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Rickprado

Rickprado

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Rickprado
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  • Well, i don't think Hag needs a "rework" like a newer power, just some changes, like turning her into a 4.6 killer, make her best addons basekit (range and trap setup speed), increasing the time it takes to remove her traps, removing "S Tech" and removing her camping potential by making traps 12m around hooks to dissipate after x time.

    The best Hag player in the world made a video about her years ago explaining her most critical issues:

    https://www.youtube.com/watch?v=kHZnkrFKYJM&t
  • Months after I've left and people on this forum still try to gashlight others that camping, slugging and tunneling are done by bad skilled players and/or evil players.

    Nothing changed, LoL.

    @Op

    Good for you.

  • Her nerfs raiser her skill floor quite a bit. Still stomped against SWF and stomps against SoloQ.

    Maybe they could add Framed Newspaper as partially basekit and give her some Quality of life changes.

  • Other Assym did that and it was a nice mechanic. Maybe they could add a ghost mode basekit (no need of perks) where a survivor can show the aura of generators, chests and other survivor items to the whole party (totems are killer belongs, do they shouldn't see it as ghosts. )

    If someone from your team escapes you get extra % BP, to incentivize people playing as ghost.

  • @tes said:

    I think it depends on region? For NA I think it’s Tofu and Scott Jund, for SA I know Puffalope only.

    In EU clearly Hens and Otz dominating by their content. In Russian casuals watching Mulder and Padlo, niche community followed guys like Meydix, NightFuryo3o and etc., who were more into old comp style. Current one is kinda dead.

    It also varies from bias player choose. There are specific creators for killer mains, survivor ones, casual, tryhard, 50/50.

    I don’t think devs follow specific bias tho. They simply track biggest content creators and analyse their comment sections. People who believe everything they tell happens didn’t watch them enough, or simply don’t understand the actual concept of the majority consensus.

    Personally enjoyed watching Otz before his burn out and still watch NightFuryo3o sometimes. And I witnessed many argues within their streams, where a lot people were confused about sharing same opinion or not. Even within their community people was struggling to deal with tribalism xd

    I don’t believe in Otz influence on community anymore

    Puffalope is very minor in SA. Most of Brazilian DBD players don't know his channel; TBH, i myself don't even consider him a SA streamer since he speaks english and don't have any content in portuguese or spanish, even if he lives here. SouzalSoul, Mandy Mess and Procyonico are much more known than him in SA.

    About the OP

    Otz its the biggest one. He has the largest audience and is the most known. But thinking the devs "follow" some content creators is silly. Otz had a plentora of good ideas that were ignored by BHVR.

    Some members of this forums have been "accusing" creators of killing/scrapping the anti-tunnel update, but we need to remember the outrage against the 9.2.0 and 9.3.0 update were absurd in all of their socials. The devs don't need content creators to take their decisions and judging by the recent updates they aren't even listening to their consultants. Although i heavily disagree with some opinions of Otz, Scott, Tru3 and others i understand they aren't a part of the devs team and shouldn't be account responsible for the game balance or other development team decisions.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034599#Comment_4034599

    I can understand the urge to dc. Belive me I played League of Legends long enough. But I am one of these people which never surrender.

    But now that I think about it. The behaviour of Vittorio seems to be "normal" in many games. How often I have seen on laner in League saying. "Well ######### we are 10k gold ahead but I didn´t have fun so I run it down, because when I don´t have fun you don´t deserve to win.

    From time to time I thought oh nice a troll but this isn´t trolling anymore.

    It really feels like an addiction when you don´t hit the satisfication you just try to take everything down.

    Yeah, i don't play LOL but i know by some friends how frustrating it can be.

    About DBD, yeah, people have been quite "out of their minds" recently. Although it happens much more in survivor side, i've seen some killers DC's after a pokos didn't hit or after been outplayed once in their power. But mostly i've seen survivor do very dumb plays - tank hits for a person picked up right in front of a hook, going for flash saves or bodyblock while they are the only person dead on hook, understime a killer's power - and getting mad at it, either trying to go next or just straight up DCing.

