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Pulsar

Pulsar

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  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594616#Comment_3594616

    Congrats on 19,000.

    @OP Do you have any video of these things?

    Thanks, I honestly didn't notice lol

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594616#Comment_3594616

    Yeah, I think this is the only proper decision on this topic.

    Because I noticed that I'm starting to "nitpicking" each small suspicions, instead of actually concentrating on the game.

    Yes, I find that I'll get in my own head and start second-guessing everything.


    Much better to just buckle down and assume they're better until proven wrong

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594293#Comment_3594293

    ok....

    Again, lots to unpack here.

    Yes. I do. I do play Xeno. I play Xeno a lot. Actually, i want to make them my thitd p100 project because i like this killer that much. I also bought almostz all the skins for this killer because you started talking about money. I take this game serious, because i want this game to improve and because i really like the premise of DBD. Thats why ive been playing this game constantly for 3+ years. I think however, that all people need to differentiate real life problems from problems with a game. Believe me friend, i learned the struggles of real life the hard way. Thats why i say, that you take this game to serious. Its a game. A game is an entertainment material. Nothing more, nothing less. If the game gets this hard to you that you only think about its balance and if something is competetively viable (for you), you should seriously reconsider taking a break because you dont seem to enjoy the game for what it is anymore and see it as a job. I have seen this happen to a lot of players.

    Not to Xeno. This is what i said: Second, the "invisible" hitboxes are normal hitboxes. You should learn about the tail hit box and how it behaves. Then you would know what your hitting. Thats what i did and it works fine for me.

    Now lets look at what i said because i have the feeling you got it wrong.

    YOU ARE CORRECT!!!!!!!!!!!

    The tail hitbox looks extremely wonky. It sometimes looks like it hits air and clips through survivors. Thats why i asked for video evidence. I knew what you where refering to. Thats why i wront what i wrote. The "invisible" hitboxes are normal hitboxes. Thats how the game works. This is the kind of skill cieling many killers have to play around. Hillbilly, Bubba, Blight, Huntress, Slinger and many more have a very similar issue. Even on Pig i encountered this problem in my 2k hours of playtime on her. The ambush can get stuck on "invisible" hitboxes and completely stop the attack. I actually called them "invisible-ambush-hitboxes". Lovely accurate. This is a overall problem of the game.

    How do we deal with it? We learn and play around it. On Pig, i literally started to learn about all these invisible-ambush-hitboxes. Where they are, how they work and how i play around them. Thats experience. Bug-based skill expression. Most Blight players have even adapted these kinds of bugs and made them tools for better gameplay. Same has been happening to Wesker players if i recall correctly.

    Going back to Xeno, i will help you out with a nice video: https://www.youtube.com/watch?v=Nlh9IjJEIsw

    This is how i learned a lot about Xenos tail. The tail hitbox works very different than its visual feedback. If you not only understand how this works but also how survivor hitboxes work (a topic that has been discussed and explained a lot on the forums up to this point) you will solve your hitting-survivors-problem relatively fast. I trust your skill in that.

    Is it bad that the visual feedback is this awful sometimes? Yes absolutely. It sucks that it looks like you hit through the wall but still hit the survivor and it sucks that you hit the survivors model but clip though them because the hitboxes didnt collide. But thats it. You didnt hit the hitbox of the survivor.

    On that, i dont think i said anything wrong.

    Now to the killers. Is it bad that we didnt get to try out the unbugged cooldown on Xeno? Yes! Is it still fine? Absolutely yes! The killer is still very strong if you understand its hitbox and therefore hit most of your attacks. The cooldown nerfs from where justified. A killer should get punished accordingly for missing. Same with Chucky.

    In terms of Knight, i, and many others should feel insulted. The killer is buggy and addon dependend, but he definitely works. If you dont trust me, take a look at this:

    https://www.youtube.com/watch?v=xYrmThARPuo - Guide to the Knight from a very invested Kight main

    https://www.youtube.com/watch?v=5W2_zooiqu4 - Guide to counter the Knight form the same very invested Knight main

    Same can be said about Singularity, a killer with an extremely high skill floor and cieling, that most people really enjoy SINCE LAUNCH.

