Reinami
Reinami
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- Reinami
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596847#Comment_3596847
While that’s true, that was 3 years ago and I think they’ve gotten better since then. When they tried to nerf the Engravings addons earlier this year and saw all the negative feedback, they reverted them. When they tested 24 second healing on a PTB and saw all the negative feedback to that, they went back on it and nerfed medkits instead which was exactly what should’ve happened the first time. They canceled basekit UB after seeing how many problems it created. And more.
For every one of those examples i can give you other ones as well.
There was tons of backlash over what MFT was going to do, and yet it took them 6+ months to finally nerf it for example.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595895#Comment_3595895
If they actually do that I'd like to hope there'd be enough community backlash to get them to revert it. She doesn't need any of that and she is a popular killer.
If she needs any changes at all it would be adjusting her addons but they did say it was basekit adjustments so honestly I have no idea what they have in mind for her.
The community also backlashed with the billy changes when all he needed was instasaw removed. But it still went through.
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@Ayodam said:
You can just run Sloppy Butcher or one of umpteen add-ons to prevent 99% healing. Tbh I haven’t seen any survivor even attempt that since the medkit nerf. Same with gens. Survivors just aren’t really doing it anymore because it’s futile.
That's getting nerfed too likely.
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@SweetbutaPsycho said:
I've seen so much stuff on here about how toxic survivors act and how hard it is to play killer etc.
Now the killer side gets a really strong killer with chucky and out of 10 matches against him so far I had:
- 9 4ks
- 5 chuckys spamming EZ without anyone else even saying something after the match in endgame chat
- 4 chuckys just letting the entire team bleed out
- 9 matches 5 gen tunneling one guy out
- 4 matches proxy camping the first surv on hook
- 3 guys telling my team how bad we are and to unalive ourselves (not swf but solo queue)
- 5 chuckys just running around the last survivor on the ground refusing to hook him
Why can apparently nothing good or strong happen in this game without people immidiately abusing it for toxic puposes be it killer or survivors.
For every one of those games you get? I get the same from survivors. ######### gonna be #########, its not a "sides" thing.
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@jamally093 said:
I can't blind the killer while they carry a survivor because of one simple thing. THEY CAN LOOK UP AND DOWNA my timing is beyond terrible so I really don't know how to do this challenge.
I mean, learn the timing?
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@OrangeBear said:
I think the problem is lack of counterplay. Obsession is meant to take hits to lose stacks but you can't communicate that in solo queue. Also, killers like demo with easy to use special attacks can use that on the obsession should they try to do this counter. You can't do anything about this and it just transforms some killers into save the best for last users instead of using their own power.
Also ever since they started using endurance for anti-tunnelling and camping, STBFL became an anti-anti tunnel.
The perk probably shouldn't work on endurance hits and there needs to be more counterplay to reduce the amount of tokens the killer has.
Best solution would be to give the obsession a notification when it is in use, so they know they need to go take some hits. But nerfing it "because demo" is dumb, because good demos aren't using at.
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@CountOfTheFog said:
I have had two matches so far with a Feng Min in both. They don't touch generators, they do touch pallets though!
Two matches now the player literally runs around the map slamming every pallet they see and jumping across to get the killers attention.
I sincerely hope that you will consider making challenges that do not encourage the player to throw the game.
Thank you for your time ❤️
https://us.v-cdn.net/6030815/uploads/Y10NYMQU7XNA/20231129-120955.jpg
Ah, great strat, i was wondering how i would complete this one quickly.
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596224#Comment_3596224
Yeah literally being slugged is better than getting hard tunnelled out the game without any good perks to defend my self with cause I either use unbreakable or my team picks me up
What if, now hear me out here. They DON'T buff DS to bandaid tunneling, and instead create mechanic that prevents tunneling to begin with? Something that doesn't require a perk slot and for you to buy a DLC. That would probably be better for the game.
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@BUFFDECISIVEPLS said:
You guys have finally listened to the community on this and the 3 Gen issue we have been saying to you guys decisive strike needs a buff since you guys nuked it
im hoping it’s given it’s five second stun timer back because that’s what it needs to give survivors a good tool to fight tunnelling
@adsads123123123123 said:
I would say about 90% of killers would quit if they added 5 sec DS back.
Na, i'll just start running a knockout slug build and bleed survivors out to counter it. Can't get DSed if you never hook anyone.
