocus ACTUALLY getting a spike in usage rate,
but before that, people have been complaining over the same issue since 4 years ago, Even when gens took minutes to complete Or it was impossible to do so because you went against a merciless doctor build.
I usually can just point to the killer itself, being bad, unlucky mmr (competent swf) or simply because i just fumble'd a chase.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052102#Comment_4052102
The employment of a strategy does not need to be about a need; it can also be about a want based on appeal, curiosity, and/or experimentation.
Those aforementioned second-chances exist to prevent tunneling from being over-powered(, even if I disagree with their intention and existence.) Any new benefits should be developed alone to not produce undesirable effects elsewhere, not be a reason to further nerf other strategies.
Ds being nerfed from 5 to 3 secounds.
Back to 5 and then 4 secounds from its lifespan.
Which doesnt even help against stronger killers.
Otr got completely shafted from 80 to 40s.
So, even if i did use both, again, stronger killers shred through that without, hesitation.
Just like hyperfocus destroys 4 gen-regression.
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If anyone asks why people hate ghoul this much to just dc. This on top of his "bug/exploits" sums pretty much why.
https://imgur.com/a/jcJpVDF -
Did you know that killers shouldnt have a 100% winrate?.
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@Exvinity said:
I'm newish to the game only having around 80-100 hours on the game compared to the some thousands that others have… BUT in my most recent game I played against a Knight he camped me on first hook stage I unhooked, he did the same on second and I thought I would be able to unhook BUT THAN the last gen was finished and the yellow unhook bar disappeared. I don't know why but it seems like a very poor designed mechanic especially knowing that the game had camping issues before and there have already been patches to fix this but now they can just camp people when all gens are done. "Poor Performance Indeed" -Wesker
I dont think you would want to play the game if you had to play an hour long tutoriel just to learn the basics.
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@Skeleton23 said:
Im a Future p100 Unknown Main and im P40 with him now.
My time playing this Killer started off really good and was able to Win my games and I had fun with him. As the Chapters Went by Sense The Ghouls Release until Now, is where I feel his UVX Ability and Hallucinations are over counterable.
I just want his power to feel rewarding when you play Well, But also give Survivors a way to counter his power with more risk with Reward. I dont want him over tunned so he's OP. Just make his power less unforgiving for his Skill Ceilling setting Right now.
If you guys have any Rework ideas or if there is a Killer that may need a Change fill free to Add ur Feedback here.
I hope everyone has a great time in the fog
No, he just needs his wierd nerfs gone.
Hes fine either way, people just dont play him since he takes effort and doesnt immediately down everyone in 8s like other more popular killers do.
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@Xray said:
Over the last year it seems that maps have gotten worse, alot worse in fact. Starting in 2025 we got Dead Sands, a map that is super cramped and is really good for map mobility killers like Billy,Blight,Oni and conveniently Ghoul who was released in the same update. This map has no reason to exist as its just Eyrie of Crows if you put it in a blender, which brings brings up another question. Why did you create Dead Sands instead of just changing Eyrie of Crows? Now Forsaken Boneyard instead of being balanced for both killer and survivor is now a seesaw of either free eats for survivor, or free eats for killer with no inbetween like the ideal realm should be. With Fnaf came Freddy Fazbears which is not really that good either. Everyone wanted it to be a full indoor map like Hawkings but instead we get the building which is really good i'll give props there, but the outside is just bland. It is just tiles recycled from the Withered Isle realm. The novelty of the map wore off quick and its just one of the maps of all time, it doesnt help that its in Withered Isle so you have a slim chance of getting it are slim if you bring the offering for it. And now we come to the worst map in the games existence, Fallen Refuge. What happened with this map BHVR? This shouldnt even be in the game imo, the fact that even you guys didnt know what it was when it was coming out speaks volumes on how awful it was going to be. One dev said it was a full map, another said it was a map addon if you brought a Walking Dead survivor into a trial, when you guys arent on the same page about the map speaks volumes on the maps quality and boy oh boy its a dumpster fire. For an entire year we had map's with a majority of community agreeing that they were either mid or disasters. You also destroyed most of the tiles with the pallet density 'update' and now most maps feel worse than before, with Coal Tower suffering the most because of the update and its rollback. So BHVR you need this upcoming map to succeed, you NEED this map to be good. Becuase if its not, if this map is terrible like last years maps, then you will be truely lost as a developer. If we cannot trust you to make good maps for people to play on, then how can we trust you to do anything else?
