Pulsar
Pulsar
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Even though they are objectively weaker, I do think it's funny that the pick rate probably won't change.
Nobody used them since they were awful, and in true BHVR fashion, now nobody will use them since they've been made even worse.
Incredibly questionable design choices all around.
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Yeah, the bug is pretty bad.
Being able to refill an items charges by when you pick them out of chests is dumb, and honestly I don't feel that Streetwise needed a change.
This is probably another case where it got nerfed like Franklin's because it would've messed with the new item.
It isn't the worst bug, and I highly doubt they'll killswitch it, even if they should. Imo, they need to stop being so hesitant to use the killswitch.
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What is bro on about
I assume that means you don't have any arguments
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972668#Comment_3972668
They could give survivors noclip and you would still find a way to justify it
No refutation, just an absurdism fallacy.
Do you have any actual points or will we be seeing ad hominem attacks next?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974686#Comment_3974686
BHVR is asking for details on what scenarios break the code, so they can try to recreate the issue. And they are trying to recreate the issue, so they can try to learn why the code failed. And they are doing that, so they can try to make the code better. It's how QA testing works.
Nothing in this process, requires you to know how the code works.
BHVR is not known for exemplary coding.
It is almost certainly just a timer. If you die too quickly, you get a penalty. I wish I could test it, but it'd be against the rules to try 🤣
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974365#Comment_3974365
Nope. Every time a survivor ragequits early, it ruins the entire game. It doesn't matter if the killer farms or kills the survivors, because the game has still been ruined.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974373#Comment_3974373
The ragequitters are punishing innocent players, far more often than Go Next is.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974360#Comment_3974360
Because there were enough concerns that BHVR wanted to investigate the issue, and check if the code needed to be modified.
Do you honestly think BHVR turned Go Next off, did absolutely nothing to the code, then turned it back on again?
Yes.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974336#Comment_3974336
Every time Go Next punishes a ragequitter, it helps protect innocent players.
And Go Next is helping protect innocent players, far more often than it is falsely flagging innocent players.
So then why did they disable it?
This is a terrible system.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973653#Comment_3973653
Imagine you die because of one of the many game-breaking issues this patch and the game just hands you a Grade Reduction and DC Penalty for something out of your control.
I have no idea why they would turn it back on.
Because they never wanted to turn it off in the first place.
They had a ton of new players from FNAF, and they won't buy cosmetics if they get banned for dying quickly.
Now that Anniversary and FNAF are done, they turned it back on.
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Also they turned Go Next Punishment back on, or as we like to say, "Got tunneled? Here's a ban"
Doubling-down on a universally hated system is peak BHVR (get it).
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973508#Comment_3973508
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973438#Comment_3973438
For the entier game or just while the cloud lasts?
Whole game after being in the cloud, iirc.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973438#Comment_3973438
I think thats intended tho, its basically an anti-bloodlust item in that sense.
For the rest of the match?
I doubt that.
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You can't start chase.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972974#Comment_3972974
You can just… ya know. Turn off comments. Or go anonymous.
Don't have that option on Console.
Also gets you hit off on occasion. Depends who you piss off.
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From the massive sample size of two whole games….it felt fine.
Fog vials are interesting, I guess. I think there's some kind of consistency issues with them, because I did not have a difficult time tracking people.
Chase bug is absolutely ass, but it's a bug. It will be fixed. Although, we thought it'd be fixed prior to it coming to live, so maybe it's just a feature now. Like kidnap tech.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972942#Comment_3972942
Considering how sensitive the censors are, it hasn't really been much of a problem. Oh no, someone said "ez" in the EGC. Be still my beating heart.
Leaving toxic comments on profiles is fine because BHVR allows you to click on them.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972900#Comment_3972900
I'm of the opinion that if it's in the game, it's fair game. Making up a bunch of rules as a community never works, because nobody follows them and everybody has a different idea of what those rules should be. If BHVR had a problem with me leaving lobbies, they wouldn't let me do it. If BHVR didn't want me to tunnel, they wouldn't let me do it.
That's why I don't complain when survivors use the tools that they're given, I ask that BHVR make those tools less effective if I don't feel like they're fair.
By that logic, using the chat to be toxic is fine since BHVR allows you to do it.
Not sure I agree with it.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972882#Comment_3972882
That's Behavior's fault. They've had this horrible "backfill grabs the first available person in queue regardless of MMR" system for years now, and it's always sucked.
