Pulsar
Pulsar
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@Sadgecry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390431#Comment_3390431
Not assuming, im obviously at the highest, not flexing a bit.
Longer wait times = matching lower mmr.
Anyone who insists on being high mmr to the point you have is usually not actually very good.
It's more likely the game is struggling to find players near you.
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@Sadgecry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390250#Comment_3390250
Then why bother trying to balance this game competitively? this community is really underage that's crazy.
Underage?
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390338#Comment_3390338
But you didn’t actually say the rework it could get, just that’s it’s busted and that’s it….?
Just that I think that it can't be nerfed in a way that keeps it a suitable UR.
I used to play Spirit a lot, but it's been a long time. I don't feel comfortable designing a reworked version of it.
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The odds of BHVR giving us proper controller settings is slim, unfortunately
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Should be a complete rework.
Definitely one of the most busted add-ons in the game at the moment. Not quite on C33 or Alc Ring level, but pretty close, imo.
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@Funkduz said:
couple months later and sadly i can say that my survivor rate is at an even 25% xD though i’ve stopped playing as much since the game is so one sided (in my experience) thought somebody might need to hear they arent the only ones having bad experiences on this game.
I'd say, if you're Solo Q, that's probably about normal.
Between Killers that are just better than you, Killers with obnoxious powers/gameplay, getting tunneled or camped and plain old bad teammates; I'd say surviving a quarter of your games is honestly about the norm.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390275#Comment_3390275
possibly 🤷🏻♂️
https://us.v-cdn.net/6030815/uploads/J2DNUGXC3QW1/cf326b24-75fe-4b5b-9359-a7f8e63a17a4.jpeg
https://us.v-cdn.net/6030815/uploads/F1DSX26GCIBM/3ab25c98-dece-4b87-acbf-c3e0dfb16437.jpeg
"i think it's too late to change the win condition."
"4K is a win"
"It will be difficult to change that"
you added the 4 out is a win part, but if we go by what you said initially then this is my thought process:
4K is a win for killers. Killers would have to have an alternative win condition. that win condition would have to be hook related because the original poster was suggesting as much. Which is whom you were replying to.
"Change the win condition from kills to hooks."
https://us.v-cdn.net/6030815/uploads/3893GSKP5V5F/bef47236-7879-4aaa-85a5-d9e4bddaa0d6.jpeg
because you're talking about alternative win conditions in regards to hooks my suggestion for an alternate hook and death system is by no means out of place. i rebutted the initial argument and provided an alternative solution to killer gameplay versus survivor interaction as was specifically stated by the OP as the issue - hooking the same person over and over causes tunneling advantage and that advantage is too strong and unfun.
this still applies the 4K=win method without the rehooking/tunnelling advantage
Yes, I added the 4-out part because I realized I had forgotten about the Survivor side of things.
The only thing I said was that I did not think it was possible to switch the win condition at this point in time. It's been 7 years of 4K or 4E as the ultimate win condition.
You'd not only have to re-balance the game but also change people's minds; which I do not think is possible at this point.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390191#Comment_3390191
im not raving. I’m long winded even when i type. Sorry for upsetting you with my long response i guess?
it’s not really a tangent. Not in my opinion anyway.
Then I think you misunderstood my first post.
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He thinks high mmr lobbies exist
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I'd say it's probably equal parts our interference and BHVR's odd balance ideas.
Nobody wanted or asked for the original Billy changes. Everyone gave very negative feedback, most of it constructive. BHVR pushed it to live. Same thing is probably going to happen with Billy again.
On the other hand, Freddy rework. Everyone wanted it because Freddy was a bottom-tier Killer for years.
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@Mooks said:
To be fair, it was always stupid to have exclusive features when the core game is the same on both. How are they even managing killer power reworks, map reworks, licensed content changes and stuff like that?
i like that the visual heartbeat finally found its way into the main game, and yeah surv ping system (haven’t seen that one yet?), loadout preview in prelobby, graphic settings, bots for DCs and different Moris would be great too.
but not at the cost of having a gacha system. Or those new relics?