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@Gabe_Soma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596516#Comment_3596516
You know, it doesn't feel great when you take a hit and right after the killer is next to your butt without any distance having been covered.
I don't think it's busted or OP, just adjust it according to the new cooldown hit and the surv's speed boost after the 6.1.
You know what doesn't feel great as well? Playing an m1 killer like trapper, landing a hit, and then the person gets a free ride straight to killer shack or some unmindgameable loop and if you commit to the chase you lose the game because you can't mindgame the loop so you have to dance around the window 3 times until it blocks, hope that they don't have a connected tile, then they drop the pallet and you break it, taking a full 30-40 seconds to do so, then it takes another 20 to catch up after breaking the pallet. Meanwhile the other 3 survivors are on 3 different gens and oh look, they are done now gg. But if you don't chase them, they'll be back in it in 20 seconds. Rinse and repeat until eventually you lose.
STBFL is currently the only thing these types of killers have to close the gap right now. And you know who doesn't use STBFL? Spirit, blight, nurse, you know. The best killers? They don't give a damn and won't care when it gets nerfed. So what will the outcome be? Yet again, the low tier killers suffer and the high tier killers stay the same. All because the killer spent several minutes, building up their stacks (while the obsession did ######### all to prevent it for some reason) making it so the survivors get one less second chance and the killer can actually be a threat to them.
Look how many second chances survivors get without perks. Now look at how many second chances killers get without perks? You'll notice that survivors get many, and killers get 0.
The only change i think STBFL should get, is that the obsession gets a notification when the killer has it, so they know they need to go for body blocks. This is something that closes the gap between solo and SWF.
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If you don't own Feng Min, you can use this one.
KEEP IN MIND this one is LESS EFFICIENT than the one above, and only lets you save 510k points instead of 585k. Only use this one if you don't have Feng min, or want to claim more points for some reason.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596559#Comment_3596559
IncorrectWhen you hear people say balance to the middle, what do you think they mean?
I had a much longer post to go here, but I've gone through this loop with you before, and I now think that there is a fundamental misunderstanding of what balance to the middle means. Your argument about the shack is one of the best 'balance to the middle' arguments I've ever seen, yet you are saying you are against it.
When people say balance in the middle they mean the following:
If something is super OP at a high level, but fine at a low level, then it is fine, and doesn't need changes
If something is super OP at a low level, but underpowered at a high level, then it needs nerfs
If something is super OP at a high level, super op at a low level, but mostly fine in the middle, then it is fine.
When i say "low level" i mean the vast majority of the players.
I disagree with all of these statements. Anyone who says "balance in the middle" also must BY DEFINITION also believe that nurse needs MASSIVE buffs. Because every time they release data for her, she is by far the lowest kill rate killer in the game. So my question to you is.
Do you balance around top tier players or the "average" (majority) of players?
If you balance around top tier players, then it is probably time to nerf blight and nurse while massively nerfing survivors as a whole, or massively buffing killers as a whole because teams like oracle and eternal exist and if they queued up for a game together they would probably have a near 100% win rate.
If you balance around average (the majority/middle) of players, then nurse will need some massive buffs because she is by far the lowest kill rate killer in the game. And while we are at it, we need to be nerfing, sadako, pig, pinhead, plague, dredge, freddy, myers, legion etc.
Now, do you honestly believe that killers like freddy and myers need NERFS? and that nurse needs BUFFS? Nobody here is going to defend that outside of a few people i disagree with but at least applaud their consistency on the matter, like pulsar.
The point is, you cannot hold both of these statements to be true:
- blight main on a 1k win streak is a problem. Team oracle on a 1k win streak is not a problem.
You don't get to have it both ways. If you balance for the average player, you MUST take that to its only logical end point, and if you are not willing to do so, then you are just pure an simply biased toward survivors.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595703#Comment_3595703
You don't balance around the middle. That is not something that is sustainable. This video explains the concept a bit:Your whole post, and the video, read like you agree with the concept that we should balance around the middle. You're just arguing over semantics that I don't think anyone even disagrees with.
Incorrect
Look at any multiplayer game. They always balance for the top while ACCOUNTING for the low level.
For example in LoL there was a character that was super high win rate in lower tiers but never played at competitive level because he was terrible. The result was to rework the character entirely in a way that made him better at a high level but worse at a lower level.