    Some examples are:

    https://www.youtube.com/%40CocolatteLive

    Or even our lord and saviour: OnePumpWilly

    Calling this killer useless is downright unjustified.

    To the other killers we go. All the nerfs you mention where done for the overall health of the game. Pyramid head m2 into m1 was stupid and had to go. Was the solution the best option possible? Maybe yes, maybe not. Would have to try other alternatives out. Pinheads engineers fang is a strong addon still. You literally cant unhook against this addon. A funny youtuber at the name of Choy actually went on a win streak with this addon and literally didnt lose: https://www.youtube.com/watch?v=Kh0DzRW4yBM

    I (luckily) wasnt around back then when the Legion released. I however know that they where one of the most unhealthy characters ever released into the game. Im sure some players like @Pulsar or @Dwight_Fairfield experienced that time of DBD and can support me in that the changes to this killer where VERY welcome.

    To perks. With mettle of man, i agree. Circle of healing was extremely unhealthy for over a year. It took a very long time for BHVR to finally attack the problematic part of the perk, being the self healing aspect.

    Last but not least, DBD sales because of its premise. Its a "horror" game in which you can chase Steve Harrington as the Shape on Gideon meat plant while Cheryl Mason is healing Jill Valentine and Ash is finishing a generator. Thats the main selling point of not only the game but all the licenses. This is also the main selling point of Chucky. All his voice lines. All the animations. Thats what drives people to a character. On top of that, Chucky is a strong character for people that play this game more competetively. Nothing wrong with that. Saying that a killer gets nerfed just because survivors complain is also needless us VS them so.... Yeah. Just look at how long Bubba was able to facecamp without any measure takes against it. They even posted a picture on twitter, when people where scared about Bubba being removed, where he was facecamping a survivor. They embraced a meme, that made a TON of survivors ragequit really fast.

    I dont think that most of the balance desicions in DBD are based on commercial reasoning. Just look at Freddy. The killer is horrible. His perks are bad, memey but bad compared to other perks. No skins at all. Freddy is a killer that you actually need to pay for if you want to play him. Contrary to this we have Wesker, another licensed killer, that is recieved as pretty strong. Was he nerfed from PTB to live? Yes. His hitbox was way too small. This wasnt liked by BHVR, so they adjusted the hitbox to find a nice middle ground. The middle ground hes sitting on now for a long time. No changes, although survivors complain about him.

    Balancing decisions, although sometimes being a bit wonky, are based on REASONABLE player feedback and a basic understanding for what is healthy for the overall game. Sure, there are some exceptions (Sadako) but generally speaking, i dont think BHVR is this antagonist that just wants your money and doesnt care about your experience at all.

    I challenge you to reconsider your perspective on the game, certain characters, learn about the games mechanics and also its flaws and most of it all enjoy the game for what it is. A buggy, unbalanced mess.

    Thanks for reading and im looking forward to your response.

    Barring SM, Old Legion is the worst Killer DBD has released.


    Simultaneously weak and OP, OG Legion was the epitome of uninteractive game design and was quickly deleted.


    New Legion really isn't that much better, but he's fun to play as, at least.

  • Unless I see something blatant, I just assume they're good.


    Keeps me in a good mental state and pushes me to surpass them.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594067#Comment_3594067

    There are 2 types of tunneling. The jack@ss i want to ruin the game for other people at 5 gens tunneling. And the other is hey I only have 2 hooks and they are almost down to 1 gen left after 5 minutes into the game, so you tunnel to reduce the survivor efficiency and maybe get the team to get altruistic and come off gens. Sometimes it works sometimes it doesn't. But its better then trying to go for separate hooks with 1 gen left because if you do that forget it you have no chance your just giving them a free win.