    People don't want to adapt, they want a PvP game go their way and get mad when it doesn't. That why i think its a good move from BHVR to increase DC penalties and get some punishment for people wanting to go next. Its a way to push burnt out people from the game, creating a healthier environment to other players.

  • I will never understand the reasoning behind the decision to throw years of balance in favor of a random pallet density update. Like, why not change just Haddonfield instead of turning every map in the DBD into versions of the Game and now versions of Midwich?

  • I remember playing once SoloQ for hours to complete the tome Asap since there was 8 days left and i needed 20 levels to reach 100.

    People were absurdly bad and we were losing for almost any killer, even weak M1 ones like Trapper or Ghostface

    After some time I remember being so mad at my teammates that i DCed after a bad chase ( and i NEVER dc, NEVER EVER). I was so burned out from the game that i couldn't stand any minimal annoyance or frustration. Then i realized it was time to stop and do something else.

    People are getting more and more stressed and can't let go of the game, then stuff like you've said happens. Also, there are so many entitled survivor that they feel they are right to blame others when the match is not going their way, even if they are the reason their team is sinking.

  • New Item - Smoke Bomb.
    It was a good item, not broken, not OP.
    Killers got the nerfed into the ground, having barely any use right now. Especially with limited uses.
    It's not bloodweb clutter.

    Its not like killer players invaded the servers of BHVR, hacked the code and then implement this to live, LOL BHVR have been taking poor decisions this half year a lot of time and not because "killer mains" are saying things, it because the devs are completely clueless on how to change and balance the game.

    Probably they nerfed Fog Vial because of accessibility issues and how it interact with some killer powers - like the Unknown - but they didn't even explained why. It wasn't broken without the Iri Addon and it was a bad decision to nerf it the way it was nerfed. But considering how BHVR works, they probably will buff it two years from now.

  • I don't understand why people on these forums are insisting on this narrative that "survivors are being punished for doing their objective because DS and OTR deactivates on the endgame". Both of these are anti-tunnel perks and tunneling is something that occurs during the early and mid game. When the gates are powered you can just leave, there is no tunneling as it can happens before the exit gates are powered. Strong perks need to have very specific activation conditions, otherwise they will be busted. Imagine if forced penance worked on normal hits and not only on protection hits?

    @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033548#Comment_4033548

    Yes, stomping team on 5 gens is never about killer skill or game balance. It's about how this game failed in making wins and proper play meaningful for both sides. Compared to team - killer “played better”. But it doesn't define his actual skill overall.

    https://us.v-cdn.net/6030815/uploads/Q9ULGW4OVD4A/img-3067.jpeg

    That's why this game need better matchmaking and tutorials. Survivors generally suffer more if even one member playing worse then others. Based on my experience when I ruined match for my teammates as well. You simply can’t make killer weaker just to give such people more chances, because it will ruin balance AND won’t fix root problem. There are nothing about killer and the way how they play.

    https://us.v-cdn.net/6030815/uploads/DA9CI7IZI9TA/img-3069.jpeg

    There are no “tunneling being so easy” or “I’m such a strong killer, look how I killed them on 5 gens” when you play against players who understand situation, and when RNG working properly. Yes, tunneling is easy if survivors allowing to do so or they got Nurse on Midwich. As well as map pressure. As well as slug. As well as every way to play killer you can imagine. As well as every kind of killer you can imagine, their tier doesn't matter. Because killer is reactive role and difficulty curve of this role strongly depends on their opponents. While as survivor you are more facing “PvE” with efficiency requirement.