That could be used as an excuse for pretty much everything.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972490#Comment_3972490
No, once the match loads in, I'm committed. But I don't see anything wrong with dodging a lobby that has an item that makes my killer power basically worthless.
You understand that lobby dodging screws up matchmaking, right?
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Wild, they made Pig OP.
One of the BHVR updates of all times.
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@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972688#Comment_3972688
Survivors have had good patches, but this one is extremely good for them. The only good things killers got was the Pig buff, but even then she's still only like mid tier. Don't pretend any of the buffed killer perks are that good, especially in a vigil meta
????
Pyramid Head Buffs are crazy????? -
@UsherGod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972668#Comment_3972668
Franklins was good. The fact that people hated seeing it because it ruined their items attests to that. Also the devs agree that it was good because look at it now
Not with old franklins. Bring 4 medkits and usually it lead to the killer having franklins.
Don't watch it, use it. It's actually insane.
Fog vials would be fine if they didnt recharge, but nope, they have it up every chase
Not in the vigil meta
It's worse. You can't hit certain hits anymore because of purples being horrible. Now every Clown just uses only yellows because why wouldn't they? Idk who at BHVR approved this
Wild logic. "Because people don't like having their items taken from them, that alone makes it good." This logic only works if you specifically used it because you thought it was funny to troll people with it. It's like saying Boil Over is good because it frustrates the Killer.
The perk was almost certainly nerfed because it can't be changed. It got nerfed when we brought in Special Killer Items and it got nerfed when we brought in rechargeable items.
Franklins had a garbage pick rate, so we know that isn't true. Most people don't really care.
BTL is a two second buff. If it's insane now, it was insane before.
Fog vials would be absolutely turbo ass if they didn't recharge. They are already worse than Med-Kits, Toolboxes and Flashlights. If they didn't recharge they'd be the worst item in the game, on par with Green Keys.
"Vigil meta."
Haven't played a lot of Clown recently, but I'll look and see.
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Franklins was already bad. Both badly designed and badly implemented. It needs a rework, but it's obvious this was a rush change because of Fog Vials.
Strong medkits were always safe to run.
BTL is something I will be watching.
Fog Vials are fine, if inconsistent.
Dragon's Grip and Hubris buffs are nice.
Clown isn't really even worse, imo, he's just somehow even less interactive. Higher Hindered and Haste promotes the stupid playstyle they wanted to get rid of, except now it's his only playstyle.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972450#Comment_3972450
And you can choose to play at a massive disadvantage if you want to. I choose to not do so. Because I play to have fun. And having a survivor with a map running behind you dismantling all your traps? Not fun. Having someone drop a Fog Vial every time you try to phase? Not fun. Fog Vials in general are absolutely obnoxious, even when it doesn't hard counter your power and leave you as an M1 110 killer.
You take this game waaaaay too seriously. It's a video game. I'm not going to intentionally put myself at a massive disadvantage for funsies.
So what you'd DC whenever you arent having fun?
Wild how you say I take the game too seriously when you are doomposting about an item that lasts 8 seconds and JUST got added less than twelve hours ago.
Sounds like only one of us is taking it seriously.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972436#Comment_3972436
I'm not looking for an "easier" match. I'm looking for a match that I actually get to use the killer power that I chose to play with.
You can. You are just going to be at a disadvantage.
Much like how, if you were playing Survivor, if you brought a healing build against a Plague. Or a stealth build against a Mirror Myers. Or a gen build if you get tunneled. It isn't uncommon to be denied your intended playstyle and if that's the bare minimum for lobby dodging, we should get rid of the lobby entirely.
Fact of the matter is that there is no removal of power like how toolboxes used to be able to permanently break Trapper traps.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972428#Comment_3972428
"You should have a guaranteed horrible match due to no fault of your own, or else someone else might have a bad match!"
F that. If Behavior wants to make it so certain items hard counter certain killers, I'll just… not play against those items when I'm playing those killers. Right now, the only interaction that remains is Fog Vials and Spirit. They've intentionally removed every other item/power hard counter.
So you'd rather dodge the lobby and force someone else to be backfilled into it, all while looking for an easier match?
No better than the people who dodged Prestiges, imo.
I assume then, in order to remain consistent in your stances, that you dislike Killers who invalidate items and entire builds with their powers as well?