    Like we've literally all been there. Made some mistakes in chase. Accidently got blindsided by a flashlight save or a hook sabo'd or you're an Oni on The Game map and can't get anything going and you fall way behind. So you try to get someone out asap. I really can't stand that all tunneling gets generalized into 1 category because that's not how it is. Some people do it to have an easy mode game and some people only implement it when it's desperation mode to mount a come back.

    Differentiation is fine, but I don't think my definition is incorrect.


    People tunnel, ultimately, because it gives them the best shot at winning with the least amount of effort required. This can be used in a dick way or in a desperate way, certainly.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594061#Comment_3594061

    Playing the game at higher mmr is all that would be required. Unless you're playing nurse or blight, wins are pretty much handed to you there, lol.

    So the Kill Rate should be absymally low at "High MMR"


    It's not, spoilers.

    Likewise, when I played, I won almost all of my games, you can also see this with almost any streamer. The game is sided towards whomever sweats the most, whether that be Killer or Survivor.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593950#Comment_3593950

    What happens more often? Tunneling or gens being done in under 6 minutes. You know why a lot killers tunnel?? I'll let you guess.

    They tunnel because it's easy. It is the easiest and most reliable way to win with the least amount of effort.

    Full stop. End of story.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593494#Comment_3593494

    If the person/people following you are injured, then just listen for them, sure. That's not how the combo works, is it?

    You can't always know if healthy survivors are following, especially with the current prevalence of 'Calm Spirit.'

    Let's say three gens go quickly at the start (which is common), one gen operator starts laying into the fourth gen while the other two shift to rescuing the runner with ftp + buckle up combo. The killer is instantly robbed of vital pressure while the first rescuer or initial runner rotates out (covered by invincibility) to continue repairs while the second rescuer remains to rob the killer again, instantly eliminating even more pressure that the killer worked for.

    The gens are completed, the killer has a single hook, you do the math on the odds of a 4-out.

    And you're going up to bat to defend this nonsense?

    I generally assume that Killers have eyes and some general game sense.


    It usually doesn't take much to figure out if someone is setting it up. I've been hit by it, impactfully, once.

  • I see people miss them on occasion. Much like wiggling, they exist for a purpose. Should we remove wiggling simply because wiggle outs aren't common?


    I do think that Overcharge's skill check that can appear after you let go should be default. Swap the no chance to hit over to OC and give them a chance to hit it while running by default.

  • I would've removed the Endurance effect instead of killing the perk.

  • @murderousintent said:

    Survivors are the power role.

    Completely untrue, for the record.

  • I think there's a limit.


    What that limit is greatly depends on the person.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593494#Comment_3593494

    It was at the door of the exit gate, not at the threshold where heal tech would work. However what you said about hitting the buckle up user. 2 survivors had the combo and they were both using the same Feng skin, swfing together lol.

    Hit the guy that's chasing you.

    If there's two people chasing, there's one dude on gens.

  • You aren't playing against 4-mans every match lol

  • @DyingWish92 said:

    Got a down? Sorry it doesn't count. No counterplay whatsoever. Both survivors invinsible for 10 seconds, they can both reach a pallet most likely. Guess I'll try again...

    4 times this happened to me in one game robbing me of 4 hook states including once at an exit gate area where they got to run out scott free with no input from me whatsoever.

    Even Dead Hard in all its versions had a tiny bit of counterplay (unless used for distance to a pallet or window.) Luckily I run into this combo somewhat rarely but wow is it lame as hell when you do.

    If it happened to you four times in a game, at some point, you kinda need to hit the guy that's chasing you. It's like getting flashlight saved four times, at a certain point, it's on you.


    Also, them using it in the gate is inconsequential. Heal tech gets them out as well.

  • That's about where I'm at as well.


    Maybe, after seven years, we've reached true burnout. As has been said before, the opposite of love isn't hate, it's apathy.

    Loving DBD or hating DBD means you still care. Being apathetic towards it means it's probably time to let go, imo.

