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Rickprado

Rickprado

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Rickprado
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  • For me this mode show how much killers depends on gen perks - slowdown, gen block, etc etc - and survivors depends on anti-tunnel perks.

    The devs should really take a lesson on how much these kind of perks affect each side of the game.

  • @HolyDarky said:

    I really love the Unknown and think he has a high skill ceilling and floor since you need to use the bounce logic in a really smart way. It also feels really satisfying to hit a survivor with the UVX and there are so many ways to hit them in a skillful and funny way. His design is also great - just wish more skins for him.

    However, he still needs some buff:

    • The weakened status duration needs a buff to 12 seconds
    • The lingering of revealing needs a nerf (from 1 second to 0.5seconds) since it feels so dumb when someone gets rid off it behind a wall
    • The cooldown for his UVX should be buffed to 6 seconds.
    • Hallucinations are too easy to remove and they are a key ability for him (he has the easiest counterplay in the game). Survivors should get a little yellow glyph/merciless storm skill check to remove it and the aura should be decreaed for survivors.
    • Some of his addons need a rework: He has two exhaustion addons and they should become one addon to be useful. His Captured By the Dark addons should have no downside since why has it such a high one but Singularity and Weskers ones have no but another big advantage and his one is the weakest one. He has one addon that just applies Haemorrhage for 30 seconds which is completely useless.

    Yeah. They could make UVX easier to hit and the Weakened hard to dispell. I think Hallucionations are fine the way they are. If they ever buff the UVX they could nerf the teleport cooldowns in 3 or 5 seconds to make it more balanced. It weird that sometimes its easier just to drop an hallucionation and go for a teleport → M1 than to try to play around the UVX.

    Outside of this i really love his design.

    @sizzlingmario4 said:

    The teleport recovery speed should be reduced further and he desperately needs an addon pass. A lot of Unknown's addons are weak, boring, or both.

    Other than that, he's fine.

    I don't think his addons are that bad. The problem is that Vanishing Box and Blurry Photo were too good, so now they are nerfed they feel quite underwhelming. But he could receive some minor changes in his addons in the future.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898387#Comment_3898387

    No, you don't need to identify every single scenario. BHVR just needs to identify some of the scenarios, count them as conspicuous actions, and they can leave the super rare exceptions alone. Also, it doesn't need to be 100% perfect. If a few scenarios go through that hurt DS or OTR, that's fine, because it's overall healthier to get rid of the perks being used offensively, when they are supposed to be anti-tunnel perks.

    And perks get nerfed all the time, so it's fine if DS and OTR change in strength. There's zero requirement that those perks must stay at 100% efficiency for anti-tunnel.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898430#Comment_3898430

    If the killer tried to hit them with an attack, will it hurt them?

    "If the killer tried to hit them with an attack, will it hurt them?" It will/would. The idea is not making them invulnerable, but to prevent body block.

    The idea is just to lose collision as it happens when you hit a survivor with a basic attack, so it would prevent survivors from bodyblocking using Endurance without too many complex mechanics. So their Endurance would only work if the killer really wants to hit them, not for body block.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898319#Comment_3898319

    I'm sure there are a few scenarios where it's 100% crystal clear the survivor is intentionally bodyblocking.

    And for reals, what percentages of games do you really think involve players accidently leading chases to a DS survivor, and then somehow the DS survivor coincidentally gets between the killer and their teammate? I'd say that would be super rare, and not really that much of a concern.

    The bigger concern are the survivors intentionally bodyblocking with DS, which happens far more often.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898331#Comment_3898331

    That would be worse, because if the killer knocks one of their teammates to the ground, and the DS user is threatening a flashlight/flashbang/pallet save, then the killer is literally forced to slug because the DS survivor is immune to damage. Survivors would absolutely weaponize that.

    The idea is not making the invulnerable, but just without collision to prevent bodyblock. So the killer can pass through them without any problem if they try to bodyblock; but if the killer chase them, the survivor will be able to be chased normally.

  • @Jexckmgn5 said:

    I'll never understand the logic behind the Hex: Ruin nerf in the past.

    I don't think the current state of the game can hold an 200% Ruin effect. Maybe 125 or 150% at max but ruin is fine for me the way it is now.

    If they are going to buff regression, other gen perks could be buffed, like Eruption or Surge.