The gacha system is DBDcore is finding a decent match.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390112#Comment_3390112
That‘s because a 4k is a win? It’s the only win. How else would a killer win? Destroy the gates? Killers are killers for a reason. Their goal is to kill. Hooking is a method of killing. Moris are a method of killing.
it’d be kind of weird if the goal of the killer wasn’t to kill. Let’s assume hooking was the goal. Then basically getting hooked would have to remove survivors from the game. Thereby hooking would eliminate a survivor. Which is the exact same thing as killing a survivor.
i mean we could always get rid of the entity sacrificing mechanic and make it so the entity no longer kills players after they’ve been hooked a certain number of times. Maybe that would be better. Instead of dying to sacrifice you just have a consistent bleed out timer. Once it reaches zero you die. That means no more hook farming teammates and no more rage quitting by hook pogoing.
You went on a weird tangent rant.
"I think it's too late to change the win condition"
A 4K is a win, not sure why you are raving about me thinking it isn't?
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@dollidahlia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390112#Comment_3390112
I’m pretty sure they are gonna notice when they start depipping back to low ranks.
Why would anyone care about de-pipping?
You can't even drop out of Rank 1 and it's not like pips have ANYTHING to do with skill. Nor do ranks.
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I think it's too late to change the win condition.
People have got it in their heads that a 4K or a 4 out is a win. It will be difficult to change that.
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I think the changes I'd like to see are to C33, Alc Ring and to Crow and Rat.
Tbh, Alc Ring and C33 need to get deleted.
Crow and Rat should get like a 1% reduction or just not stack with each other.
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@Killing_Time said:
Get better at the game and stop trying to make every killer trapper
There's no way you're defending Alc Ring and C33.
Surely.
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I hope we do not get anything like her ever again.
I'd like to put DM and Knight behind us and go back to Wesker type Killers, you know, good ones.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388967#Comment_3388967
I hold forward and slam pallets. If my teammates are smart, they do gens. We win. Btw is this isn’t a humble brag post, as I do lose more as survivor than killer due to bad teammates. Obviously sometimes I’ll make a mistake and also hurt the team. Unlike the majority of survivors here, I recognize that relying on random teammates means that I will lose more, while people here seem to think you should be able to 1v1 the killer and win.
Well, at least now I know why you think Killers are oppressed and want them buffed.
I shouldn't have engaged with someone as biased as you but it certainly has been....informative.
Ciao
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@verysleepy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387604#Comment_3387604
Ah your okay with the killer meta destroyed when gens fly already even with it, but you're not ok with it taking longer for you to heal and not more than once without a team mate.
Right my bad buddy. Let's revert your needs, and just destroy killers only fully effective gen defense while keeping survivor (the power role) unchanged.
Not one person in existence would disagree gens don't fly in this game, yet you want the survivors unnerfed but killers left destroyed.
Holy hell what am I seeing. Deluded. Your survivor role is being nerfed. Accept it, they may make it less harsh of the nerf but the nerf will go through, you won't be healing more than once without a team mate. Period.
No more unlimited heal cowboys trolling survivor.
POV: The Forums see a balanced and reasonable opinion and flip their #########.
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When they stacked with the vault speed.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389416#Comment_3389416
No, that doesn't help at all. You are on a mission to nerf killers, which is why so many people accuse you of being a survivor main.
Meh, not really.
You just like to dismiss peoples argument by saying they're a Survivor main
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388607#Comment_3388607
Yes, the game was P2P and everyone connected through the killer.
Yes, the game is now server side so all five players connect to the server instead of themselves.
So that leaves us with one question. Why did you disconnect? If it was a four man team and you were the killer. Where did the attacker get your IP?
Presumably, the server.
