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Rickprado

Rickprado

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Rickprado
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  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472031/what-if-we-fixed-the-gen-slowdown-meta-with-a-mandatory-timer-for-games

    nope i personally say cripple toolboxes and gen progression perks but technically this is a dbd specific problem because 4 survivors can do 4 seperate gens and technically doesn't matter because pallet density needs to be reverted since that makes chases go longer

    Thats my take too. People complain about gen speeds but its mostly due to how good toolboxes work, specially if paired with perks. Toolboxes requires no skill, give a big advantage and can be used anytime in the match. Its the least skilled item and the most powerful one.

    BHVR really should take a look at toolboxes and gen speed perks. They are one of the most unhealthy stuff for the game in its current state.

  • To me, Turn Back the Clock is more of a casual anti-gen perk, since it lets you regress gen without worrying too much about losing pressure. It don't let you stack with perks like Eruption, Overcharge, Nowhere to Hide, etc etc. Also, the 5% regression difference from Pop can make a difference while holding a 3gen.

    Pop is for those more focused on holdiong a 3 gen or an area, specially when combined with other gen kick perks.

    Personally, i've been using Turn Back most of the time. I rather be in chases than kicking gens.

  • I'm the one of the King of the downvotes so lets get into to the train….

    Showing some killer matches in a very convoluted MMR after reset doesn't mean this game is killer sided. Its not as bad as it was in 2020 but still a good group of survivors have an advantage against most of the good killers, specially lower tiers.

    @Thirteen said:

    It is.

    https://us.v-cdn.net/6030815/uploads/9DLRG8L4NBGG/image.png

    If you cannot attain a >60% escape rate in todays DBD w broken perks like Resurgence, Deli, STB on top of exhaustion + pallet density you are just bad at this video game, no ifs or buts.

    One good thing about the current survivor meta is the diversity of good perks survivors have. You can go for Resurgence, DH, DS for an anti-tunnel build; Hyperfocus + StakeOut + Deja Vu for genrush; Lithe + Finesse for vault builds, etc etc.

  • @Wiccamanplays said:

    It's baffling that making the Knight slightly worse in a very specific interaction is more of a priority than so many of the other bugs and problems that have been in the game for the longest time or have been introduced since the Chorus of Sin chapter release. A mid-tier Killer with a below-median pickrate and a slightly below-average kill rate has a potentially problematic interaction in a highly niche scenario? Better get on that tout suite.

    I wouldn't be bothered so much for the nerf if they just compensate it in some form with buffs in other parts of his kit. Maybe it can be unintuitive for begginer players? Maybe, But then we would have much worse cases whose need urgent attention (Lich, Sadako, Legion, Artist, Skull Merchant, etc etc). Why always the Knight?

    It feel they've just regret the Knight "fix" change and went back to how it was, despite not being strong as other killers are.

  • @Kedasa said:

    I can't imagine it affecting any chases, because i don't know what they changed compared to before. I am running towards weak pallets and drop them for many months against guards, because they run around the loop if you do so, except the distance between me and the guard is to small. I never experienced something different. For me it feels like it is written into the patchnotes, so Bhvr can say "we mentioned it being like this in patch 10.1.1!"

    It changed last time when they "fixed" the bug. I was playing the Knight and was able to see guards going through pallets and getting some hits on the unaware. It was a matter of time before people get used to the change. Probably the last time you saw a Knight was before the "fix", were guards made the usual path of respecting the pallet.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113814#Comment_4113814

    tbh Id rather they rework him. He is one of the many current killers that if they get buffed or nerfed they go from either dog water to oppressive with no in-between. Just poorly designed like many others.

    In my perspective, as someone who plays the Knight and plays survivor, before the current nerf Knight was in a better spot than he was in recent times: his power was mostly used for macro pressure, with guards being a real threat if the Knight played right. Now Knight went back to not being good at micro - because he can't pincer attack effectively - as not being good at macro, because guards are, again, far too exploitable.