Map design is not one of bhvrs strong suit.
All maps we had recently since transmission was blantantlynone sided.
Haddonfield to this day was NEVER balanced.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051865#Comment_4051865
You cant counter the footsteps, unless survs are playing without audio springtrap announces his arrival like 15 meters beforehand. As springtrap you cannot counter a checkspot (unless with an orbital but the moment you as a survivor hear the laugh you can just position to aviod it) so you are forced to keep running the loop until the pallet is droped, idk what perks you can use to counter that cuz Id be very interested in knowing how a oerk can stop either of those aspects.
And btw when springtrap released people said he was OP but after people adapted everyone found out he was mid as hell and honestly a pushover, maybe thats why people like to face him.
he was bugged on release so idk.
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@Philscooper said:
https://us.v-cdn.net/6030815/uploads/Y6Y0MIWRJ42O/image-281-29.png
I just play on events and easily can go on winstreaks as killer
But off-events i just get swfs or competent survivors i sadly dont have much control over.
I barely scratch 54%-46% only because i started to play in swfs exclusively, which will eventually boost my escape rate higher.
If i keept playing soloq, i would probably still be playing a slot machine below 40%. Which is dreadful.
mind you, this just chaos shuffle.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051848#Comment_4051848
Springtrap is only popular because he is springtrap. As any decent team will eat him alive in any map. And this is coming from a Springtrap main. People like to play a killer with agency, once you play with audio and are able to use checkspots and stay under roofs, springtrap is just trapper but louder.
still, his cycle isnt just "3 counterplays the killer can also counter with luck, experince or perks"
the only real thing that survivors will dislike but overall no one will consistently do is orbital hatchets,
meanwhile every the first is either using meta gen slop, aura reading or hex build. same old ######### we have 500 times before with other s-tiers. -
@GhostsCore said:
Aka the nerf Vecna posts. Do survivors seriously even like this game anymore?
It's the same cycle: New killer comes out, new killer is fun and unique.
Survivors: Wah! It isn't the same 3 killers I've faced for the past 5 years! Nerf it!
If you make the cooldown longer you'll encourage more zoning/only attacking when it's guaranteed. Which is exactly what you hate about those powers. And if you give no compensation you'll get another Krause.
Why don't we try and learn the counterplay first, instead of immediately crying because the killer isn't Blight? The killers very vulnerable to LoS breaks and shift W.
But no, survivors are going to cry and get it nerfed into being one of the least played killers like Krause. And then we're going to wonder why the killer roster isn't very diverse and what you only see the same top 5 killers in the game...
Either we get that, or we have another ghoul which we will see and no one will like.
And honestly, his gameplay cycle isnt as great, its just a wierd version of nurse. No one likes nurse.
I wish springtrap was more on top, but alas killers just gravitate towards the newest or powerful thing. The first and ghoul.
So, in all honestly i rather have less killers on A-tier if it means less killers are D/C-tier.
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This could've been a thing before 2v8.
The problem with bp incentives is, they are mainly used to have people play one side.
If both sides have it, most people would just stick with their main side.
But now all they do is nerf bp gain til 2v8.
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@Rickprado said:
Hi, hope everyone is doing fine!
I was watching a video discussing how many killers could have basekit addons and it came to my mind on how so many characters on the killer roster are still dependent on addons and how some of them are weak as hell.Would really "break" the game if Trapper could start all of his trap, Ghostface had more 6 addons as basekit, Pig had her dash addons basekit and so on? I've been playing Dracula (and some Ghoul eventually) recently and the difference between him an other lower killers is night and day. Even against toolboxes and BNPs i feel i have a chance when the Dark Lord is my choice, different from other who i really like as Legion or Wraith.
I know SoloQ has some issues but buffing weaker killers would really ""break"" DBD?
Below a tierlist from a Brazilian content creator i really like, to foster discussion:
(EDIT: This tierlist was made during the Stranger Things Vecna PTB)https://us.v-cdn.net/6030815/uploads/UB78Q68HLY73/image.png
Thanks for the attention!!
no but without any compensation for soloq,
i would probably have no point in ever suggesting my friends to ever touch dbd with the huge ass guide book they need to learn.