    https://us.v-cdn.net/6030815/uploads/03IYES38R3QX/img-3068.jpeg

    Your skill as killer can be defined only when you play against players with meta and actual understanding of gameplay. Not “only meta”, or “only understanding”. And do we like it or not, because devs ultimately failed in giving proper meaning and goals to winning, majority of players embracing farming simulator in matches. Playing against them can’t be a measure of skill, or balance, when the main issue players are’t actually playing the game. My killrate doesn mean I am a strong killer player. Yours as well. It will have meaning only after fixing MMR and wincons. When every player will see an actual motivation to progress in this game, then there are meaning to discuss what kind of strategies is balanced or not, or can we get rid of this for better sake.

    https://us.v-cdn.net/6030815/uploads/3C8KR3JGVTK4/img-3070.jpeg

    Being unable to do a single gen when killer hardly focus on one member is survivor shame in any case. Such players better losing their MMR greatly in reworked system, to stop encouraging such attitude. And they need to see what they losing and why. Nothing difficult in doing single gen when killer care about hook and one surv only. Especially on Badham with zero regression. Doesn't matter how many gens they did after. They wasted you, while you being tunneled was their most valuable resource to win. Because devs can’t explain what resource management is.

    https://us.v-cdn.net/6030815/uploads/N0V37KWHXAAS/img-3071.jpeg

    Casual players will feel better when BHVR will be able to make a difference between being casual player who wants to play according mechanics loop, and casual player who farms because there are no meaning to play properly. First kind of players deserves better conditions, second one… if they are playing out of system, they simply shouldn't expect to win. And separate them from meta players or making encounters rare, ofc. And I’ll be glad to return to DBD when they’ll make it. Until then I’m on my rest.

    I don’t care about strategies. Gen rush, bully squad, whatever. Casual or tryhard. Barely cared. For me bs RNG and overall useless progression were the main reason of this game bringing dissatisfaction. Because there are no fun when player who play to win encounters player who barely value or understand what winning is.

    This post of your needs to be a topic itself. So many truths. MMR is bad designed so people get bad matches and think the issue is in game balance itself.

  • Obsession perks buffed, lesss goo LOL

    No way they've breaked the game this hard. Hipe they fix it soon.

  • Why they had to create chaos changing many maps that didn't need to change to create an even bigger chaos with the "fix" to those changes? WHY?

    I had my best matches on Mac Millan maps, specially on Coal Tower. Why they are just throwing years of their work for nothing? "Fixing" what didn't need a fix and now we have a gigantic problem.

  • The devs already said they don't think that is a good change (in their perspective) since it would be too hard to balance, specially that this should be considered for every new killer they release.

  • @Asuri said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031494#Comment_4031494

    I am on your side aswell with your "TL;DR:" but how would it be avoidable? If not removing Aura Perks + Items and Addons on both sides? How are we able to really be 100% sure about if we got cheated away, because most players still point towards their Perks / Items + Addons, to Gaslight others that they didn't, even if it was obvious.., how would we as community avoid it? I didn't read anything helpful since yet only that it harms legit Players.., which i understand by the Way. But how would we fix it? If not in removing Aura Perks + Items and Addons on both sides? I am not here to harm any player in any way with what (I) am suggest BHVR should do. But it would be possibly the only way to solve it, if not anyone else has any other Idea.

    I know it's hard for all legit players, but something needs to be done, or else we will never be "really" able to tell.

    But in the end, it wouldn't change for cheaters as they could argue it was "game sense" or they saw a glimpse of the other side to act. People accuse other players in this game of cheating for almost no reason: a good read on the killer, a good hatchet throw, etc etc.

    It would be the same as removing Hope, MFT and Play with your food from the game and cheaters would still be able to go at 4.1 or 4.7 without too much trouble, since these speeds are hard to grasp without too much experience and game sense.

    Removing things from the game wouldn't affect cheaters at all since they could still gashlight people without too much effort even without perks. The only right move would punish people with tons of Free Epic Game accounts - BHVR NEED TO DO SOMETHING ABOUT THIS - and better anti-cheat software. A server-side anticheat detection would be very good too. The server should detect people teleporting and ban their accounts as this is not possible in the normal without very specific conditions.