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I used to, when I was allowed to play Legion with those perks :(
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389375#Comment_3389375
You would rather a rebalancing take place, and for the majority of the burden to be placed on killers. The altruistic healing nerfs make it so both sides can help carry the burden.
Otherwise, killers get heavy nerfs to their regression perks, and survivors get to completely bypass the healing nerfs in some of their games. The survivors that don't use medkits would absolutely want altruistic healing nerfs to be reverted, since they aren't self healing anyway, so they get a free pass on the healing nerfs if they can altruistically heal at current speed.
Does this help with your blatant attempt to ignore everything I say?
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389220#Comment_3389220
Depends on the situation. Sometimes it is enough to bless one boon somewhere in the main building to make it occupy half of the map and it will benefit the rest of the game. For example, on Gideon, two totems are enough for almost the entire map to be in its radius.
But yeah, sometimes will not worth it too, especially on big maps.
As many Killer players know, maps are usually pretty big.
There's really only a couple of really egregious Boon maps, I think.
RPD, The Game (as you mentioned), Ironworks, Thompson House, sometimes Gas Heaven but only when the door is closed, Haddonfield and Dead Dawg.
Vast majority of maps, Boons will be a big time waste after the CoH nerf.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389353#Comment_3389353
That’s exactly the point I’m making. You think killers are too easy, and they dominate too much, so it’s your main goal to argue in the survivors interests. Your goal is to get killers nerfed.
Eh, I don't really have a problem with most Killers.
I think they're fine for a most part.
I'd rather see a rebalancing and a shift away from tunneling and camping being such effective tactics. However, BHVR doesn't really seem interested in that, unfortunately. It'd make the game better but I suppose it's probably too much work.
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Wesker.
Gloves and Tendril.
Knight.
Map of the Realm and Call to Arms.
Nemesis.
Marvin's Blood.
Ghostface.
Driver's License and Recovery.
Pinhead.
Torture Pillar.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389261#Comment_3389261
32 seconds is what we have now, and it's not good enough. I want injuries to feel like they matter.... just like what was written in the dev update.
Of course that is what you want as a killer. You specifically want killers to be nerfed, because you think killer is too easy. Which means that if you want altruistic healing to stay the same, then it's absolutely in the best interests of survivors, because that is what you care about.
Yes?
I'd like my games to have a bit of a challenge. As it is now, Killer is boring because I don't feel like I'm being challenged or learning anything.
However, I'm not narrow-minded enough to not look at DBD as a whole. Killers seem to be dominating across the board and Survivors are getting bored of the correct counterplay to Killers being hold W and hold M1.
Making healing take extremely long reinforces gen rush for good teams and helps average Killers stomp average Survivors harder.
Honestly, this entire conversation reminds me of the people who were in support of the preposed MMR. I argued and argued against it but they were simply dead set on believing it was good.
I suspect that's the same thing here. You'll see what I'm talking about eventually.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389221#Comment_3389221
So the devs say they want to make healing take longer so injuries feel like they matter...... and you're trying to tell us "well, it's ACTUALLY DH that was the problem, so we can totally just revert the altruistic healing speeds".
What you're being led to believe is false. Taking away DH would make chases take less time, but they wouldn't cause injuries to feel like they matter, because they could still be undone super quickly with altruistic healing.
Which is two people wasting 32 seconds.
How is that not good for you? That's what I want as a Killer.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389169#Comment_3389169
If that is the case then why not run OTR? SB will be the next exhaustion meta and OTR pairs very well with the perk. If a player can run the killer and that scenario happens you basically lose the game. You will eat the Sb and they will still have OTR. Your slowdown is weaker with regression nerfs and gens should just end up flying because your main source of slowdown(injuries) doesn't work while you tunnel some dude.
Just hit them off of hook?
They waste SB and OTR. Even if you give up chase they still have to mend and don't have OTR.
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Pretty sure this will encourage more tunneling.
It will be MUCH easier and far more beneficial.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389150#Comment_3389150
We know that's not true, because we currently have a whole bunch of games that have zero CoH and zero medkits, and injuries don't feel like they matter in those games.