  • @Coffeecrashing said:

    Intentional bodyblocking should count as a conspicuous action. If we're getting AI in DBD to figure out if a survivor is purposely trying to Go Next, then we can also have AI to determine if a survivor is intentionally bodyblocking for another survivor.

    For example, a killer hitting a survivor 0.2 seconds after being unhooked wouldn't be considered intentional bodyblocking. But if the killer is clearly chasing someone, and a recently unhooked survivor is clearly trying to get between the killer and their teammate, then it should count as a conspicuous action, because if a survivor is intentionally bodyblocking, then they aren't being tunneled.

    I think this will be very hard to implement in the game, specially if you consider we could have false positives and false negatives. The most easy solution i see is to remove collision from survivors after they are unhooked, as long as they have Endurance effects or are with Decisive active or any other anti-tunnel perks active. This way we could prevent people using their anti-tunnel perks offensive as we could prevent some killers from holding the survivor while their basekit BT runs out.

  • TBH, even in SoloQ i'm getting fun matches these days. The thing is just how you look at the game: if i go to escape/kill every match, probably i will have a bad time. If i go for having a good time in the match - even if i doesn't result in a win - probably i will have some fun.

    My current objective in SoloQ is to run a Autodidatic + Solidarity build and get the most of value from it.

  • @tyck92978 said:

    it’s not even a question. I play both survivor and killer a lot, and EVERY time I play killer I am getting a 4k or a 3k if survivor camps hatch. When I play survivor, it seems the killer gets the same results I usually do and I die 4/5 times even though I am doing everything well. Not even sure how to fix this, maybe less heavy gen requirements in order to power exit gates? Seems like all my teammates refuse to do the one and only win condition…

    "Seems like all my teammates refuse to do the one and only win condition…" You've said the reason. If your teammates doesn't cooperate, you will lose. Its not on the game balance, but on the survivors you play with.

    I do believe the game is survivor sided today but far less than it was in the years before. Its much more closer to being balanced than ever. But if you get a 4 good solo players or a medium SWF you will have a hard time as killer, specially if you are playing a low tier killer you get a bad map.

    I just wish the devs game more attetion to SoloQ. Although i believe there is a good amount of players that don't understand macroplay in survivor, sometimes is not that people don't want to play better, its just the lack of information that hinder the choice for the best course of actions.

  • The Knight MFT is his hard counter. You will get no value from guards alone - they are slower than a survivor with MFT active - and it will be harder to do a pincer attack.

    A very good perk for the Knight is Surveillance. Its not much used but its S tier o him.

  • @EliteTertle said:

    I've just bought the houndmaster. trying to LEARN this killer right? well every single game is stacked medkits, stacked toolboxes, and map offerings. it just feels so bad man. I'm running some regression, but its never enough. I feel like the only way I could compete with survivors is by instadowning all of them. I like how most good regression perks have been nerfed, but to compensate, base regression, and base generator times have been also nerfed. But I still think with the ease of access to commodus toolboxes, it's too much. generators take forever solo, and it feels boring, but have a friend with prove, deja vu, resiliance, or built to last, they just fly. and all you can do is bring 4 slowdown, and that just sucks to do. I want to get value from other perks. Like I've enjoyed BBQ or Rapid Brutality on Houndmaster. but idk if my Houndmaster just started off with comp team MMR or there's just too many things buffing gen speeds.

    Probably the new spawn logic - promised in the Quality of Life Update - will fix this issue in some part; i still believe corrupt intervention should be partially basekit, at least for 20 or 30 seconds or if you start a chase in this time, so you can have a chance to have a good early game and not be screwed by bad RNG.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804157#Comment_3804157

    Killers who get really tilted over fair play and start humping, head shakes, hitting on hook after they get a down followed by them losing and raging in end game chat.

    Always fun exploiting them with bags and waves because they'll throw an entire match just to kill someone.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804183#Comment_3804183

    What if I don't like them?

    If you don't like that many killers you can post resonable feedback to the devs amd discuss with the community.

    But if you don't like facing many of the killers in this game maybe you should revise what you are doing with your time.

  • @tenoresax said:

    I've just tested it on the PTB, tapping M2 to delay hallucinations still works without slowing you down (thank god).

    Blurry Photo however is just slightly worse by a few milliseconds, but it does make it a little nicer to run other add-ons without Blurry Photo.