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@Bloodwebs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595222#Comment_3595222
She is arguably the best m1 killer currently in the game. If you’re against a sadoku main you’re instantly pushed into a corner forced to do a secondary objective or else you’re dead.
it’s too forced at the moment, a slight nerf to her and a few of her add ons, and then she’ll be in a perfect state.
What a shame that survivors have to hold m1 on something that isn't a gen. Survivors get mad at killers for tunneling and somehow also get mad when something prevents them from tunneling the gens.
Also. Wraith is a better m1 killer than her.
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@coco_shotz said:
This is a really unfortunate circumstance, however I imagine you're supposed to spread out hooks like survivors are supposed to spread out gens to avoid 3 genning but instead of gens it's spacing out hooks so you aren't left in these scenarios.
The problem is, this only matters in this situation. Where the game is already over. Its not like its destroyed everytime you hook someone, and the mechanic exists for that purpose. By the time you end up in this situation, the game is already over. It is extremely extremely rare where it happens mid match in a way where it is beneficial to the survivor as a "strategy"
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@ProfessorDunwich said:
I’m hoping once 4 gens are done Survivors are able to pick one completed gen to reset with the initial gen completion still counting. The Killer would be alerted to which one.
Ideal solution would be to even out the curve for gens. My thinking is to take 40 seconds off the last gen, put it on the first gen, and 20 seconds of the 4th gen, and put it on the second gen. Thus.
1st gen takes 130 seconds, 2nd gen takes 110 seconds, 3rd gen takes 90 seconds, 4th gen takes 70 seconds, 5th gen takes 50 seconds.
Tweak the numbers, and make it so that when the charges are removed from the gen, it removes repaired charges first, so you can't have like 5 gens pop all at once for example. This also minorly addresses tunneling because 3 people can do the last gen at 50 seconds a lot easier than 90 seconds.
Most likely though? They will do some horrible mechanic that only nerfs chess merchant but doesn't actually address the problem. Probably something like, gens can't be regressed more than 100% of their total progress, or something. Creating yet another complicated mechanic that forces killers to keep track of yet again another thing while continuing to give survivors a bunch of UI that shows them everything.
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@sizzlingmario4 said:
Decreasing the laceration meter capacity back to 6 would’ve defeated the purpose of lowering the throw rate back to 3. Increasing the throw rate to 4 on the PTB was meant to keep the rate at which the laceration meter fills similar to the current Trickster (50% of 6 is 3, 50% of 8 is 4, though this is before accounting for the gradual throw rate increase the current Trickster has which is being removed), BUT that combined with the buff to 115% movement speed (which is a huge buff by itself) was a little too much. He still will have no recoil going forward and they removed the gradual loss of movement speed while throwing blades (meaning blade throw movement speed is now always 3.86m/s) which will also help him.
The decrease to Main Event duration isn’t really a big deal since it will activate more often and part of that decrease can be offset through the combo score mechanic now increasing the Main Event duration.
The terror radius increase is basically a nothing change btw, since he has a 40 meter lullaby which has not changed at all. If anything it’s a buff because it will make terror radius perks better on him.
I'd say a sweet spot right now would be to reduce the laceration amount to 7. Meet it in the middle.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595894#Comment_3595894
What happens if the killer hooks the obsession for their 3rd hook ? Does another survivor still become the obsession? Is it endless?
Yes, everytime you hook a non obsession, the obsession is exposed for 20 seconds and their aura revealed for 10 seconds. Everytime you hook an obsession, another random survivor becomes the obsession and screams.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595895#Comment_3595895
But Huntress is fine. She's good at what she does and she has plenty of room for skill expression and counterplay. She might be somewhat basic, but that's not necessarily a bad thing.
I don't disagree with you. But like i said, when new strats come out for killers that requires a ton of skill to pull off but makes them as powerful as the orbital strike huntress, they tend to nerf that killer.
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@CatnipLove said:
What are the odds it's just a nerf to Iri Head for Huntress?
My guess is they make her 115 but make it so you have to land 3 hatchets to down now. Because of the new "orbital strike" strat that is going around with her making it so she can insta down people once you practice enough.
Can't anything skillful making more killers viable now.
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@CountOfTheFog said:
The only way to counter this perk is by running both Distortion and Calm Spirit, correct?
Distortion for the aura and calm spirit for the scream?