  • @MoZo said:

    didn’t it just get nerfed last major update? why are we still wanting more nerfs? this is how perks get gutted, they get multiple unnecessary nerfs. let vigil be. you can’t stack it anymore so i dont see why it’s such a big deal.

    It was just nerfed to not stack anymore, to prevent bully squads or SWF to abuse it. Its still one of the strongest perks in the game that counters many addons, perks and even killer power by itself. Its too much for a single perk.

    As for the OP, yeah, Vigil is currently busted. The current 66% reduction to all stats is too much for a single perk. They can do many things to tone it down like reduce to the old 30%, make it work only on Exhaustion (that what most people use the perk for) or make it work only for status effects with the exception of Exhaustion.

  • There is a few - i hope they are few - people who thinks Flashlight and meme builds are "toxic". I just tend to ignore them.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031321#Comment_4031321

    So it won´t make a difference to remove aura perks?

    Thats my point by the way.

    I don't understand if i got your point correctly, but It would only harm legit players since they would be the only affect by aura effects being warned to survivors. We would end in a world where cheaters could still abuse their cheats and people who play fair with aura builds would need to change/stop playing. It would be a lose-lose situation for legit players.

    TL;DR: removing aura perks only harm legit players, not cheaters.

  • Not their own movie but its a shame the Unknown haven't got at least a tome.

  • @Leon_van_Straken said:

    Just make it that you can see that your aura is revealed. Why? Easy if you remove all Aura reading hackers can still see your aura. But if the game tells you your aura is red permanently you are playing vs a cheater.

    Hackers don't use the in-game aura reading effect, but a software that tells the position of your character model in map - with many other things like totems, other survivors and even chests. Hackers wouldn't be caught in this never ever because they never use aura perks, just the tools of their cheating programs.

  • These "keep pallet density" post have the same vibe as people asking for Old Undying or to keep Thrill of the Hunt post buff % LOL

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030267#Comment_4030267

    I'd say focusing on gens is how a coordinated team can counter tunneling, not necessarily the other way around. If I'm playing survivor and I notice the killer is hyper-focused on another survivor then that signals to me that I'm free to do even the most unsafe of gens. What do I have to be cautious about - the killer obviously doesn't care about me at that point.

    Tunneling easily results in as many 1Ks as it does 4Ks. I don't know why killers cling to it as if it's some clutch play they need to keep in their arsenal.

    I'm talking about gen speed builds, like Hyperfocus + Stake Out + Built to Last + Deja Vu/other perks with a Commodious toolbox. A person with this build does a gen 2x faster than a normal survivor. If they are not forced to be in chase everytime possible they can end the gens much faster than would be reasonable in a normal match.

    Any build focused on gens can be countered by tunneling and slugging, mostly, since the person has no chase perks or anti-tunnel perks.

  • @CatManThree said:

    Survivors having as much info as they do in a full voice chat party is absurd and not something the game can really account for well in terms of balancing. Giving every survivor the same ammount of information is a recipe for disaster.

    Imagine if survivors at base always revealed the killer's aura to other survivor but just looking at the killer like the scout class does in 2v8. Sounds miserable right?

    But i doesn't need to be as much as an SWF have. It just need enough to have decent matches.

    Also, i don't believe other survivors should see killer aura beside from perk effects. The focus would be on giving info on other survivors and what they are doing.

  • I've been claiming for this since they added the HUD for survivor. I'm not sure if i remember correctly but one dev once said in a livestream that Kindred was quite confusing for new players and would break immersion (not their words, just what i remember). But haven't the game already broke all the immersion with the most recent changes? I don't see DBD as an horror game as soon as you reach 200 hours of gameplay.