(even phasmophobia and dnd has less stuff to learn than this)
the casual auidence has yet really a break since MFT and buckle meta. -
I just play on events and easily can go on winstreaks as killer
But off-events i just get swfs or competent survivors i sadly dont have much control over.
I barely scratch 54%-46% only because i started to play in swfs exclusively, which will eventually boost my escape rate higher.
If i keept playing soloq, i would probably still be playing a slot machine below 40%. Which is dreadful.
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@Royval said:
What’s the point of the clocks if he gets the red world instantly after 2 hits with his power? What’s the point of having stacks if they never could go away? Why is he able to just spam his power repeatedly? That’s no excuse because he’s 4.4 I rather face him when he’s 4.6 but no power spam. Make it so if he’s spamming his power he loses the red world faster.
The skill celling for him is very low because his aoe and cooldown is way too forgiving.
But we do have killers like blight, ghoul and nurse who do nothing but "press m2" and profit one way or another.
He hopefully gets nerfed or adjustments because alot of maps are way too open and barely have any LOS blockers to justify his kit.
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I do very wish the high tiers still got in some capacity, the penalty.
Because in all honestly they can easily win games without needing to rely on tunneling and slugging as much as low tiers do.
It doesnt gave to be 1 : 1, but if they do just exclusive target one person without hooking someone else should be the bare minimum for the high tiers.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051700#Comment_4051700
Hell no. Survivors have enough base-kit second-chances and don't need any more of them. In-game tutorials that teach players how and when to properly save, that help them actually improve, is needed.
Not biased btw.
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@THE_Crazy_Hyena said:
Wouldn't the best solution be to just remove the unhook notification sound.
I have seen so many times that killers will actively drop chase with someone as soon as the unhook notification go off.
As someone who plays killer without relying on tunneling people, this change won't affect me, personally.Unironically we USED to not have this.
But guess what happened...guess who complained and said "no"....just take a guess 🫠
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051449#Comment_4051449
"Because killers need to be easy and make survivors suffer while survivor needs to be hard, because it needs a load of experince and knowledge just to even do the basics of avoiding 3 gen or how to loop."
Perks like Deja Vu and Windows make this, and all of what you've said here, discreditable.
Deja vu doesnt prevent other people from getting your team 3 genned.
windows doesnt make you auto loop, alot of killers dont even get effected by loops, punish survivors for holding w to yellow or punish survivors for predropping,
It doesnt teach you to counter powers or how to checkspot.
You still have to deal with zero communications.
Oblivious and undetectable.
Camping, slugging and tunneling.
Your own fun (if you use all 4 perks to just play the game, you know you wont have fun)
Hex perks/totem spawns.
Or other niche perks you got no clue about.
Sure, you could blame your teammate but then you shouldnt complain about swfs abusing the meta or mechanics like dying on pallet and hovering to save while using flip flop power struggle. Because you want survivors to play like that if you nerf soloq or let soloq rot.
Which, i know no one wants. But probably wont say outloud and just want survivors nerfed to the ground, i mean, you are getting your wish and are seeing the results from kaneki and gutting fog-vials.
The same 4-8 perks while using BNP toolboxes.
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@BlackRabies said:
If you want anti tunneling and anti slugging in the game to punish killers for playing their role then there better be something to punish survivors for "gen rushing".
I mean, you could've gotten that...but most didnt want it....so a talk with them.
I would love for the game to be more casual and heavily reduce the skill and knowledge celling in exchange to nerf meta stuff but.... 🤷♂️
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051445#Comment_4051445
"Killers got this perk assainated." "Yes, i know survivors also wanted it nerfed."
This level of logical inconsistency is unreal.
Because there is always a small part who wants their own perks nerfed.
Theres is always a killer who did ask for gm being gutted or gen-regression nerfed.
MAJORITY was killer who want distortion nerf.
Also, glad you arent discussing and just point out one thing and then say nothing else to what i said.
Kinda hypocritical to "Your us vs. them mentality does not make for a productive discussion"
Then proceed to skip most of it. While also preaching us vs them in other discussion.
And before anyone asks "why bring up his other discussions" he brought up the us vs them, which will always exists regardless. You always defend or side with one thing. Thats unavoidable and pointless to say.
Especially in a "discussion" setting.
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@mosley said:
i have been very much tempted to run anti tunnel builds but i have not been able to utilize them properly in the instance a killer is not immediately tunnelling me off the hook. any advice?
Playing in a competent survivor team helps immensely.