    It looks like the Unknown's M2 is bugged and not working as intended - we cannot test the nerf.

  • The issue where the teleport can give more hits than the UVX in some stances will remain, but at least i'm happy they didn't made drastic changes to his kit. Its better to have the current Unknown than having him changed so much to be a problem in the game.

    Edit: Also, faking his power was a great part of his gameplay, specially since you cannot shoot at your feet, so you need to fake whenever the survivor throws himself at you. Lets how he will be in the PTB.

  • I think just removing the Broken status effect from her kit would be enough until her rework. She wouldn't be so annoying and would not gain free hits from the other side of the map.

    I understand what the devs intention since most of the community just rage quits against her, but i also understand people upset after investing sometime into her.

  • @Artymex said:

    The devs or I saw a patchnote, when they say something about black bars… I don't know, but stretch res. can be more better without black bars.

    The whole idea was to "nerf" strech res as it would give unfair advantages on the game. Its been like this since March 2022.

    I don't think - and do not want to - it will change.

  • @VomitMommy said:

    I am worried about Carnifex cooldown. He is basically mage hand on steroids.

    But there is a mind game if you drop it or not, so we will see...

    Well, i don't think it will be that problematic as its mainly function will be just breaking pallets while the other guards are on cooldown. Also, pre-dropping wasn't the smart move against the Knight anyway; with the 10m change the survivor has some window to mindgame the pallet and just leave the loop if the Knight start a patrol righ away.
    Lets wait and see how it will play.

  • Blight, Nurse and Billy are from a different period of DBD. You can see that recently released killers now have some kind of anti camp basekit features (like Artist, Knight, Twins, Singularity) that older killers didn't have (Bubba and Hag beings the ones who needed the most. Maybe this could change in future but i have my doubts.

  • @devoutartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772929#Comment_3772929

    gonna hard disagree with distortion they are aura perks by themself that burn easy trough distortion like for example gearhead a full hex build with trill of the hunt burns trough distortion ppl dont use aura perk that needs build up with multiple procs they use the easy to use perks that distortion counter really instead of using aura perks that counter distortions verry well

    The problem with this is that you NEED Gearhead to counter distortion. That's the issue. If you don't run Gearhead because its not the best perk for your build or killer you will probably get your whole build denied by Distortion.

    Also in smaller maps or with weaker killers even with Gearhead you cannot burn through all the Distortion tokens.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424519/from-the-bottom-of-my-heart-thank-you

    I didn’t even realize knight was getting changes this ptb? Thought it was just dredge, nemesis and doctor.


    A welcome surprise indeed.

    It wasn't planned at first, but they've listed to the feedback and restored the cooldowns like it was on the PTB. Such a nice change!!

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/423441/remove-basekit-endurance-when-getting-unhooked-for-protection-hits

    The solution is easy, when i play killer.

    If anyone use the basekit BT to take a protection hit, then they agree to be my new target.

    And then i do not consider it as tunneling to target them again, as "we" just made an agreement that it is ok.

    The problem with this is that they can have OTR+ DS + DH and consume a good chunk of your time with this chase, specially if you are playing a weaker killer. I really wish when playing killers survivors couldn't use anti-tunnel endurance as a bodyblock, since its purpose in the game its not to give free health states but to help in a situation where the killer wants to hard tunnel.

  • I really hate map offerings in this game. They forces you to use a Sacrifical Ward instead of a simple bloodpoint offering.

    Also map offerings can backfire greatly, like when people uses RPD Offerings and its a Skull Merchant or a The Game offering and its a Knight/Doctor.

    They really shouldn't be in the game and maps should be random by nature.

  • I don't think they are the same.

    Boons made some killers unviable - Hag and Twins pickrate have been bottom low since the advent of Circle of Healing -, only used one perk slot in a 16 perk slot total and couldn't be snuff out forever: if you snuff a boon and a survivor put another one, everything starts again. Survivors could just erase the killer pressure in a matter of seconds, specially when boons where put near already done gens or corners of the map. Its was a war of attrition the killer was meant to lose at the end.