I am having a horrible time against this perk lol. I can't wait to use it myself though 👹
Calm spirit isn't really worth it. It picks a random person to become the obsession when you hook the obsession, meaning that you only have a 1/3rd chance of the scream part even working. Not worth a perk slot. Especially since the way the perk works you actually generally want to specifically ignore your obsessions. Meaning you generally don't want to actually go for the person that just screamed if you can avoid it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595752#Comment_3595752
Balancing around the top != balancing with consideration to the top.
You can create Killers, like Blight, who are balanced at a casual level and still viable competitively. I think, realistically, Nurse just makes a lot of people motion sick.
But no, I wouldn't be against making her easier to play, as I've stated the last few times we've had this conversation.
Right, and every time we both think the other is fundamentally wrong, but i at least applaud you for consistency. And now we can go back to ignoring each other because i don't think we'll ever get anywhere.
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@CountOfTheFog said:
Can hiding in a locker protect you from Killer Instinct?
No
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595643#Comment_3595643
I will not be watching that video for the fourth time. I saw it when it came out, and I have watched it every time you've linked it.
I absolutely DARE you to watch what happens if we balance for comp players. Hell, balance for me. You absolutely will not like it, nor will the VAST majority of players.
Now, YOU may be fine with the game dying and having a measly playerbase, but I highly doubt BHVR wants to lose that revenue. They are a business, first and foremost, and they will generally err on the side of the majority consumer. That means the casual player, if we get to a point where the majority consumer if a comp player, we've gone down a dark path indeed.
So then you probably know what my next response will be then?
When are my nurse buffs coming in? Since every time BHVR releases killer stats, she is by far the lowest kill rate killer in the game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595625#Comment_3595625
Unfortunately, BHVR has not deigned to share any stats with us recently, but even on NightLight (I put little stock into it), Trapper has 53% KR.
He seems to be doing fine.
nightlight is not a good metric to go by.
Nightlight is showing right now data from 21,482 games. And trapper has a 4.92% pick rate which means it is looking at 1056 games. This is hardly the amount of data you need to make any reasonable conclusions.
You know what else nightlight also shows? That skull merchant, sadako, pig, and pyramid head all have a higher kill rate than nurse. Guess we should nerf them too?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595669#Comment_3595669
I would try to balance around the general middle. Swf in the right hands is busted. We all know that. But not everyone uses it that way. Making killers that strong to deal with that would make the game horrible to play for anybody. You also can't nerf swf. This is the problem BHVR has run into.
You don't balance around the middle. That is not something that is sustainable. This video explains the concept a bit:
https://www.youtube.com/watch?v=X1p42KtZOCw&t=203sI timestamped the relevant section. They are talking about team fortress, but the concept still applies. Basically, if you look at the kinds of things that super good survivors are capable of doing and then nerf those things, you won't affect other survivors.
For example. Lets look at killer shack. What is a way they could nerf killer shack that makes the structure much more dangerous for top tier survivor players without hurting low skill survivor players? How about making it so you can't see through it at all. Many of the maps have a ton of holes in the shack that survivors can see through that makes mindgaming it effectively impossible against a decent survivor.
But, if they took that away, and they made the structure mindgamable, now a killer might stand more of a chance against a top tier survivor. But how would that impact the low skill survivors? Well it wouldn't because they aren't checking at these "check spots" for the killer anyway, they are busy running into shack, camping the pallet, and dropping it right as they get hit anyway and going down 5 seconds later. So doing such a change won't hurt them at all.
On the flip side, low skill survivors vs high skill survivors. I still stand by that the greatest balance change that BHVR has ever done, was change ruin. Not nerfing it to 100%, that was stupid, i mean the change before that:
This ruin was a staple among every killer. For those who remember Monto. You always took ruin every game to "slow the game down just a little bit" But look at the effect here. This made doing gens as a new player MISERABLE. First of all, you could actually end up LOSING ton of progress on gens just due to landing regular skill checks, so now you had to hit great skill checks. Well, low skill survivors can barely hit skill checks as it is, let alone great skill checks. On top of that, the other option is to find the totem, something which was much easier said than done as a new player. This lead to the "gen tapping" meta, where you spammed m1 on the gen, so that you wouldn't get a skill check.
Obviously a horribly OP perk against newer/lesser skilled players.
What about the high skilled ones though? They didn't really care. They could constantly hit great skill checks in their sleep anyway, so this perk wasn't really that good against them (it was still used because there just weren't any good perks back then) but the perk didn't really do anything against them, On top of that, these survivors generally knew ruin was in play every game so would immediately start looking for it, and since they memorized totem spawn locations, it would generally last maybe 30-40 seconds against these types of teams.