    @rmattamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113860#Comment_4113860

    Even if The Knight still has strong macro pressure although forcing Survivors to spend pallets is definitely value. My concern is that this change can make the trade too favorable for the Survivor.
    Even without the 48m cancellation, a shorter pallet detour can burn a meaningful part of the Hunt timer while the Survivor gains distance. Then breaking that pallet afterward is another use of your power rather than converting the original Hunt into pressure.
    So for me the bigger concern isn’t the 48m rule — it’s repeated short detours on pallet-heavy or indoor maps making Guards less reliable at actually pressuring Survivors.

    But it is far too favorable for survivor, specially if we consider pallet density. You can drop a filler pallet in the corner of the map, go in the opposite direction and the guard will never catch you. Knight already has so many in-built counters like the banner, the "bait" in windows and pallets, the 3x depletion rate etc etc. He didn't need another one. I was playing the Knight after the FIX - as they worded - and he was much more solid if played correctly; guards didn't meant free hits, just more pressure.

    Its ironically that he has more counters than most of the high tier killers or killers with bigger killrates than his. At this point turning the Knight into another dash or ranged killer in a future rework wouldn't surprise me.

    @pidgeon said:

    Knight is still in a good spot even after adding back counterplay.

    • Survivors waste more pallets
    • You break pallets remotely
    • Guards waste tons of time (Especially with Ruin)
    • Decent chase potential
    • Great map pressure

    Also in case any Knight players didn't know this a little bonus tip being that as long as you aren't within 8 meters of your guard their 3x chase multiplier won't go up, so you can bodyblock doors and windows to force either you or your guard to get a free hit. Also remember to cancel your power if you don't hear any survivors.

    This would be true if we had infinite time in a match. Current DBD is more and more focused on time and resource efficiency. Getting a hit or a down is much more valuable than getting a pallet, specially if its a filler pallet. Also, you probably will break the pre dropped pallets mid-chase, since you probably shouldn't go out of your to break pallets instead of patrolling gens/chasing survivors → So, no time earned, really.

    Considering how many pallets exists in some maps and how fast the gens can go if you don't down survivors, i would say that against good survivors you probably would unless they do something very silly or even stupid. Before you get a good amount of "deadzones" the gens will be done and there won't be much left to do.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471868/what-the-devs-want-for-the-knight

    Hes there to sell outfits so people think he looks cool but dont play him. Thats kinds the sentiment ive gotten from others and personally as a p20 knight is why I stopped leveling him. His power literally fights itself on so many levels I cant figure out a design they want from him.

    Even having 250h+ of pure playtime as Knight i can't get excited for any new skin for him due to how BHVR been handling this killer. He is a pure noob stomper: if you get people who don't know what Knight's power does, you have a chance to win. As soon as people learn his counterplay and how to play against his power, it does almost nothing. Basically he can just stall the game and hope for some big missplays from the survivors.

  • @adam1233467 said:

    This is not a nerf, this is a fix that has been bugged for months right now, in the past the guard would always go around the pallet if you pre dropped the pallet, this has been bugged for a while now and thankfully this is fixed.

    Ironically, they FIXED this, calling this a bug weeks ago. And now they revert it as it was a planed balance change. Can't understand what they are aiming for with the Knight.

    @OP

    They reverted they original BUGFIX with a nerf. Really disappointing.

  • @OrionQc24 said:

    So I been playing judgement and looking at streamers play her. And even good ones who are part of comp players and stuff agree that…she is rather weak. Sure you CAN get snipe shots on noobs but the beam being visible across the map and the way her power move in a predictable str8 line makes her so easy to deny. And I kinda agree I fought against like 5-6 Judgement and only one managed to send me to the exile and we 4 man escape every single one.

    Meanwhile as a judgement I've had 50/50 either the team is noobs which will not be able to dodge my beam OR against survivors who constantly side step it and 4 man escape. Like I get that I'm new on her but I never had so much problem when playing any other killer on release (I was one of the rare Freddy main when he had to manually put ppl to sleep) and idk….she feels like Freddy felt on release.

    I've played almost 30 matches on the PTB and playing more now…
    Considering i'm playing without Prayer Kneleer, i say Judgement feels inconsistent, specially against good survivors. Even after so many matches i still feel i'm taking the grip on this killer but if you get at least two solid players to go against you will have a hard time no matter what since a lot of the time the power feel like "harder" 50/50 than many other killers like Unknown, Henry and other M2 killers.

    There is a snipe playstyle where you almost never commit to chases but i think its far too boring to me to play the killer this way.