    Helping SoloQ with info (basekit Kindred, Better Together, bond) would be very nice and wouldn't affect much the balance of the game.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030252#Comment_4030252

    they any sense of changes affecting killers DbD content creators will make "the death of DBD" videos and get it scrapped everytime

    I don't believe content creators have that much power as people on this forums claim. The outrage was very spread through their socials and the devs were very insecure on how to make such a big change to the game core gameplay.

    They need to go back to drawing board and wonder how they can attend to the complains from both side without breaking the game.

  • @The_Count said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460797/9-4-ptb-better-have-a-tweaked-version-of-the-punishment-reward-anti-tunnel-system-tested-in-9-2

    Gens are still done too damn fast on their own and there's no cap on how a toolbox and gen perks can stack.
    Until this is addressed there's nothing that can be done to make tunneling less appealing.
    If you're not a killer player like Lilith Omen 8 hooking before killing any surv is basically playing/asking to lose.

    They could balance gen speed perks in the same patch they add the anti-tunnel. TBH, they are unhealthy even in the current meta.

    Its very unfortunate that the most effective strat against gen builds are tunneling, slugging and camping, because either you are forced to hard tunnel or just accept the loss.

  • Just put a "Play while you wait" on the 1v4 and i see no issue LOL

    But for real, although i understand some people wanted the PTBs changes, they were half-baked and lackluster. It would push casual killers - they do exist, even if some people claim they don't - to other games without helping too much SoloQ and casual survivors. In the end, medium experienced survivors would end up facing tons of comp level killers playing S tiers and very good survs would be gods.

    And for survivor… i'm currently playing survivor and i see no issue with the current state of the role. SoloQ is miserable, of course, but not due to lack of perks or because survivors are weak, but because randoms troll a lot.

    Without real and effective forms of communications - not voice comms only - SoloQ will still be hell

    Hope BHVR works in better solutions and ways to refresh the gameplay without breaking the game balance.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029542#Comment_4029542

    If that were true, those people would have already been pushed away by these recent DC penalty changes.

    Well, i had a bad internet issue last week, DCed 3 times in between some hours and didn't got a big enough DC penalty. I believe they are not working or aren't working as intended.

    I can't believe people are enduring 15 minutes penalties and going back to the game to DC left and right again, considering how abundant DCs are in the current state of the game.

  • @BongoBoys said:

    DBD has always had a problem with people Dcing but lately Dcing has become an epidemic where people are dcing for literally any small reason so the question must be asked.

    Should Dcing be made stricter? If you think so or not comment your reasoning why.

    In my opinion Yes if you have a clean slate you can DC for free 2 times then after your hit with the following ramping penalties. 30s, 5m, 20m, 45m and so on.

    I get people need to DC for good reasons and or cause of crashing so to be fair I think we should have 1 Freebie DC and increased ramping penalties. 10m, 30m 1h 3h 9h and so on. Finally the amount of matches it tracks if you DC should be raised from 20 to 30 matches.

    Harsher DC penalties will push away burnt out people from the game what is needed right now.

  • A conjuction of the capacity to garantee downs and some form of mobility, bust mostly capacity to garantee downs.

    That's why Artist is stronger than Sadako, since the first have a strong chase power and the second don't, although having one of the best mobilities in the game.

  • @sulaiman said:

    Whenever there are changes in balance, there are a lot of complaints, from both sides.

    Recently the topic was on tunneling and camping, and i heard agruments from content creators, that dont really resonate with me. They say that tunneling and camping is boring to them as well, but in order to win it is needed, and if the killer plays differently, he might lose.

    So the question that rose in me about balance was, what to balance for, and that, i have several questions to killer mains, so i might understand it better. (i mayself play both sides, sometimes more killer, sometimes more survivor, but due to known issues survivor is no longer fun)

    1. If a match had survivors and a killer of equal skill, what should the outcome of such a match be (on average)?
    2. Do you think this outcome could be reached now without tunneling and camping?
    3. Should the game be balanced toward such outcome, and whatever it should or shouldnt, why? To what goal should the game be balanced?
    4. If that outcome can be reached without tunneling and camping, but doing so increase the chance of winning on the killer side, should or should that not be taken into account for balance-purposes?
    5. Should the game be balanced around tunneling or camping, or should that be ignored?
    6. How should kill and escape rate look like if the game where balanced around skill?