So what change did they make?
This massively nerfed ruin against low skill survivors but massively buffed it against high skill survivors. Because killers at a low level, weren't able to exploit this version of ruin to its full effectiveness. On top of that, it promoted healthy play that forced the killer to pressure multiple survivors and generators in order to get value, rather than just hard camping like the other one did. High skill killers were able to do this much better than lower skill killers, making the perk much strong in those higher level games.
AFC is another example of this. In high tier games, facecamping is gonna lose you the game anyway, so its a bad strategy, but in low skill games it happens all the time. So the AFC nerfed this tactic in low level play, without really impacting high level play because it wasn't used there anyway.
There are plenty of these types of changes that can be done on both sides to only affect the level of play that you are targeting for the change.
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@HugTechLover said:
What builds have ya’ll been using for chucky? Fun? Sweaty? Drop your builds here! Looking for inspiration.
I have my universal builds i run on most killers that seem to work fine.
For gen kicking
- Nowhere to hide
- Brutal Strength
- Eruption
- Lethal Pursuer
For snowballing/high risk
- Hex: Pentimento
- Hex: Undying
- Hex: Devour Hope
- Hex: Haunted Grounds
Non Gen kicking
- Lethal Pursuer
- Scourge Hook: Pain Resonance
- Pop goes the Weasel
- BBQ
Right now i'm experimenting with Friends till the end with:
- Friends till the end
- Scourge Hook: Pain Resonance
- Grim Embrace
- Lethal Pursuer
With this build i end up using lethal to find a non-obsession in a weak area, try and hook them near where the obsession is and try and snowball from there. The way that grim embrace switches the obsession around makes it much easier to get grim embrace value and given that they are changing grim embrace in the future, likely with a buff because it is an extremely healthy perk that promotes not tunneling and camping it is able to get some good value and might get buffed in the future. Pain res is just there to slow the gens down a little bit. Usually by the time grim embrace pops, the game is over at that point.
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@ShowNoMercy said:
We get R6S cosmetics but For Honor?
https://us.v-cdn.net/6030815/uploads/FJUVJRFHXLWB/image.png
😭
Who is to say that has anything to do with BHVR and not the for honor devs? Maybe that's all they were willing to license to BHVR?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595662#Comment_3595662
That I agree on. Personally I think that the whole competetive scene is absolutely awful and doesn't represent how the majority of the games go.
That is true, but you don't balance games around what someone who just started playing the game last week does. You balance it around the people who know what they are doing and are able to exploit the game to its fullest potential. Any decent game designer will tell you that.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595609#Comment_3595609
Can we pls stop with the content creator gospel?
Who said they are "high mmr"?
You can stack 3 or 4 Gen perks against anybody. Is that the way to go? No I don't think so. Becoming truly good with a killer is the way to go for me.
I'm not pointing out hens for being a "content creator" he regularly plays competitive. In fact i disagree with probably 80% of what hens says, because hens thinks that the game is mostly fine and that SWF and competitive play is "fine" despite them having to come up with rules so the killer doesn't lose in 3 minutes. That is a philosophy problem i disagree with though, not a knowledge one.
I bring up hens because hens has 10k+ hours in this game and generally people with that many hours are going to know a little bit about what they are talking about.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595229#Comment_3595229
That would be awful and game-breaking. They'd have to massively buff killers if they did something like that. All the complaints people have about low mobility killers would actually be valid if they made that change.
How so? I'm thinking you misunderstood something there.
However, i do agree that probably 80% of the killers in this game are not viable and need massive buffs, or survivors need massive nerfs.
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@Pulsar said:
No, you balance for the most amount of people possible.
If a Killer is rocking a 85% KR against 90% of Survivors, but only 20% against the other 10%, that's still an issue and they need to be changed.
This leads to the death of games. Trickle down balance is the way to go.
https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s -
@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/398254/i-dont-understand-killer-instinct
You should read killer powers to know it.Atm just Rancor have killer instinct
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595023#Comment_3595023
Rancor doesn't give off Killer Instinct, unless I missed a patch
Rancor does not, it reveals locations. So it works like a scream without the scream part.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595016#Comment_3595016
Dude, I have never seen this window popping up, when I starting the game. For how many times I reported players for hardcore harassment in EGC, actual cheaters, when they working with a killer or being sandbagged and unsportsmanlike conduct. You actually opened my eyes. xD
Seems like my reports just being thrown in the garbage can. Wow, I'm actually dissapointed.