    Edit → TL;DR: Can't form a solid opinion on this killer yet, but it feels far too weak for the current DBD.

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109985#Comment_4109985

    I think you misunderstood the point I am making, I am not implying that there should never be a balance or a change made to the game. I am saying that It has reached a stale point of people complaining about one change or another regardless of what the devs push forward and I would like to see the Devs be decisive and vocal about what kind of game DBD will be going forward. I believe there's plenty of room for some unbalance in DBD because it just isn't setup to be hardcore competitive, but that doesn't mean that there should just be a whole bunch of nonsense either. It's just that it feels like we get very little in the way of actual gameplay expansion and that plays into the general feeling of frustration a lot of people (myself included) are voicing.

    I get what you mean. I did an extrapolation to explain why balancing is important.

    When you've said "room for some unbalance in DBD" i disagree. This game won't be perfectly balanced ever, but it doesn't mean the devs shouldn't aim to balance the experience as much as they can. Keeping broken stuff will just make everyone experience worse.

    There is a current discourse on this community that we should have "imbalance in favor of fun" but i hardly believe that this is said considering only one side. For example, Old Eruption was fun to use as anti-gen since it held the match for longer but it was far too unhealthy to maintain, specially with some killers; Old Undying would made totem builds fun because it turned hexes into a lottery, but it made survivor experience horrible - and Jason wasn't a thing when Undying released; Made For This was far too free and made some specific killers power pointless (Knight, Doctor), etc etc.

    All i'm saying is that balance is something done to preserve both sides fun and trying to keep imbalanced things in favor of fun is the wrong move, specially considering the assymetrical nature of this game.

  • If they made compensatory changes to mid/close range attacks, i wouldn't complain. But considering how hard Judgment will be to play against good players and how hard the power is to master, Judgment will be the godly Hag of Pick rates.

    Lets see how it plays on live.

  • @Domicci said:

    Who's fun do we base the game off? Bully squads? New survivors? Comp killer? Low teir killer? Everyone's fun is different and the best way to make the game fun for the most people is to balance the game. Its not fun to play dbd when you like ghost face because hes just so weak your always stressed and its not fun for survivors seeing the same 5 good killers over and over again if we can balance the game the ghost face player can have more fun and thw survivors can see more killers to have more fun. You have to remember there is another person on the other side and it seems both sides seem to forget that.

    Completely agree.

    I really wonder if people have dealt with Broken stuff when they say that "balance makes the game boring". Have anyone faced a Old Starstruck Nurse with aura reveal? Or a Spirit with Mother's Daughter Ring + Amulet? Old Medkits + Botany? Old Dead Hard? Prime Ghoul?
    Most of the things that are not in the game anymore are gone for a reason. If they didn't balance the game then we really would see what "unfun" is.

  • @DodoSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109821#Comment_4109821

    then the Nemesis/Clown/Freddy can experience the same thing survivors experience on a regular basis in picking perks and having them become relatively useless. This game is impossible to balance, and so much so that when something gets nerfed, whether for killer or survivor, it just makes the game state worse for the affected party without getting better. DBD is not a MOBA and there's no reason stuff should be balanced to perfection. enforcing such a focus on these things are ruining the game state for everyone. how about put the effort into actually shaking the core gameplay up, its been stale for years… I don't want another survivor reskin or the next antiloop killer I want to see the game move closer towards the "Survive a slasher" setting that it takes place in. People had loads of fun with F13 and it wasn't balanced, people had loads of fun with TCM and Evil Dead too, they were confined in a way DBD isn't by professing a single genre. there is so much that they could do with DBD to vitalize the core idea rather than cause problems by altering perks that shouldn't be the central part of gameplay anyway. 2v8 is the most fun a lot of people have in DBD anymore and thats because the game is unserious again and not oppressively competitive for people who never asked for that.

    For TCM and Evil Dead, family/demon queues were instant and survivor queues got so long for TCM that it was almost impossible to play a match without waiting for almost 30min to complete a lobby. VHS had a worse issue with "survivor"/teen queues reaching a whole hour. If something these game teach is that leaving one side much stronger than other will just push players to the strongest side or even push them away from the game.