  • ....if you are getting flashlight saved three times per match, that's on you.


    Either don't pick up the guy when you KNOW there's someone hanging around or face a wall. It's genuinely not that hard.

  • Too strong to leave it unconditional but unhooking the same person twice is very situational.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590678#Comment_3590678

    I believe they're unhappy with playing on The Game as Xeno because "the tunnels aren't on the same floor as the gens" or something like that

    Thanks for the translation

  • To be fair, that one isn't really on BHVR at all

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588461#Comment_3588461

    Looks like your MMR was just too low since BHVR just confirmed they increased the soft cap.

    They've said they raised it, but honestly, not feeling a difference.


    Maybe one in ten matches is a remote challenge, average skill level just isn't high.

  • Because I also need to run 15 other perks to ensure I have a tolerable experience.

  • Report them.


    NSP and Mural is kinda bad to play against because it does remove Legion's counterplay and can end up in a mending simulator.

  • I really do question how some players view TAKING A HIT a bad play.


    It's not 2016 anymore boys.

  • To summarize: Us vs Them, also RPD is Survivor-sided apparently. News to me.

  • I haven't noticed anything different.


    Same results for me.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587459#Comment_3587459

    Seriously? This was a promise? I remember cross-progression being one but not this. I guess there literally is no hope then. I can't believe how much money I've spent on this game. I bought every piece of DLC and hundreds of dollars worth of auric cells over the years.

    Dead by Daylight has a new optimization roadmap in place that ends with the game supporting 60 FPS [...]


    This was from back when Plague was the newest Killer and when I had just hit my first year anniversary with the game.


    Plague is now an old Killer and I'm closer to SIX years on DBD than I am to five.

  • Probably not.

    They were either unable to or didn't care enough to optimize for Xbox One and PS4, despite promising 60 FPS by the end of 2019.

  • @Akumakaji said:

    After waiting for 90s at the exit gates, survivors should be put into the dying state and unable to leave for 30s. They take forever to leave, otherwise.

    Absolutely classic whataboutism

  • Probably but we are literally not allowed to play him.


    Besides, BHVR clearly doesn't see Consoles as a priority

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585938#Comment_3585938

    If survivors play propelly they should not lose 1 gen remaining in 3vs1. My soloQ mates manage that but they are worst kind of players you see. One goes AFK in corner, one dies at 90% worked gen in under 10s and one player tries to play right but you can't win 1vs1 when 2 players sabotage you. On other hand with my swf we have won 3vs1 games 5 gens remaining. Our solo has dc:t or suicided or got tunneled early.

    A Killer should not be losing a 3v1 at 5 gens unless the matchmaker royally screwed up.

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585914#Comment_3585914

    What would be the proper way to solve tunneling issue?

    It would be difficult and would likely require multiple sweeping changes.

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585954#Comment_3585954

    No. Altruism squads who play badly and all get downed while trying to get their sabos/blinds/hook and pallet saves should not be rewarded.

    Ah yes, further push people into slamming gens. Surely that'll be a hit.

  • @Caiman said:

    Why leave your generator to go help your teammate when they can just pick themselves back up on their own, guaranteed? More genrushes ahoy.

    There would also be a massive increase of running to the comp corner or other areas far from hooks where a killer can't reach a hook in time. Force the killer to slug you, then completely ignore the pressure it's supposed to create. More sabo squads ahoy.

    No, a basekit Unbreakable, even in a weakened form, would do nothing but make this game worse overall.

    Because it's 90 seconds of having a 3v1????

  • Probably tunneling.


    I don't think anyone would really dispute that the game would be better if Killers couldn't/didn't need to tunnel to win, depending on how you view it.

  • I feel like 90 seconds is probably fine.

    That's long enough that it isn't just slugging for pressure anymore, there's really no reason to slug for that long and I can't imagine someone's teammates leaving them on the ground for that long unless they are either incapacitated or trolling.