If what I'm being led to believe is true, that's only because DH exists.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389150#Comment_3389150
Believe it or not, CoH will still be pain in the a$$ if healing will take 16 seconds again. It's MUCH better than it was, but it will be. People just need time to realize that this is still a good perk, especially in a team.
20 seconds for the two survivors to be healed is still nothing.
Time investment isn't worth it at that point.
Find totem, bless totem, two Survivors run to Boon, two Survivors waste time healing.
That's probably at least 40 seconds they could've spent on gens. I will 30000% take that.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388963#Comment_3388963
Otz making a video isn’t the same thing as a topic being frequently brought up on these forums. We have so many topics that are very specific in what is being complained about, and medkits we’re not one of those frequent topics.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388965#Comment_3388965
People didn’t need to complain about base healing speeds specifically. Killers were frequently showing that they are willing to greatly extend games to hold a 3 gen, and the reason they did this is because it’s way more valuable to defend an area than chase survivors that run too far away from the defended area. That is the problem BHVR is trying to fix. The problem is chases aren’t valued. And yes, that is a problem even if it’s altruistic healing.
Chases need to be more valuable, and injuries need to feel like they matter.
Injuries would matter if CoH and 5 heal Med-Kits were gone.
Now two people have to waste time healing.
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@WesCravenFan said:
Dead Zones are a core part of the game. The idea is that an area that a Survivor has expended of pallets is now more dangerous to be in is important.
I feel like you are forgetting that Survivors are INTENDED to lose chases and go down. The developers stated outcome from a match is 2 deaths, 2 escapes. This idea sounds like a person trying to bring back running a Killer for 5 gens. Which was terrible for the game. That is why things like bloodlust, removal of infinities, and window blocking were all put into the game.
I mean, that's all well and good until Wretched Shop decides you get 6 pallets on the map and 3/4 of it is a dead zone.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388782#Comment_3388782
I don’t. I play both roles and survivor is skilless.
You've got to be trolling me.
This is such a bad take, how can you possibly think that way?
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I think the patch would be fine if they removed the Billy changes and the healing changes.
Nobody complained about base healing speeds. What people, rightfully had an issue with was super fast heals and being able to heal 4+ times. The Med-Kit and CoH changes fix that.
And if they don't, they can always add the healing changes back in.
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@Reinami said:
Most of the content creators in this game are either survivor mains, or survivor main apologists who basically think its ok that top tier survviors can do what they do because: "its a party game" and the survivor main ones like it because its good content for them.
There are a handful like tru3ta1ent who recognize that there is a serious balance problem in this game and that realize that even the next patch is just going to make gen rushing even worse.
But to answer your question, they do it for clicks.
I hate that I am not allowed to criticize content creators when people bring them up.
That is all.
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I think that if they left the nerf to medkits, CoH and the absolutely butchering of DH, they could probably let that patch go live.
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@ChaosWam said:
I completely understand the general problems this PTB gives, absolutely, but I agree with OP
I was suggested so many videos on 'OH MY GOD IT TAKES 6 MINUTES TO HEAL NOW???' when that's a VERY specific combination of perks, addons, hooks for dying light, and totems broken for Pentimento AND have the last survivor using self care inside Coulrophobia.
Like yeah, we should be showing this to the devs, clearly this isn't intended for live servers. Why is everyone acting like this is the norm? Cuz' all I can think of is rage clickbait.
Because there was a bigger shitstorm when they first nerfed Billy and they double'd down and nerfed him anyways.
There was a similar shitstorm when they changed the HUD to that god awful monstrosity and they double'd down and pushed it to Live anyway.
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It's more likely that they are just gathering feedback on how the rework is doing on a more, idk, emotional level?
Like, RPD is a really Killer-sided map right now, but Jesus Christ it feels awful to play on as Killer.