    Balancing is a way to keep the meta fresh and the experience less repetitive. If changes weren't made, we would be still going against mother's Daughter Spirit every match, as it was in late 2020.

  • Vigil was one of the most unhealthy perks this game ever had - it made dozen of perks useless, turned exposed and exhaustion into meme effects and even affected some killer powers like a hard counter (Clown and Freddy). Maybe they should add the Blindness reduction to Vigil, since Blindness is the most anti-SoloQ effect in the game.

    They should really work other perks and "distribute" the effects of Vigil to other non-meta perks to turn them into something more viable - for examples, Solidarity could reduce Mangle and Hemorrhage times by 40% for you and 16m nearby survivor aside from the original effect; Eyes of Belmont could reduce Oblivious; etc etc.

  • Surveillance. It needs some regression perks to proc but it grants a very strong and reliable info, specially if you can proc regression with addons.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097682#Comment_4097682

    Shane was not a midchapter. Usually, the midchapter drops alongside a new rift. The upcoming rift will drop with the third hotfix.

    The next PTB might be on August 4th since the Grimore chapter will be released on August 25th.

    It's just a big disappointment that the devs decided to balance stuff in midchapters only and then just cancel the very next one. It's been also around six months since we got the killer survey - up until now, no announcement from the devs what their conclusion or decision based on the survey will be. Over a year ago (March 2025) we gave them our feedback about Artist's addons and nothing has happened since then. It would be nice to see an update from them just to know they didn't waste our time.

    It will be a shame that we will only have a midchapter in October (probably). Balance changes make this game fresh and having nothing but the new killer/surv and their new perks won't be enough to make us attached to the game in the long time.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093845#Comment_4093845

    I can answer that for you, he posted in another thread to me, he is getting wins but he is complaining anyways lol

    If you are going to talk in my place - which you shouldn't and you can't - at least DON'T TWIST MY WORDS

    1 - It was just the screenshot of 2 matches (4k), but one of them was someone trolling - saboing a hook on death hook. You are ignoring the 6 survivor matches with 3 to 4 escapes i had.

    2 - I'M NOT PERSONALLY COMPLAINING. I'm playing mostly survivor this event. I've just said BHVR should listen to the complaints. There are some people who only play killer or mostly play killer and they want to have fun in the event. This event is absurdly one sided to extent of creating very unfun scenarios for killers and BHVR should pay attention to that.

    Please, don't talk in my place. Its annoying and disrespectful.

  • Believe me, it's not. There are some in this forums capable of the most absurd takes to defend their side.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093623#Comment_4093623

    It's not borderline lying, you just proved it yourself too… Imagine winning and still complaining.

    I just think people don't like change, play normal queue.

    Almost like we have 30+ killers and if you don't like the instant heal there is over 100 perks to choose from specifically for it.

    Build and adapt lmao

    Do you really believe a killer can win against 4 good survivors with just a silly poison debuff considering how many things survivors have going for them?

    I'm not personally complaining - i don't care, its an event and i will problably play survivor most of it. But BHVR need to listen so many people who are reallly upset since this should the biggest event of DBD history and its not turning out to be.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093633#Comment_4093633

    Remote hook just encouraged pain res, scourge hook builds, now THATS boring.

    Boring is being 60s locked because your killer can't teleport or vault over pallets, LOL.

  • I just wish they gave back the remote hook and pallet break during this event. Considering how many things survivors have going for them i think it would be "balanced". Also remote hook made killer gameplay much more fluid - although completely unfair sometimes - going to chase after chase without spending time carrying someone to a hook.

  • I've been doing this so much with friends that killers have been quiting constantly. Some even DC'ed and went to her Twitch to swear on us for being tryhards LOL. Really, its funny on the survivor side but completely absurd. Ironically, the best killer for this event is ghoul since his deep wound negatives the automatic healing effect.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093612#Comment_4093612

    https://us.v-cdn.net/6030815/uploads/W3ETA0F0UPWV/image.png

    https://us.v-cdn.net/6030815/uploads/RCIRLYM8R6G5/image.png

    Skill issue lol I'm loving the extra health states and the mobility coz survivors are going into bad positions and also giving me main event often. the survivors were playing altruistically, which means they aren't on gens, I want more of this in the game, not less. Let's stop pushing the game to gen rush timmy central please and thank you.