Thank you for posting this! I will stop using this report system whatsoever then. Why would I care if nothing is going to happen.
They are checking your reports, so don't stop doing so! Keep reporting bad behaviour, especially cheaters! For the love of GOD!
If you aren't seeing it when you report people, it is probably because you are overreport. I would be very surprised if their system didn't take into account how often you report people and throw out the ones from people who report every game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595612#Comment_3595612
Those Killers seem to be doing fine by all accounts. I see no reason why they should hold back balance
You are delusional if you think trapper is fine.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595222#Comment_3595222
Imagine still claiming Sadako has no chase power as a serious statement.
Enlighten me, please upload a match to youtube showing how you chase with her power effectively, would love to learn how i am playing her wrong from a master.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595580#Comment_3595580
I don't think it's OP, just overtuned.
Right, so as usual, lets nerf the things that trapper and pig and legion and doctor and clown and various other D tier killers use to try and stand a chance, and completely ignore nurse and blight and spirit for some reason. The 3 of which won't care what perks get changed because they will continue to do what they do best.
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@not_Queef said:
If they "got rid of regression", why are Pop and Pain Res still the two most common killer perks?
Its not that they got rid of it, but they heavily nerfed it. The reality is you aren't winning any games at a high level unless you are stacking 4 gen slowdown perks. Just take a look at hens' recommended builds for every killer: https://hens333.com/killerbuilds
Notice how pretty much all of them are Pain res/Corrupt/Pop/Deadlock? There's a reason for that. That is the only thing that is able to compete at a high level.
Prior to the nerfs to gen slowdown, it was relatively viable (outside of the sweatiest of SWF) to take only 1 or 2 gen defense perks, leaving you some room to play with your build a bit and have a little fun. That is no longer the case.
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@hatchetChugger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595165#Comment_3595165
The only thing these changes do is make m1 killers weaker but not the actual strong killers. They could've definitely made better changes
That's really the main problem here.
3 gen/sloppy/stbfl are the reason killers like trapper can do anything. It isn't going to hurt nurse or blight at all, because they don't care and never have. So here we are again, nerfing killers that already need buffs, while ignoring the ones that are actually a problem and then people wonder why using mmr for matchmaking is terrible, because at some point as a survivor every game you'll just see the same 2-3 killers over and over again because they are the only ones who can compete.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595457#Comment_3595457
They would have to balance gen rushing & tunneling simultaneously which is tall order. otherwise the kill rates will quickly fall apart at certain tiers. I think bringing DS back is cool for now because they clearly not working on way to balance objective rushing. maybe in 2025
The game needs fundamental changes now. It is clear that the only thing keeping the game going is new content being added. A month after something is released player counts drop like a rock. This indicates that the core game itself does not have staying power unless they keep adding new things. Which they can't do forever at the rate they have been.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595095#Comment_3595095
i wouldn't want that down deactivate con. Somebody could be body blocking a tunnel survivor and go down. Now the tunnel survivor don't have DS because his teammate didn't magically know not to body block.
I don't think DS should come back and all and should be entirely reworked anyway. Along with OTR and BT and the basekit BT. You shouldn't bandaid a design problem with perks. All that does is make the perks "meta" and "required" to play the game. The game should be balanced in a way where you don't need any perks, and then the perks themselves are interesting additions to the game, not things that are required to bandaid a design problem.
Better to fix tunneling in a way that doesn't require a perk at all, then to force everyone into using the same perk every game, on top of forcing them to buy a DLC for it.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595229#Comment_3595229
With some killers on certain maps, you have to give up a gen in a far away place and try your best to defend the rest.
Witch such a solution, these killers would have a much harder time to play.
I recognize that. But that is just a fundamental design problem with those killers. Like, you can't be like "3 genning is bad" but then still have killers like trapper which basically require you to 3gen to win.
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@PreorderBonus said:
On the new roadmap, Behaviour announced that they are looking into a 'solution to 3 gen.' I have no high hopes for this, and it'll probably be something like, 'if the last 3 gens are too close together, one of them gets replaced with one that is further away.' This, of course, would be a huge problem. 3 genning, as boring as it can be, is the most reliable tactic for low mobility/map control killers. Taking this away would just screw them heavily.