    Playing both sides i have some Idea what balance should look like, but maybe i am just wrong, since the devs also seem to disagree with me. So, what are your opinions on this?

    Edit: bonus question: at what point in the match should the matches outcome be forseeable?

    I'm almost a retired killer main these months - i don't like the current state of the game, and i'm working a little bit these weeks - but i will try to answer some of the questions:

    1 - The issue is: survivor can be SoloQ or SWF and killer could be a strong or a weak one, maps and other RNG. A Good Blight against 4 Good Solos could end in a 4k or a 3k; a good Ghost face against a good SWF a 1k at most.

    2 - Without Hard tunneling? Yes. Without strategic tunneling? Probably not. Without Slugging? Never.

    3 - The game should be balanced around a match where you can chase at least 3 different survivors and still have a decent chance to win. Its hard to say the "desired outcome" because between a 1k with 3 hooks and a 1k with 9 hooks there is a huge difference. The best outcome for a match is where the killer and survivors have a real chance to win and play the game, doing chases, enjoying the game into the micro and macro level of gameplay. Probably the aimed 60% killrate BHVR intended is fine, considering killer is stronger at lower levels of skill.

    4 - Tunneling, camping and slugging has been in the game since the beginning. If they want to remove these strats, its fine if they give some form of compensations like faster pickup, basekit gen regression and some form of basekit info - to give at least a hunch where you can start a chase.

    5 - Its the choice of the devs. I can see DBD being fine with and without tunneling - even when i play survivor. They should really consider what they want DBD to be a craft a better version of the game on their vision, not trying to please both "forms" of DBD at the same time.

    6 - Considering only statistics, the intended global 60% is fine (as i've said), since at the lower skill level killers do better. At higher skill levels probably a 50/50, with some matches ending into a 4k-3k and some into a 3 escapes or 4 escapes. If every match had a predetermined ending DBD would be boring as hell; the thrill of comebacks and snowballs is what keeps this game alive.

  • @AcesSpeedo said:

    well yes… when you eat every pallet as bubba instead of mind-gaming an unsafe pallet, youre likely gonna get ran for 5…

    he also stupidly played m2 only bubba, if he used his m1 at a few points the chase would likely have ended a lot sooner.

    You're saying as she was doing anything skilled. She wasn't. She didn't even tried to loop, only dropped pallet after pallet and ran to the next one. Probably running Windows of Opportunity - what is not a problem - and going for the next yellow thing in her screen.

  • I believe it shouldn't. 1v4, although it far more stressful than 2v8, its more of a complete experience.

    As have said, the impact on queu times would be abysmal.

  • @sinisterstubbs77 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027413#Comment_4027413

    It pretty much went like this:

    Chased 1st survivor I found, he runs thru pallet, I break pallet, get flashlight stunned. Next,

    he runs thru pallet, I break pallet, I get flashlight stunned.

    He runs thru pallet, I break pallet, I get flashlight stunned, I hear a gen finish. I switch to another survivor lingering, and

    he runs thru pallet, I break pallet, I get flashlight stunned. I caught up enough for a hit,

    he runs thru pallet, I break pallet, get flashlight stunned, another gen pops.

    Rinse wash and repeat. I got 2 hooks and no kills. Just pallet and light bombed.

    Totally not a survivor sided game, though.

    I understand there is a little frustrations in the current killer experience but i think flashlight are something needed to learn how to play around. Depending on the killer you are playing, you can use their powers to search the area and look for a possible pallet/flash save, like Houndmaster or Singularity. If you are playing a very strong killer you can just eat the stun and restart the chase, like Blight, Nurse or Krasue.