    I'm not sure why someone would be against this unless it's just a principle thing.

  • Because it's fun?


    Stop playing if you hate the game so much. It's not healthy

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584468#Comment_3584468

    I assume you block it from the outside. If you are inside the jungle gym, there should be no way they don't get to the window before you can hit them. Still this seems like a pretty blatant misplay on the survivor's end and not all that hard to avoid. Although it might be one of these instances where you just don't expect it and make the wrong play because of that.

    Thank you for explaining that.

    I think it works with Wraith because he's hard to see. You can get a general idea of where he's at, but not a perfect one. Most players will just assume they make it to the pallet.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583941#Comment_3583941

    How in the world do you get a hit on a jungle gym as Wraith? I'm genuinely curious. Even with 2 uncloak speed addons you're still way too slow for the survivor to not either make it to the pallet or window before you can hit them. If you know something I don't, I'd be very interested in hearing that.

    Playing M1 killer around a jungle gym should not work either because there are 3 safe spots where the survivor can simply wait and watch out for the killer. If that survivor cannot do that, then that is not an issue with the tile but with their own lack of knowledge / experience / patience.

    All of the killers you mentioned, besides Wraith, have something in common. They have very oppressive chase powers. Nurse will hit you anywhere. You could have 1000 pallets and 800 windows and she still would get her hits. Try that on any other killer. Blight to a degree is in a very similar position. When Legion has their power, you're gonna get hit, no matter what too. So against these killers, there is pretty much no such thing as a god pallet. Because in theory they could hit anywhere. Even in shack.

    I'm not sure what exactly you are trying to say with this list of strong anti-loop killers. Because the issue remains. Many killers have no choice but to brute force their way through. Which is neither fun for the killer nor the survivor as far as I can tell because both don't need to use their brains when that happens. So the interactive part is actually not all that interactive.

    I agree, that we can't remove all strong loops from a map but with many maps as stacked as they are, I am of the opinion, that we would either need to decrease the amount of resources or replace them with weaker / more fair versions in these cases. You can't have your cake and eat it too, as they say. The alternative is to rework every killer with weak / mediocre chase powers or buff them in that regard. But how exactly do you do that without making them a pain to go against?

    You block the pallet.

    That's gotten me hits against a lot of really good Survivors, mostly because it's usually so close that they commit to it.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583934#Comment_3583934

    What point is reaching P100 if you can't show it? Im only fine with hiding it if we get legacy skins for P100 rewards. Now the reward is just showing it.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583934#Comment_3583934

    If they hide prestiges then there is literally no point to prestige. With the new profile changes they are doing what is next? Start hiding profile customizations because someone might have gotten one from being really good in chase? So we start hiding those too?

    Beyond prestige 9 you as a player get nothing. So what is the point in earning prestige 100 if you can't show it off.

    Show it off in the endgame screen.


    I was against the P100 border from the start, I thought skins would be better.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583941#Comment_3583941

    reliably get hits on jungle gyms as legion? I think there is difference between getting hits because the survivor is playing bad and does not know how to use the tile properly vs the killer getting hits because the killer wins a particular mindgame. M1 legion should not be getting downs at dropped jungle gym pallets. that is learn to play issue.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583926#Comment_3583926

    I agree with your position. the main survivors that win are survivor that pre-run properly away from generators to run-forward and the survivor that optimize loops in such a way that it makes said pallets safe. in an ideal dbd, the killer should not be breaking pallets, only going around them and mindgaming slides to get a 50/50. It is just historically, dbd has had more safe loops then unsafe loops so killer got used to breaking pallets due to loop design in the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584031#Comment_3584031

    the strong killer balance the strong loop design in the game. they either do that by making the super strong pallet into non-instant break or they break pallet but create a mindgame between the loop. it is debatable in what context killer anti-loop is fair vs unfair but general idea killers with good chase capacity can handle maps with 5 jungle gyms on every map. Bloodlust itself is somewhat of a problematic mechanic because it doesn't help weak killer mindgame safe jungle gym pallets but it progressively grants guaranteed hits at weak pallets where killer does not not need help.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583967#Comment_3583967