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972262#Comment_3972262
I've give it a try with this perk many matches the last time you mentioned it, paired with that perk that changes hooks to scourged. And no, it doesn't work. I had better success with meme perks like agitation/oppression.
Smart survivors will directly rush gens injured when they see this perk is in play, and only heal when it expires. With how vigil becomes extremely popular, it's gone away way too quick to be any useful.
And after they healed up, they'll just take aggro and occupy the killer again. So your perk does absolutely nothing.
VVigil takes it down to just over an entire minute.
If you can't get easy value from everyone being injured or everyone doing gens slower, idk how to help.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972322#Comment_3972322
Because someone with a map could see every trap on the map and either disarm all of Trapper's traps, or just relay that information back to their team. It's like playing with one arm behind your back, while you're already playing the weakest character in the game.
And flashlights burned Wraith out of his power, stunning him for like 5 seconds and basically making him feel awful to play.
And?
I don't see any reason to manipulate matchmaking and make the experience worse for someone else.
I hate to say it, but items and addons have ALWAYS affected certain Killers more than others. That's just how it is.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972311#Comment_3972311
It wasn't bad perk on specific killers. It's fine, if you didn't like to use it, but it just wasn't bad perk.
It was quite good on Wraith and Hag, because those killers regularly drop their chase. They simply can't commit to all of their chases, that's good way to lose…
I often played Franklins when I have seen 4 items as Wraith, didn't even play Weave for it. It was better than Sloppy imo.
Then Franklins for decent with Weave on any M1 killer. Weave is so much worse now, because of this nerf.It was bad. It was a perk used to troll and that was literally it's only reason to exist.
It's fine if you liked it, but it was objectively a bad perk.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972248#Comment_3972248
As a Spirit main… I don't even want to play anymore. At least not right now. There's no point. Everyone and their brother will be using the item that basically removes her entire power, so you won't even be able to lobby dodge it. Which is what you'll have to do. Spirit will now have to dodge any lobby that has a Fog Vial, just like Trapper did with maps or Wraith did with flashlights.
Why would you need to purposely manipulate the matchmaking against flashlights as Wraith or maps as Trapper?
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972296#Comment_3972296
You didn't even need to camp item. Just 1 second was enough for medkit to deny full heal (unless addons were used).
Camping item was definetly valid strategy for Wraith, or Hag. I don't see anything wrong with it, it was kinda funny in my opinion to bait survivors on it.Gifts of Pain is solid perk, but it's definetly not a replacement for Franklins.
Franklin's was a bad perk. I wish they had made it useful, but it isn't a big deal.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972262#Comment_3972262
That's not really what Franklins was for…
Gift of Pain doesn't do anything, if you drop the chase and then survivor is free to selfheal. Also Franklins was not just to deal with medkits.
There is not an alternative for what Franklins was doing for the killers.Yes. You do need to actually down people and not just camp items.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972262#Comment_3972262
scourage hooks are really not a solution tbh, yea can be nice but what use are u gonna get out of it if they spawn across the map, i mean u could use jagged compass, but wasting 2 perk slots to counter items doesn't seem that fair tbh
You can almost always make a scourge hook, barring weird maps.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972244#Comment_3972244
and now instead spreading around and trying to remove all the items giving the person who was gonna get tunneled first a chance, they will just do it even more
I'd just use Gift of Pain since that not only slows down gens and healing, but also encourages spreading pressure.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972232#Comment_3972232
tunneling will be more common because now instead of the killer trying to mov the medkit for everyone so they don't suffer they will just focus one person instead
a little used perk countered a lot of busted items in this game, if u see 4 medkikts u will equip franklin's
now u can't because they will just go pick it up since it won't lose any charge, it can just stay there and anyone can pick it up and go on
Uh, no, I would not equip a ######### perk to deal with Medkits.
If people tunnel because of it, then they were already going to tunnel.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972025#Comment_3972025
I'm telling you, it's completely safe. Anyone with the slightest bit of intelligence will only use the doors when someone is being chased. It's completely safe. His power benefits the survivors more than he does.
And I'm telling you, the potential to be instantly grabbed is not worth the mediocre reward of faster travel.
Using the doors doesn't affect him in any way, you can't turn them off and it offers zero tangible reward for a high-risk action. You can say it's a low chance, and we'll agree to disagree, but it is high-risk low-reward.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971934#Comment_3971934
It's almost impossible to get grabbed. The chance of this happening is ridiculously small since you need to guess the door the survivor entered through. Besides, you can look at the HUD and not enter the doors if no survivors are being chased. It's completely safe to use the doors.