    Since the changes on the flashbangs and background player, i think flash saves are quite less problematic than before.

    But yeah, its quite lame. Bully squad are a lot more prevalent during this time, specially because they know that due to the lack of survivor in queues they will be matched with anyone available, most of them people with less hours than them. And specially now that survivor is stronger than even with the pallet density update.

    EDIT: Just now i've realized you are talking about being blinded, not flash save. Either way, my point still stands: we need to learn how to play around flash saves as killers, since they still grant some risk to survivors.

  • Whenever 2v8 is available, 1v4 turns into hard/sweat mode.

    I've went to 1v4 to play Vecna and was matched against survivor winstreaks ( one of them was a very well known streamers SWF doing streaks) and very solid players. Also, seems like cheaters are much more prevalent in the 1v4 if the queues are longer.

    For survivor, i get a little bit of everything: from Hard Tunneling clowns (which we would win if people didn't instar age quit at the start of the game) to baby Nemesis.

  • @Skeleton23 said:

    Please give ur Killer feedback on why would you uninstall the game and fill free to give experiences and Opinions.

    This is a Judge free Zone and will be reported if a fight on Opinions begin. Please be respectful

    I still like this game a lot but i will point it out what make me want to play less:

    Very stale killer meta: if i want to play to win, i need to use some form of antigen, specially on weaker killers. I really wish we could use more diverse build without the feeling that antigen perks must be on my build.

    Hooks mean nothing, deaths mean everything: i feel i get punished for not hooking the same person in sequence. I really would like to have some incentive to go for chases instead of just hooking one or two survivors until the match is over.

    """""Abusable"""""" survivor perks: some survivor perks and items are super strong in coordinated teams and some of them punishes the killer for the survivor mistakes. For example Shoulder the Burden: This perk is very strong in a coordinated team and can be used against a killer who are not tunneling, making the match much harder than it should be if he was tunneling.

    Toolboxes and gen perks: these items and perks require no skill and can reduce gen times by amusing amounts of time. Its ironic that their direct counter is tunneling, camping and Slugging, which everyone seems to hate.

    Killer queue times: Somedays i can only play early in the morning when killer queue times are 7min+ (Much higher when 2v8 is around). I wish the play while you wait feature was added to 1v4 too.

    Not properly working MMR: i have a quite high killrate according to dbd stats but i don't consider myself on the most skilled end of the MMR. Either way, I'm constantly facing winstreaks from people with 8k+ hours or some of the sweatiest teams out there. Also, i shouldn't face baby players, what happens sometimes. We should have ways to know which mmr "bracket" we are and the "bracket" of our opponents, to give better feedback on matchmaking.

    Toxicity in postgame chat: althought is our choice to see the postgame chat as we can close it and don't read anything, feels bad knowing someone will trash talk for almost no reason (even though this can happen in any online game). Maybe the post chat should be removed and reworked into a props system.

  • Although this build can be quite strong i think its more a high risk, reward build than anything else. You can lose all of your perks very fast and then having to play the match with no perks until the end.

    I remember back in 2021 when Nemesis was released i've run a build with 3 totem perks and they were destroyed within the first minute of the match. Since then i'm very scared to run Hex builds again 🤣🤣🤣

  • I've played one MMO RPG were the base of his core design was picking classes 3 different classes and build your character around it. With time, the devs of that game decided that synergies were too strong and killed most of them. With this, many fun builds turned unreliable from one day to another and the meta become very much stale. Everyone on my server was playing the same build. Also, people didn't stop build with synergy, they just tried to build around the system with was left having stackble effects. Killing synergies killed the fun of the game.

    My take on this is: although stacking makes things harder to balance, synergy builds can be quite fun to use. I can see the scenarios where stacking and don't stacking works but both need to be thought very carefully, otherwise will much staler meta than we already have now.