    IDK, it's just as broken on killer side, I think people need to stop try harding and have fun for once, it ain't that deep. If you complain about everything you're gonna be miserable, take a break lol

    2 Matches? Really?

    image.png image.png

    I've won most of my matches on both sides but this doesn't have anything to do with the balance overall, its just the randomness of the matchmaking.

    Saying this event is "as broken on the killer side" its borderline lying. And i'm not personally complaining about the event since i'm mostly playing this as survivor with friends but its silly to desconsider so many people who are clearly upset of so much one-sided event.

    PS: if 4 health states on a single person on a chase, while 1 are going for tables and other 2 are on gens is not broken for you i don't know what else can change your mind.

    PS2: The Jason match was a 4k. I don't know why they all appear as escaped.

  • Maybe they could bring back the remote hook and the remote pallet break. It would make the event more bearable for killers.

  • @UnicornMedal said:

    Why would Survivor play? The most aggressive Killers are in the event queue and the only thing that's fundamentally different is putting food on a table. 🤣

    My god, this is delusional, man. Survivor get god mode with so many buffs and killer get half of clown's power. Also, most of the casuals will be in the event - as it is always.

    Really?

  • And in Swf its even worse. I was playing with friends yesterday and we were able to pull so much absurd stuff that i find impressive how the devs haven't thought people would abuse this.

    At least killer queues got faster LOL

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469170/holy-terrible-event

    You can poison the food tables you know, and it basically ruins the survivors whole plan… we can also use portals too

    Quick queues too for killer, coz holy kneejerk reactions

    I understand advocating for playing for fun in this event but saying its a "kneejerk reaction" its too much. Me and my friends have been able to pull chases with 4 health states due to how table works, use sprint burst and the event item to pre run the killer, use a commodious toolbox 5 times in the same match, etc etc.

    I've been playing for the cakes and stuff but saying killers are more than party clowns in this event is absurd. Its almost survivor god mode event.

  • Haywayre: Make it regress to 50%, but with a condition: it can only regress the total charges of the gate 2,5x. When it regresses more than 2,5x total charges of a gate the perk deactivates.

    Phantom Fear: 40/35s cooldown with a 3s aura reveal.

    Help Wanted|: 90s or 120s of active effect. This could also be done for Machine Learning but i believe the first and the last gen done in the match should active the perk, even without kicking the finishing gen.

  • When i'm going for points i usually run Inner Strength. You get a lot of survival points removing totems and it gives a lot of survival points when healed.

    We'll make it is another good perk for points farming since you get almost 2,5k in a single hook save + heal.

    An Exhaustion perk to last more in chase to get your Boldness points

    And Deja Vu to get the objective points. (Or Decisive Strike if you are being tunneled too much).

    That a strong and a functional build to farm points

  • @Mazoobi said:

    Decided to pick her up and first match is on Gideon Meat Plant…

    Yeah let's just stick to Nurse and Twins from now on. Jokes aside (but no literally, twins and nurse are far superior) what's the point of Krasue now? That experience genuinely exposed me to how horrible she is to play. Why do all that slow transforming and infecting when there's other mobility killers who can land faster direct hits i.e blight, ghoul, twins, nurse, etc?

    I know her vault speed during head form was toned down after the devs realized that she was overtuned but now she feels like a shadow of what other successful mobility killers can do.

    My biggest grip with her currently is how the infection simply goes away when she hooks. She lost all of her map pressure because of this. Maybe when someone is hooked the infection could reset to 1% - like Wesker - forcing you to eat a mushroom to stop it from growing back. It would protect from tunneling - since Krasue you need to infect you again - but at the same time force the hooked person to go for a mushroom before doing gens.

    Aside from this, they could give Framed Newspaper partially basekit. Its such a comfy addon haha

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092253#Comment_4092253

    Why do you think the killer players won't also get better?

    The killers will get better but i believe the balance will tend more for survivors, as it happens with every new killer. People will learn to counter and the "oppressive" aspects of his kit won't be "oppressive" as people claim to be. It happened with Artist, Singularity, Unknown, Sadako, Springtrap, Vecna2 (henry), Reworked Trickster. etc etc.