Definitely is not.
Using doors gives you a mediocre boon for a massive risk. If you want people to use them, you need to make it worth the risk of being insta-downed.
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@oecrophy said:
Nah, please no. Please, please no “guaranteed hits.” Let me have killers where you actually have to land your hits and don’t get free ones handed out by BHVR. Missing a hit with Nurse is supposed to be costly — especially against good teams — and it should stay that way.
Same with higher movement speed... she already has the strongest ability in the game. I really wouldn’t want to see that get compensated with more base speed. You should have to master her power, and every mistake should hurt.
Nurse is still the strongest killers in the game (aside from like 2–3 maps). The only thing she really needs is maybe a rework for some of her addons — and first and foremost, to finally fix all her bugs. That’s honestly the biggest issue Nurse is dealing with right now. Those damn blink bugs show up almost every match.
edit: And maybe just make some perks more usable on her again. Since her basic attack counts as an M2, it kinda kills a lot of build variety. (Like, I get that some perks just won’t work on her, and that’s fine — but stuff like Surge, etc ? Come on… give Nurse some perk variety back.)
The joke is that this is John Ghoul
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Using the door is not even close to worth the risk of being grabbed.
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Good.
He's fun to play and easy to pick up, but the skill to reward ratio is wildly skewed with Ghoul.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971501#Comment_3971501
It's not that survivors use the corn to hide, it's that the corn obscures scratchmarks, pools of blood, and LoS. It's very easy to lose survivors in the corn fields, even temporarily, which lets the survivor reach another resource that may be stronger.
I honestly don't feel like the Coldwind maps are that bad for either side, but if they were to buff the structures, then they need to nerf the corn to compensate.
Remove the corn entirely if it means I never have to see two tile coldwind again.
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Remove the ability to stack, revisit later.
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I enjoyed my time in the comp scene.
I can't speak for it now, but most everyone I met back then was a good sport.
I think it has a place. People like to see high-level players go against other high-level players. I just don't think it should inform balance decisions much.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970623#Comment_3970623
"Killers or survivors, whichever tips the balances in the correct way."
I'm sorry, in what universe will eliminating tunneling and slugging result in killers overperforming lol?
Regardless, Behavior shouldn't make such massive adjustments to basic game systems without having appropriate reciprocal buffs primed and ready to go. If they do their normal, "wait, collect data, then start working on adjustments," then we'll be looking at 6 months to a year of an absolutely miserable killer experience. And that, I believe, will result in a very quick death. Overbuffing the "survivor" role is what killed TCM, VHS, Dragonball the Breakers, and most other games in this genre. It's been shown time and time again that making the "killer" role feel too weak results in a mass exodus of killers, which leads to massive survivor queues. Then, the game slowly bleeds survivors until the playerbase is a fraction of what it was. The devs try to make emergency buffs to the killer role, but it's almost always too little, too late.
Don't forget, DBD almost suffered this exact fate prior to 6.1.0. Behavior needs to tread very, very carefully.
The universe where we can nerf certain Survivor abilities/items/actions instead of buffing Killers. That is an adjustment, like I said.
BHVR shouldn't make such massive changes and not be prepared to look at what the changes actually do. You could be right, and it completely destroys the balance of Killers. You really want them to push out a weak buff because they underestimated it? Or I could be right, and it doesn't upset the balance a lot of A and S-tiers, but they push a huge sweeping balance patch that makes every Killer OP.
No, if they do it, they do need to collect SOME data. Buffing and nerfing blindly is never a good idea.
Yeah, you're talking out your ass on this last point. Here are the actual numbers. DBD was not "dying" or "almost dead" or "too little too late"
DBD was doing better than it ever had prior to this. The game was actually fair, but not balanced, prior to 6.1. In which, we saw the last of the busted fun stuff being removed and the comp mindset truly take over. It also sent us into the last four years of, objectively, a Killer-sided game by design.
Just for fun, here's when I first started.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970613#Comment_3970613
If anything, Clown holding a higher winstreak than Spirit should tell you that win streaks aren't the end all be all of what's powerful and what's not. Surely we can agree that Spirit is better than Clown, right?