    Weave attunement is a bad perk bad itself, requiring the use of Franklin's Demise to be effective - so put 50% of your loadout to get its effect. Although it has a strong effect, it can be easily countered by collecting and dropping items in the corner of the map, without too much the killer can do if he/she is away. The effect is clearly shown to you when you are inside the radious - which didn't happen with boons. Also if someone is using object of obsession you can see the killer for the entire match - with nothing in killer's power to stop that.

    I've faced this combo and didn't had issues with it, as i used sometime ago it and was countered perfectly by survivors - i had almost no value from this perk combo with items in corners. The real problem with Weave Attunement is bad coordination, which happens mostly in SoloQ or when people play in duos/trio with randoms.

    To me, the only change they should do is that the aura of the item in the ground is shown to you when you are inside the range of Weave Attunement. This would help in situations where sloppy teammates just leave items in the middle of a loop or anywhere important, so anyone can catch it and take it to a corner of the map.

  • I think Survivors should just lose collision with the killer when under BT/OTR. It would help killers as they won't be bodyblocked by a fresh hooked survivor and it would help survivors in situations where the killer just bodyblock until de basekit BT runs out.

    Otherwise, it would be too hard to define when a protection hit is a body block or another thing, like being sandbaged by those who saved you (happens more often than you think).

  • My rework for this perk would be that instead of activating on a completed gen that you kicked before it would work like this:

    At the 1st, the 3rd and the 5th gen gets completed you get 10% haste for 40s with 30s of Undetectable.

    It would reduce the need to kick gens and would be a useful perk as the game goes on. Kinda of a different deadlock.

  • I would love to see this implemented in some way!! Its so much lost potential the fact that he only crawls in his mori.

    Maybe after a teleport he could crawl a little just for immersion.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774158#Comment_3774158

    She can't 3 gen like she use to. @shizzy_Pooh in the OG post knows a lot more about her than I do. I honestly feel no matter how they make her the community will never be happy. Although I enjoy going against her. I genuinely feel like I am being hunted by her.

    Skull Merchant cannot hold a 3 gen stalling the game like before, but she can get downs easily while protecting a 3-gen area """""""abusing""""" the broken status + the haste she gets.

    I don't hate Skull Merchant in any way - i like her a lot - and i think most of the hate the community has for her is baseless but i see some issue in her kit that i which the devs could adress so everyone can have a nice time while she is the match.

  • Since its a mode most focused on fun, i think the devs should wait more before doing any drastic changes for balance.

    Killers on the 2v8 needs to rely heavily in macroplay, much more than in normal game mode, specially since missplays are more punishing in this mode than jn the 1v4.

  • The counterplay: 7 people doing gens. If 2 killers commit to a single chase, even for 30s, they will probably lose the match. Its an assymetrical game, you shouldn't be able to 1v1, and even less to 1v2.

    Even against Nurse and Huntress I think its fun to try to survive when they double trying to get me down hahaha

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773890#Comment_3773890

    It backfires because of the community. It doesn’t matter what they do to her, they will always hate her.

    It’s something the community will just have to move on from.

    I don't think it only backfire because of the community. It backfired because they've made her stronger and more annoying to go against.

    The current Skull Merchant still can hold 3-gens and its even worse than before to play against, having one of the most complete basekits of the entire game with minimal effort. Its a slog to play against her, specially if she is 3-genning.

    Lets hope for the best with the changes.

  • @Yoshirama said:

    We know that distortion is knows as the perk that counter all, but is because is necessary due the amount of aura reading perks and add-ons. Is the only perk that counter lethal pursuer and against those killers who are strong with aura reading (nurse and huntress)

    And let's be honest, many says that it hurts a killer who brings a full aura build, but realistically they're not gonna face a lot of survivors with distortion. Is like saying that plage should be nerfed because she counters my full healing build.

    Yes, distortion is problematic for those players who hide all the match and don't do anything, but all the aura stuffs should checked too.

    I was playing Unknown with a full aura build for fun but my matches had at least one person with Distortion, with a couple of them having 2, 3 or even 4 Distortions. I gave up and went back to gen regression.

    The problem with Distortion is that a single perk can counter more than dozens of perks and addons, and depending on the map and the killer, you cannot burn enough stacks to take it out of the play.

    They should buff some other less used survivor perks with temporary aura reading denial (like Off The Record hides your aura after being hooked) than making a single strong perk that counters every form of aura reading.

  • @Royval said:

    At high level is already extremely hard to spread hooks.