They either genrush if you get tunneled or they bodyblock and let you use all the resources avalible to them.
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@Seeayzee said:
Are we ever going to get anti slug and anti tunneling? They are still a big issue and its odd that those proposed changes were scrapped all together instead of being tweaked.
We didnt even get the anti-4k slugging mechanic so save to say no.
Because killers need to be easy and make survivors suffer while survivor needs to be hard, because it needs a load of experince and knowledge just to even do the basics of avoiding 3 gen or how to loop.
I would just avoid soloq at all because its clear they dont care, just play in comp swf ideally or play killer.
The 15 bt was just a pity price which they are still complaining over all the nerf and useless survivor perks we got.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051367#Comment_4051367
Your us vs. them mentality does not make for a productive discussion.
The ENTIRE reason why distortion got a chase condition and not a generator condition to this day.
Is BECAUSE killer mains 1. Got it nerfed.
And 2. No survivor said to "make it a chase condition" knowing that if they did that, the perk would die and no one would use it
The reason why it even became reworked that way, because killer mains suggested it to be reworked that way...even though they have no clue how to use it or why people use it.
Which is why, the new distortion does not, ever work, noir will it fit even if you buff it, because no one who wants to hide wants to be chased and no one who wants to be chased wants to be hidden. It just makes no sense to suggest it when you know how the perk works and why it works.
Its like giving killers gen-regression per people healing on hook. It makes no sense.
Killers got this perk assainated and will never recover if it means that "people can rat more" or "i cant spam my 40 auras", even though they can still do it and still counter it with lockers.
Its not an us vs them to say "survivors got sm gutted" its just factually true.
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@PriestessPoppy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050556#Comment_4050556
latency??? He's far from the killer POV (the one that matters when talking about latency)
If it is a lag issue then its a bit wierd how this didnt happen until recently. (But then again dbd coding does all wierd things)
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@exDbd said:
you all have made more and more aura perks every single killer I have faced is using full aura builds but distortion was such a problem. Then you go make a useless survivor perk for aura readers, but yet doesn’t negate the aura at all like distortion, you knew we were tired of aura and what do you do? Oh we will make even more aura perks. Survivor role is so stressful nowadays, you have to do everything right or the whole match is down the toilet. I’m sorry but I’m not a streamer nor am I in the comp teams. I play to have fun. Survivor role is not fun. At all. I’m not even a killer main and it’s like you all want killers to not even have skill anymore. I can go in and easily get 4ks and I don’t even play the killer role like that. I do dabble in it but like I said it’s so easy as a killer. The game is so toxic. Please buff distortion and nerf the first! Like what the heck!!!
Lol never, killers need to crutch on their aura to replace their game sense, that was much more obvious when og UW came out.
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@yato said:
Why do you call it a bug?? It’s one of his features. It was bugged before, but when it was released it worked like this. Then it got bugged, and now it’s been fixed, but many times when you vault it doesn’t hurt you. It's a bug when it doesn't happen
He didnt do this for 8 months since release.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050943#Comment_4050943
Yeah, I would get if he got Legion type of vault, but for some reason he has Wesker vault on steroids…
I wouldnt be this pissed if survivors got new ######### like this too, 2023 was peak even with blight n nurse 24/7.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050797#Comment_4050797
I’d say he’s stronger than release Ghoul the spam for injures and downs are way too quick
4 hits to down which he actually have to put more effort into than anything ghoul ever did.
He still does feel really bullshit to go against when you have to dodge 50 times over and eventually you get unlucky, cant loop because the map is too open or the killer got lucky.
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@Zordiark_Darkeater said:
Since the latest season started if you play anything else then a very mobile killer with some anti loop your Genrushed to oblivion....
Hell you get gen rushed even if you play one of them on most matches lolGens poping like a madman... ♥♥♥♥♥♥♥♥♥ it feels horrible right now...
I Don't really enjoy playing most of the very mobile killers sadly sooo im just ♥♥♥♥♥♥ sideways...
The hell happened with the gen speeds ?
You got 3 new gen perks and a new killer which is nearly impossible to do gens against since.
Hes running a hex perk
You have to rescue and heal
You have to do clock
You have to loop or help your teammate not get tunneled.
I dont have fun playing the game anymore unless i adept with friends or i run a TRUE genrush loadout, just to keep up against killers running 4 gen-regression on high tiers.