My point still stands. Hens and his friends amassed a 300 winstreak while actively nerfing themselves. Surely, that's a problem if killer winstreaks are.
But you've been carefully dodging my point. My point is that even the best killers in the world have to tunnel and slug when faced against survivors of roughly equal skill. Once you reach a certain tier of survivor, they're going to get gens done. You can't twelve hook them. You have to play strategically. Sometimes, you need to snowball for the win.
I just finished a game where I had two gens done in the first chase. A third went in my second chase. Mind you, DMS was still procced on the gen hit by Pain Res from my first hook, so I wasn't over here getting ran. My hits and downs were pretty quick. I managed to tunnel someone out as the final gen went, got a hook in the back corner before the gates opened, then slugged the rest as they botched the save, then got too altruistic trying to save the hooked survivor. Ended up with a 4k, but I literally had to tunnel and slug to even stand a chance. If I hadn't tunneled, I wouldn't have gotten a single kill. If I hadn't slugged at the end, I would have gotten two. If the survivors hadn't have thrown the game at the end, I would have gotten one, maybe two kills.
Sure.
Quite honestly, I care very little for .006% of matches, or whatever arbitrary percentage they make make up.
We will not be buffing Killers prior to adjusting tunneling and slugging. Killers already control the flow of the game, no need to make them more powerful.
Ideally, we'd do it at the same time, but I don't think BHVR can. That leaves two options.
We either don't do it at all, which seems doomed to result in a slow death, or we try it and are prepared to make large adjustments to Killers or Survivors, whichever tips the balances in the correct way.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970607#Comment_3970607
That's a 3k streak. I said 4k/3k+H
Alright. I suppose that's an absolute winstreak.
Hens' streak was a 3E streak, so I feel it would be fair to use the 3K streaks as well. They are wins by any metric.
I did also edit my previous comment, as I said I would.
Wild that even Clown has a higher streak than Spirit.
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https://youtu.be/C8C7Iy3VxYk?feature=shared@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970599#Comment_3970599
The highest 4k/3k+H is held by Remylea at 398.
By the way, Hens and his team also had a 400+ win streak, all while playing comp rules where they limited their perks, items and addons. Surely that's where the power lies, yes? If survivors can win almost 500 matches in a row while actively heavy nerfing themselves, something needs to be addressed, right? Or is it only concerning when killers get massive winstreaks?
found a higher one immediately.
Can't find Hens' 400 winstreak. All I can find is his 219 game winstreak. 400 is significantly higher, do you have the link to it?
https://www.youtube.com/watch?v=pFI9i0qS4OA&list=PL-bjX4q1uhs6PYw8AyxTnPqjjqlixF6F5&index=8The rules were also, "Every perk can be used twice" which is a big restriction, but I wouldn't call it comp rules. Comp usually either straight-up bans perks, bans them against certain Killers or limits them to a single use.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970576#Comment_3970576
I'm sorry, if even the best Spirit in the world is out here having to tunnel and slug against some of these teams, then I think we should be really cautious about just nuking every macro strategy killer has.
Key word, some. And of course we should be cautious, we've waited almost ten years after all. I jest, but yes, a measured approach, to be sure.
Potentially a hot take but you shouldn't be able to win hundreds of matches in a row. Can't remember off the top of my head what the highest Spirit streak is, but I know Rayoxium had a 400+ game streak going at one point.
That's insane, and while it is certainly impressive, it honestly shouldn't be possible and indicates where the power truly lies.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970510#Comment_3970510
No, it's not. Words have definitions, bud. If you get rid of tunneling and slugging, you'll either have to giga-buff killers in literally every other way, or you'll have to nerf survivors drastically. Otherwise, the game will be dead in six months.
We really have no data on that besides anecdotal evidence.
Once again, anecdotally, I think a few Killers would need buffs, in addition to the one's that need help now, but everyone from A-tier up isn't going to be affected all that much.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969890#Comment_3969890
Right, so he described the game then, as in, it was originally designed to not have SWF.
Linked interview says otherwise.
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https://youtu.be/gTpZSllfMmw?t=553@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969853#Comment_3969853
"We know they had SWF in the works prior to launch of the game"
Proof of that? Everyone keeps saying it, but i find nothing, only thing i found was the interview i mentioned where he specifically states part of the fun of the game is not knowing who you are playing with.
Should probably be stickied somewhere with how often people still claim SWF wasn't intended.