    When the killer is new many players tend to think the killer is unbeatable but with the time they get a good grasp on what to do and most of the silly tricks the new killer won't work again those who are smart.

  • Survivors go next against every killer in this game. Probably its the "Jason overdose" we all are experiencing but i don't see a reason to nerf the killer. He is just new and people are learning his counters. I believe in some weeks people will adjust to Jason and how to counter him.

  • @cammoking123 said:

    We gotta stop pretending these are the olden days where Dead Hard ruled the meta. Now survivors gotta work harder than killers for wins. Look at the win rates. BHVR balances to make sure killers are winning 50%-60% of the time.

    We don't have Old Dead hard but we have pretty strong stuff today, like Shoulden the Burden, Resurgence, Decisive Strike, Hyperfocus + Stake Out. Along with this we have a plenty of killer nerfs and survivor buffs like the antifacecamp system, the basekit endurance, the removal of hook grabs, the hud, etc etc.

    I wouldn't say survivor is weaker, its just require more skill in some aspects - but you can still cheese the gameplay with certain builds and items to this day.

  • I will be playing Knight, Twins and Hag so survivors won't need to face so many Jasons during the anniversary event 🙏 LOL

    BUt honestly, no reason to killswitch him. He is working as intended and don't have any game breaking bug right now

  • Maybe your voice is a minority here but i agree. I've been playing with him non-stop and against him and i've never felt that his power is too oppressive nor it is OP.

    One of the biggest issue this community have is when a new killer is release people try to use old strategies against them with little to no success. I firmly believe some people are just going to pallets or windows during Omnipresent Evil and getting surprise by Jason spawning right on top of them.

    Give Jason two months and everyone will treat him like the mid killer he is.

    and think whoever has been designing some of the killers' abilities at BHVR lately deserves credit.

    I completely agree with this. Springtrap, Henry and now Jason are very well designed killers, fun to play as and to go against. Krasue was an exception but her PTB was a mess, so i understand her release issues.

  • I don't know what to say but i've seen more people giving up as Jason than having success playing him. I personally don't have an issue to go against Jason. A friend of mine who is a streamer is constantly escaping against Jason - she has many hours in DBD, but he doesn't seem that oppressive.

  • TBH, i have so much fun in DBD that i must list what drives me away from the game:

    Going against winstreaks / Shoulder the Burden squad / Stacked SWF Squad (4 Toolboxes and full meta perks).

    Bad players in SoloQ when i REALLY want to win

    Outside of this i really like this game, even after so many years of playing. But yeah, playing my mains as killer or just using my favorite build as survivor really hit that dopamine for me.

  • At least for me, he is easier to go against than to play as. He is not that hard to loop and after you understand how counter his OE it gets far less oppressive.

  • I personally think its the other way around. His M2 is quite unforgiving: its a tiny hitbox and you need to go out of your way (most of the times) to reload your power in case you miss - hit, if its the first health stage. You can go on Omnipresent Evil mode to recharge but a smart survivor will double back, crouch walk and take turn so you don't spawn right at top of them. The most effective way to play Jason is to try your shots and give up the chase in case you don't land it, alternating between targets until you get someone out of position.

    I don't think he is weak in anyway, but i don't think he is absurdly strong too.

  • Slugging, Camping and Tunneling are tactics to create pressure, they are not toxic

    Teabbaging, pointing, waving, nodding, etc. can be annoying but they are not toxic either. They are just survivors trying to get into the mind of the killer.

    The same as sabotaging and body bodyblocking, not toxic.

  • A cool concept and design but a really mid killer in strength. His spears are good but quite easy to dodge. His mobility is very good. His tunneling potential is beyond any other killer in this game, being better at this even than Pyramid Head.

    Don't deserve nerfs or buffs and probably won't be one of my mains.

  • To be honest, its absurd how verbal abuse is common in this game and in this community.

    I've been constantly told to end my life, people wished my mom have cancer because i was playing Krasue, sweared at me for no reason. Its a common place to receive racism - i'm not PoC - in the endgame chat too. And i see some CC endorsing this kind of behavior as "funny" and "content"

    I also am aware that I could just turn off the chat in general. But is that really the solution? I don't know. There's lots of funny and nice people around and you basically miss out on those then."