    i disagree. every single god pallet/safe pallet that killer is forced to break is an issue. this is because survivor can use early safe god pallets as means to delay killer in early game with no counter-play. The result is that killer loses 3 generators in first chase because survivor ran to the 1-2 safe god pallets on the map and held-w after pallet break. a common request by killer is to add corrupt intervention base-kit but issue is not objective. it is god pallets that allow said objective to be rushed because killer cannot change outcome in early game when the survivor's first impulse is to run to god pallets/safe loops.

    this is also why some people have said to nerf "Window of Opportunity". the problem is that nerfing window will not change the fact that those pallet are there. survivor will still run to these pallets regardless whether window of opportunity exists or not. As a result, my opinion is that safe loops and god pallet are responsible for killer's bad early game.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583941#Comment_3583941

    reliably get hits on jungle gyms as legion? I think there is difference between getting hits because the survivor is playing bad and does not know how to use the tile properly vs the killer getting hits because the killer wins a particular mindgame. M1 legion should not be getting downs at dropped jungle gym pallets. that is learn to play issue.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583926#Comment_3583926

    I agree with your position. the main survivors that win are survivor that pre-run properly away from generators to run-forward and the survivor that optimize loops in such a way that it makes said pallets safe. in an ideal dbd, the killer should not be breaking pallets, only going around them and mindgaming slides to get a 50/50. It is just historically, dbd has had more safe loops then unsafe loops so killer got used to breaking pallets due to loop design in the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584031#Comment_3584031

    the strong killer balance the strong loop design in the game. they either do that by making the super strong pallet into non-instant break or they break pallet but create a mindgame between the loop. it is debatable in what context killer anti-loop is fair vs unfair but general idea killers with good chase capacity can handle maps with 5 jungle gyms on every map. Bloodlust itself is somewhat of a problematic mechanic because it doesn't help weak killer mindgame safe jungle gym pallets but it progressively grants guaranteed hits at weak pallets where killer does not not need help.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583967#Comment_3583967

    i disagree. every single god pallet/safe pallet that killer is forced to break is an issue. this is because survivor can use early safe god pallets as means to delay killer in early game with no counter-play. The result is that killer loses 3 generators in first chase because survivor ran to the 1-2 safe god pallets on the map and held-w after pallet break. a common request by killer is to add corrupt intervention base-kit but issue is not objective. it is god pallets that allow said objective to be rushed because killer cannot change outcome in early game when the survivor's first impulse is to run to god pallets/safe loops.

    this is also why some people have said to nerf "Window of Opportunity". the problem is that nerfing window will not change the fact that those pallet are there. survivor will still run to these pallets regardless whether window of opportunity exists or not. As a result, my opinion is that safe loops and god pallet are responsible for killer's bad early game.

    you'll notice I did not say downs. I said hits.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583928#Comment_3583928

    i'm not getting hit with it all the time either because thankfully it's not that commonly ran and i refuse to play lower tier killers because of mft so my pressure is generally high and people can't always afford wasting time healing all the time and hovering chases. it is an extra kick in the privates of a losing killer just like old coh was; as a losing killer you couldn't run around snuffing boons and when you didn't you couldn't establish any meaningful pressure. when you are a weaker killer going through the map breaking pallets, gens getting done left and right and you get hit with this bs? you already lost the match because after resources are gone and you finally get some hook pressure going it should've been your stronger phase of the match but nope.

    again, counterplay isn't always there. you can't bodyblock a completely open area, and w/o stbfl or any m2 killer other than huntress (short range shot) you literally can't magically get out of hit animation and deny the play even when you see the play coming miles away. and please ever don't suggest changing targets mid chase because if a perk combo made you switch from an injured target to a healthy one the combo already did its job more than necessary. if you mean "tunnel their *** out asap", then sure that can be a valid counterplay which is ironic because lots of people even here defend this as a counterplay to tunnelling.

    mostly agree with plague and legion (since healing might not always be the best choice or even an option) and wesker obviously, but others especially oni are enormously affected.

    sorry for the essay but hopefully i'm making some sense to maybe change people's minds about this broken combo.