The Eyrie Rework can be good from a stats perspective and bad from a more emotional perspective at the same time.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388520#Comment_3388520
-"Overcharge and CoB are still fine when used together."
So you do realize that both perks together on the PTB do less than one does right now right? That's because it's a 70-75% nerf to effectiveness.
-"PGTW eliminates the big weakness, which is the lack of short-term chunk regression"
Kicing a generator takes 1.8 seconds and removes 2.5% progress which is 2.25 seconds (add this to all calculations).
Pop was dead last patch because it only affects "current progress." What do you get if a generator is on 20% progress? You get 20% of 90 seconds% which is : 3.6 seconds.
You're spending 1.8 seconds to remove 3.6 seconds of generator progress. During that 1.8 seconds you give 4 players 7.2 sconds to do whatever they want.
What happens if you kick a generator for 40% progress? You save 7 seconds. Oh man look at the savings!
This is a joke.
If you're running these perks and winning then other players likely could have won that game with no perks.
Okay?
I wasn't arguing whether the perks were going to be effective. I was arguing about whether or not they'll still see use.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388668#Comment_3388668
Except that there are major differences because killer has to be able to aim and use powers correctly. DBD isn’t a hard game overall but killer is significantly more challenging
And Survivors need to understand how to counter correct power usage.
It's not becoming of you to simplify things in such an unfair way. While I do think Killer is the more skill-intensive side, you must admit that your original assessment was unfair towards Survivor.
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Yes, you will be at a pretty massive disadvantage as Killer.
As Survivor, you're going to be missing filters, so it really depends on your opinion on that
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388650#Comment_3388650
I’ve played almost as much survivor as killer. It is incredibly simple.
Killer gameplay is just memorizing tiles and tapping M1.
Yeah, when you break it down like that, it does seem rather simple, doesn't it?
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388653#Comment_3388653
Gunna need you to expand on that. Are you going off your experience at soft cap or other reasons? If it is your experience then I recall you saying you have played in comp. That would be more like .01 playing more in the top 5%ish of players.
The issue in plat is that many of the strategies Killers can employ are difficult to counter without both coordination and knowledge.
It takes more skill to counter tunneling than it does to tunnel.
It takes more skill to counter camping than it does to camp.
I suspect that's why a lot of Killers get hardlocked. These strategies will carry you until you start finding people who are equipped to deal with them and then suddenly, the game feels extremely unfair.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388615#Comment_3388615
Ok that's fair. But that should only be a real issue at the very top, no? Do you think that can be said at plat levels of play? Like 10% of the player base is what seems to be what general balance is done for pvp games. Making it so they fix what I mentioned would make the higher levels of play to be better balanced without the need for camp/tunneling, and I think the very top is irrelevant since we have the mmr cap anyway.
The issue in plat levels of play is rather the opposite.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388566#Comment_3388566
With the way you talk, you are implying the game needs to be made “harder” for killer even though this would be mean that good survivors would demolish killers. As is, the burden of skill is already far greater on killers. Survivor gameplay is literally holding m1 and memorizing tiles
Not so.
Surely you don't actually think that's all there is to Survivor.
Even I know that's not true.
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They should've tested the Med-Kit changes and CoH nerf prior to messing with base heal speeds.
I've never once heard someone say that a Brown Med-Kit with no add-ons is OP. 16 second heals were perfectly fine.
FIVE 16-second heals were a problem. 6 second heals were a problem. Base heals were not.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388564#Comment_3388564
Survivors do gens faster than killers can down along with there not being an incentive to do anything else?
Closer.
It's more that, on average, Survivors at a high level can use hook stages as a currency. They have twelve total stages and only five gens to do. Every stage is basically a gen or at least a gen no longer worth defending.
The discrepancy between Killer and Survivor objectives tips the balance. Killers tunneling or securing hook stages removes (or lessens) Survivors ability to use hook stages as currency for gens and (sometimes) re-balances the scales.
It does not work that way for MOST players, however.