    I agree with you. We shouldn't need to close our chats due to toxicity. It would create a much better environment if this kind of verbal abuse was properly punished. People shouldn't feel free to say atrocities for other people without too much worry about their accounts in game.

  • I wish him the best recovery possible! Hope he gets well soon <3

  • @Drumbeat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468472/thank-you-for-creating-a-casting-of-frank-stone-chapter

    I'm just confused on what hes gonna do cause the game just showed frank being an m1 killer and just cutting things

    Cause if he has this wide range of abilities in dbd why wasn't it in his own game

    In his lore its said he used many tools to kill his victims. Probably that will be explored. We also need to remember that killers are stronger in the fog than they are in their original realities. Maybe that will justify how his power is more diverse in DBD than in CoFS

  • @survivormainwarrior said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087107#Comment_4087107

    "whenever I play any killer, even the so-called "weak" ones, I'm just laughing the whole time at how braindead easy it is to win most my matches. Okay, once in a while a skilled SWF comes along and maybe I get 0-2K, but that is like at most 5 percent of my matches. the rest of the time I'm just steamrolling through P100 survivors with thousands of hours like they just installed the game for the first time"

    thats copied from a different thread. hope this helps. it applies even to Trapper and Bubba and Wraith, the so-called "low tier" killers. as for killer hours, I have far too many to name.

    "I am the best survivor in the world and SoloQ survivor is easier than ever. I can escape 95% of my matches without too much effort. I usually run off meta builds because when i go with the meta the killers make only 1 or 2 hooks at max. I won't share my stats because they are not precise but, TRUST ME, i am the best survivor in the world and can have a perfect escape rate in SoloQ without too much effort"

    🤣

  • If the community despises the Grimore Killer - as they probably will, as it is a hard to play and hard to counter M2 killer - will be the most ironic thing ever. The community chose something they clearly don't like and will complain about.

  • @QWERTY_KEYS said:

    The first mistake is designing something that completely ignores the gameplay of dbd.

    Second mistake is releasing it.

    Nurse was release in a moment this game was a chaotic mess. Most of the maps had infinites, survivors could heal almost instantly, exhaustion perks were stronger and based on cooldowns, not exhaustion, BNP were stronger, etc etc.

    Her design philosophy comes from a time were the game was completely unbalanced. Too bad they couldn't adapt her to modern dbd.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083593#Comment_4083593

    I run Kindred in 100% of my solo queue matches and half the time I still have two people coming for the save or nobody going for the save even while the killer is chasing someone. Unfortunately basekit Kindred can’t fix terrible teammates.

    No, it won't. But at least it will allow not horrible teammates to know if anyone is going for the save, so they can heal/do gens, etc.

  • Kindred should really be basekit (without the killer aura part) at this point. It would make SoloQ players better at coordinating.

    A lot of people don't know how to read the HUD and take action. Its not uncommon to see two survivor doing gens while one survivor is being chase and the other one is hooked. Even then, survivor don't seem to understand when the killer intercepts the save and stop it, now the situation requiring 2 survivors to do a "safe save". Kindred would really help in all of those scenarios

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083533#Comment_4083533

    This still fails to address why killer should win all of their games at a high level and why the best survivors should always lose at the highest level.

    If you can master a killer and stand a fair chance in most of your games comp or otherwise (this is the currently reality,) then there is no reason for any killer (character) to be as oppressive as nurse and blight are.


    Mind you, the strongest swf's still haven't even come close to the strongest kill streaks.


    I think its not the point. I don't think those who complain about high level want killers to have a 100% winrate. Most of them must play survivor some time. The discussion is that all of us want a fair chance with the majority of the killer roster when going against a good team - asking for ALL KILLERs being good i believe is impossible.

    Is just that at high level the power imbalance between killer and survivors is too great. Even good killer players will struggle a lot against the meta if they aren't playing the 5 most strong killers of this game.

    "Mind you, the strongest swf's still haven't even come close to the strongest kill streaks. " Yeah, but winstreaks are more about bad MMR than game balance itself. Momo took a 4man out in his last loss, as he did the first time he lost. Also, its strange how the highest survivor winstreak for a long time wasn't even the one using the best thing available for them in the moment, since they were handicapped by not being able to bring items or repeat perks.

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