    "Ah yes, allow me to try to FTP Buckle Up against this Demon Dashing Oni, surely they won't turn around and kill me."



    I've been playing a ######### ton of Myers and Oni recently. I've had people following behind me literally throw the game trying to do something, couldn't tell if it was Buckle Up because they died

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583928#Comment_3583928

    No offense, but I remember you saying the exact same thing about MFT, and look at it now.

    Based on the Pulsar frame of reference, looks like a Buckle Up nerf is imminent.

    BHVR caves under pressure. Also, if we're taking shots like that, congrats on the ban.


    Anyways, I do think that the way they decided to nerf MFT is a massive mistake, as it pushes the perk into meme levels of bad. Likewise, I almost guarantee that however they'll nerf FTP Buckle Up; if they do nerf it, will be equally as bad.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583941#Comment_3583941

    Then why am I safe 99% of the time at those tiles as survivor? You listed half the roster, which still leaves the other half of killers who can do absolutely nothing at that tile. Why can’t most pallets be a 50/50? What’s so wrong with the survivors actually having to mindgame instead of being guaranteed safety?

    I win the vast majority of my killer matches. When I lose, the formula is pretty much the same: they hear me coming, they get a huge head start, and even if I’m able to start the chase, instant safe pallet drop. All pallets should have a mind game.

    Likely because you're better than the vast majority of your opponents. And before you deny it, there are different aspects to skill.

    I'm not mechanically gifted, I have poor eyesight and one ear doesn't work well. However, I know human behavior and I can play macro extremely well, and that allows me to be "better" than most of my opponents.


    What is, in your opinion, an ideal pallet?

    And, conversely, what pallets/loop structures would you want to see removed.

  • Sorry :(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583923#Comment_3583923

    It would need to be recalculated though for the same effect... because 30% reduction of 2.7 seconds is not the same as 40 % off of 3 seconds... With 40% off of 3.0 seconds we end up on 1.8 seconds cooldown, whereas with 30% off of 2.7 seconds we have 1.89 seconds. So it is not exactly that...

    Functionally, I doubt anyone would notice.

    If they really wanted to though, I suppose they could make it back to 1.8 instead of 1.89

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583936#Comment_3583936

    The two aren’t even remotely comparable. A t-l wall is a 50/50 guess. A jungle gym has a pallet that severely limits the killer’s mindgames. A hit isn’t happening unless they can turn off the glow or teleport like spirit.

    Killers that I have been able to reliably get HITS with at jungle gyms:


    Wraith, Doc, Huntress, Nurse, Spirit, Legion, Oni, Demogorgon, Pyramid Head, Blight, Twins, Nemesis, Pinhead, Artist, Wesker, Knight and Alien.


    Most of those Killers will disappear if you play against comp teams, but even still, I did manage to beat up a few back in the day using Blight and Wesker.


    Survivors do need safe structures. Jungle Gyms are reliable and decently strong, but not impervious. I have mindgamed MANY Survivors on the short-wall of the jungle gym. The game cannot be an entire match of 50/50 TL's. Nor can it be ######### filler pallets that you get hit at unless you stun the Killer.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583922#Comment_3583922

    A god loop is anything that the killer is forced to break and can’t mindgame. Jungle gyms are a common example, with some outlier killers that can make plays on them. The only time I get hit there as a survivor is if I have a total brain fart. And yes I understand it’s asym, but shouldn’t the killer have an advantage in the chase for that reason? It’s 1v4.

    Ah, yes, I thought as much.


    I am gonna take a really wild guess. Is the T-L the best structure in the game to you?

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