    They should make easier to spread hooks then, not bringing back something broken. They should make more perks with strong effects if you spread hooks, like Grim Embrace, Pain Ress, etc.

    Which killers you are playing? This counts a lot too. Weaker killers like Freddy and Sadako have a hard time most of the time

  • Only making the item visible on the ground is enough change. People are forgetting this combo has too many counters and can easily backfire to the killer if the person has Object of Obsession

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773418#Comment_3773418

    A game shouldn’t end automatically because four survivors are slugged. Killers should be punished in some way for this as it circumvents normal gameplay.

    I don't think killers should be punished for slugging, specially since it not circumvents normal gameplay, its a part of the normal gameplay. I had many situations where everyone ended up slugged because someone missplayed or people were too greed on gens/saves trying to do them right in front of my face. 4 people slugged is more a survivor fault than a killer intention, specially since it can be unmade easily with a single Unbrekable or a healing perk/medkit.

    @topic

    They've said in the anniversary stream it will only affect the last survivor. Probably it will be something like yellow mori basekit more than anything else.

    EDIT: recently i had a situation where 3 randoms tried to get a pallet save when i was slugged and the killer just downed them all. Maybe he thought we were a SWF Bm'ing because he left all of us to bleed out. I wish in those situations we could just be sacrificed, mori'ed or choose to bleed out faster. At least for me, if the game is over with everyone on the ground i should just end right away.

  • I play killer and survivor and i too believe Billy is overtuned. There are situations where even when you make billy miss his chainsaw he loses so little distance that you cannot leave the tile, even when its very close. I hope they change how overdrive works and stacks, with less reward for just spamming his power.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773556#Comment_3773556

    The devs are reasonable. I doubt they will gut her because they know that is not the solution either.

    Yeah, i want them to succeed but it seems that every time they change her it backfires, so i wonder what they will do because there is a real risk of creating another bigger problem.

    But as the OP said, i wish they focus on her tracking and speed bonus and removes the deep wound and broken status, making her more of a chase oriented killer than a area protector.

  • Considering all the hate this community has for her, i wonder if BHVR will just gut her completely until their can rework her for a 3rd time.

  • I would really like to see mori at the match ending. I think they will make the yellow mori basekit and that's it. I just hope we can trigger the mori without having to be right above the survivor, because there is times when someone chooses to die in a bush in the corner of the map - even after hatch is closed - and you need to wait 4m for the bleedout.

  • @ReverseVelocity said:

    Hopefully it'll just be something like "Survivors can see the auras of nearby dropped items".

    This would be the perfect change. Does not gut the perk and make the perk more SoloQ friendly (TBH, more random friendly since even in SoloQ i could counter the perk). People are forgetting this perk combo works best on M1 killers (with the exception of the Spirit) which already are on the weaker side of the roster.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773298#Comment_3773298

    The counter IS easy though, the perk tells you exactly when it is in effect. The survivor that dropped the item should know where it is because they got hit and dropped the item. It takes maybe 15 seconds to move the item to a corner and drop it, and then what happens? Now the killer has 2 perks instead of 4.

    Would you rather they run 4 slowdowns instead? Because quite literally every single time some new perk combo comes out for killers, survivors complain until it disappears, and guess what? Back to 4 slowdowns it is, because every other killer perk is basically worthless.

    That a problem Bhvr needs to address: killers have a very small pool of good perks to use and with nerfs its getting even smaller.

    Sloppy nerfed, UW nerfed too much and now probably Weave attunement will be nerfed. Like it feels we always should come back to all of the same gen regression combos, which is quite boring.

    Really, it feels that if the killer is not running Pop + Pain Ress people won't be satisfied.

    I hope they at least rework weave attunement to another effect if they want to nerf it, since solved franklin's issues. Franklin's its a good perk but stupid easily to counter and probably will come back to trash with weave attunement changes.

  • @UndeddJester said:

    Sad, was hoping for PTB Knight to come back, but guess it's a Sadako situation...

    Knight on the PTB was perfect. I don't understand how they've thought the global cooldown was a good idea. I wish they've just left the Knight how it was on the PTB + the banner buff that came to live and thats it.

    Too bad we've tested a Knight in the PTB which wasn't the "real one" planned to go live.