Of course, this is just speculation, but I cannot think of anything else they'd come up with to 'solve' 3 gen. In my opinion, it's a necessary evil to have in the game so that lower-tier killers can have more control. Also, keep in mind that survivors can avoid 3 gens if they are smart.
Unless they are doing something to fix the "Chess merchant" style only ala Anti-facecamp only deals specifically with super egregious facecamping, then its going to be a huge problem.
LITERALLY BY DESIGN the killer is weaker at the start of the game, and stronger near the end of the game due to the fact that they have less gens to patrol. Personally, if they make it so that the killer gets some of that power in the early game (i.e. losing 3 gens in the first chase is no longer expected) then i would happily trade the 3 gen.
Honestly the easiest change i think they can make is make gens take different times depending on where we are. I.E.
Current:
1st gen: 90 seconds
2nd gen: 90 seconds
3rd gen: 90 seconds
4th gen: 90 seconds
5th gen: 90 seconds
Total: 450 seconds
Potential change:
1st gen: 130 seconds
2nd gen: 110 seconds
3rd gen: 90 seconds
4th gen: 70 seconds
5th gen: 50 seconds
Total: 450 seconds
Then make it so that the "charges" are removed from the repaired side of the gen so you can't partially repair a bunch of gens and then 1 gen gets done and suddenly 5 get done, and you might have a decent change.
Doesn't change the total time, but evens out the early game so that the killer can actually get a down or 2 before they lose a gen. Then in the late game, 3 genning is much much weaker because you can power through 50 seconds much easier than 90.
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@adsads123123123123 said:
They're not bringing back Sadako. They're nerfing her because her kill rate is too high and she usually slugs.
Imagine nerfing a killer who has no chase power because survivors don't know how to hold m1 on something that isn't a generator.
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@Leonardo1ita said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595131#Comment_3595131
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595126#Comment_3595126
If it's not that deep, then we did we do this to other add-ons/offerings? It's a serious topic.
Yeah, and i thought those were dumb too. People these days are too sensitive. Now we can't have characters smoke anymore?
Whats next? Killers can't kill anymore? After all murder isn't a good thing, we shouldn't be promoting it.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594523#Comment_3594523
When was the last time you´ve seen a killer run Ruin?
Read the date on the OP. This is talking about when ruin when from the old skill check on to the regression one.
I think the nerf to making ruin 100% regression and such was one of the worst changes BHVR has ever done. But the original one is one of the greatest.
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@Foempticol said:
So we gotta wait 5-7 months just for DS to be buffed back to 5 seconds? LMAO
They mentioned addressing "frustration on both sides" for DS and ultimate weapon.
My guess is they will rework DS entirely because DS is too hard to balance. Either it is useless or too OP and punishes you for things. I'd guess something like: Buffed back to 5 seconds, but deactivates if the killer downs someone else, thus obviously not tunneling you or something like that. That or some kind of total rework.
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@Gastongard said:
The tittle says all. I played 15 games between yesterday and today. Out of those 15 matches, in 12 someone was tunnelled at 4-5 gens, leaving teams of 3 survivor of which in only 4 games we tried to do the best til the end, in the other 11 games, the next survivor hooked just gave up and sacrificed themselves on hook. Whats the point of playing like that? For both sides, its just a waste of time.
What would be the pros and cons of having a surrender system like many games does? Example, League of Legends.
It could work once the first survivor dies, and for the killer side once a few gens gets done instead of go and face a corner if they feel outplayed.
A surrender option would also end the so tedious hide and seek game that usually happens in a 2v1, where matches can go up to 20-25 min because the killer cannot find any survivor.
What are your thoughts on this?
I agree, they need to do something about survivors tunneling gens so hard.
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@CountOfTheFog said:
I'm not taking any position on this yet, but have two questions for the community:
Do you consider survivors who use the visual heartbeat feature to be 'cheating' if they're not deaf?
Shouldn't killers get a similar visual to indicate when they are approaching an in-progress generator?
Please discuss.
Not cheating, but it definitely gives an advantage over not using it.
Yes killer should get similar accessibility options such as an FoV slider, and sound indicators to show the direction that you hear footsteps and such.
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@xEa said:
How about instead of surrender button a fix to tunneling?
DS 5 seconds. Cu later tunnel meta.
perks should not fix fundamental design problems, they should be fixed via game mechanics so you aren't forced to buy a DLC to deal with the problem.