  • Its not the best, but at least its a fine change. More coordinated teams will """""""abuse"""""" these 10 extra seconds to stay on gens or save at the last second possible, kind of ""punishing"" not only camping killers but even those who play going for any chases but not leaving gens to go for a save.

    Anyway, since they are changing some of the weaker killers basekit to make them more stronger overall i don't think this will be a problem.

  • @Peanits said:

    We're more than halfway through the year! Time to check in with the live updates the team will be working on for the rest of 2024.

    https://us.v-cdn.net/6030815/uploads/705V9ZEI44D2/roadmap-eclair.png

    As always, timelines may change, but we'll keep you updated as we progress.

    So many things to discuss!!

    Its nice to see so many changes planned!!

    Just to clarify: this roadmap is subject to change right? Things can be added and can be removed, right?

    I will discuss this by some topics:

    • The Unknown

    Really, i fear for what can be changed for this killer. Since his release i'm in love with this character! Been playing almost only him. He feels very strong but very fair, specially since he is a very HARD killer to learn. I just want to ask for you devs be very cautious in his change, since making him too weak would push all the players away from this character as making him too strong might turn him into a problem.

    Making his UVX more consistent and making some very small tweaks to his teleport might be good but i don't think he needs any changes.

    • Distortion

    Definitely this perk needs changes. It counters too many killer addons and perks, being strong enough to negate an aura build. I wish they change Distortion to be not that strong but add some negate aura reading to some less used perks that are more situational, like Bite the Bullet (when you are healing), Dance With Me (after a vault), Overcome (after a hit), etc. I think other survivor perks can have some effect in negate aura reading, but being much more situational than Distortion. It would be a nice buff to some less used perks without making a single perk so strong that it can deny the whole build from a killer.

    • Leverage

    I always thought this perk could be very good if the timer was buffed since 30s is not enough to slowdown heals. Lets wait and see.

    • Weave Attunement

    I don't think Weave Attunement needs any nerfs since it has too many counters - leaving items in corners, not using items or even object of obsession.
    If the perk is to be nerfed, at least hope its rework into something else and don't end in the list of those perks that never will be used.

    EDIT: Forgot about the finisher mori. I'm eager to see what the devs are going to do. I rather have a finisher mori than being sluged for 4m straight.

  • Really, killers rarely will pick up a survivor in a hook deadzone, meaning two people will just lose their time with this.

    In the end it was a good change for everyone.

  • Many Hag mains did videos and discussions on how to fix Hag. I think making her 4.6 will solve a lot of her problems, as she could at least chase as a m1 killer.

    Another issue with Hag is the "S Tech" - you can turn your camera around, run backwards and trigger the trapper, running away in the moment the mud clone appears.

    Maybe with a little bit more tweaks she can be in a great spot.

  • @Belzher said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768359#Comment_3768359

    Wouldn't add more characters just bring even more killer players to the mode?

    It will, but it also will make the survivor experience better as its very boring to face the same 5 killers all the time.

    With better incentives and new killers added, i think the survivor experience might become better overall

  • The problem is the very small pool of killers they released in this mode.

    Like, I'm facing Huntress every match i play in this mode that i find strange when i don't hear her lullaby in the map.

  • As a someone who plays killer 70% and survivor 30%, i would say they should never punish people to play with their friends. The thing should be buffing SoloQ info and coordination possibilities - basekit Bond, Kindred, etc - and making weaker killers stronger, while they balance maps strength.

    The only thing about the SWF i wish would change could be that we would show to other players when someone is playing together or not, so those who are not in the SWF (survivor and killer) would make smarter strategies.

  • In some sense it would be true. But at least it would end a match. I, personally, rather just die than wait minutes until the bleedout, specially if the killer loses me on the ground or refuses to pick up.

  • Yeah! Even if they nerf other parts of her kit - like limiting traps near hooks - i think making her 4.6 would be the best change to make her more in line with other killers more recently released.

  • @Blueberry said:

    Really disappointed in Knight changes. All the feedback..and that's it. Not even Call to Arms basekit.

    Knight could be in a much better spot… i think they could at least give full Map of the Realm to Carnifex and Assassin (12m patrol) and Call to Arms speed partially basekt.

    Aside from that, i think Knight will be better to play than the current live version. Lets see how the new Knight plays and what they will be doing for the next weeks

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