  • I understand some people get hurt with teabbaging at exit gates but i feel this is more something you need to learn how to deal emotionally with it than an issue with the game. If people couldn't teabagg at exit gates, probably they will 99% the gates and then spam loud noise notifications near the exit, as they already do with the hatch. People BM for no reason in this game and there is probably no possible fix for this, just finding personal way to "cope" with this type of situations.

  • The biggest issue seems to be on the "catch up / Anti-snowball" mechanics: if you spread too many hooks survivors get a nice boost in gen repair speed without too much hidrance. They really should just give a minimal increase for hooks and a big boost in case someone dies early.

    There were scenarios where almost everyone were on death hook but no one were dead yet. We lost 3 gens within minutes. Considering how fast heals and saves happes in this mode, i believe the anti-snowball boost should focus more in scenarios where someone is taken out of the game early than where most of the survs is close to death but not dead yet.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026098#Comment_4026098

    tbf old Dead Hard is nowhere near on the level as on sprint burst activation, I still think the distance gained from dead hard was way overblown and comparable to Dramaturgy more than anything.

    It was the invuln that was the issue, and with the map nerfs (when the pallet changes are reverted), I feel it really wouldn't be a huge issue anymore. with current pallet counts, not so much.

    I think its worse than Old DH if you know when to use it. Old DH was distance + invulnerability you could use to reach a loop. It was "press a button to play better than your opponent". This one you can just wait to be closer to a lunge distance and then sprint away from the attack, gaining even more distance than Old DH.

    I've been using this for my chases and to support others and its quite stupid how easy and effective it is.

  • @Blueberry said:

    Idk why it’s so hard to get buffs for all the low tier killers so we can get some variety. I don’t know why they’re so reluctant.

    There is also a "data" limitation for Bhvr. Killlers like Legion, Wraith, Pig and Sadako are low MMR Stompers. Bhvr is afraid to buff those killers and make the new play experience worse.

    I don't agree with that but seeing how they do spreedsheet balance it doesn't surprise me.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026694#Comment_4026694

    I don't think they are neglecting adding classes for killers. I think they're just not adding classes (or at least not making them yet). Given that we managed to get 2 class reworks already, I feel like if BHVR was cooking classes they'd already be ready.

    Probably for balancing reasons. Creating new classes might be a challenge, as they might be too weak, too strong or completely unattractive. But they need to face this challenge, otherwise survivor gameplay will get boring.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026593#Comment_4026593

    I don't have any personal objections to these Killers eventually being in 2V8. I'm just anticipating the likely negative feedback from Survivors that might lead to them being removed.

    As for Knight, Survivors already dislike being double teamed by two Killers, adding one of the Knight's ghost buddies into the mix is only likely to cause more frustration. I don't find it very engaging to be chased by an AI NPC that you can't outrun or stun or do much to evade. But we're all different, so maybe most players would be fine with Knight.

    A good Singu could lock down an area better than Trapper could ever dream of. They could also use their cameras to tell their KWF duo where Survivors are, which could be problematic.

    But yeah, The Legion was a fantastic support Killer. They were decent when matched with anyone, creating easy targets for the high mobility Killers to pick off and buying more time for the weaker Killers to catch up. They were also really good at slowing trials by discouraging Survivors from grouping on gens, something that no Killer in 2V8 is currently able to do. But I'm not sure about your idea of making mending take only a second because some Survivors would probably mend themselves instantly while still in the terror radius. Now the Legion now has another nearby Frenzy target to return to. Survivors should ideally be delaying mending like in 1V4, but you know that's not what a lot of them will be doing.

    The biggest problem with Legion (as with Plague) is that they have the potential to annoy the entire lobby by spreading injuries with their power. I think they could possibly rework them to be much stronger in the 1V1, so at least they are just annoying 1 player at a time instead of half the lobby. Unless they nerf them so bad they'd be useless, I'd expect more complaints no matter what BHVR do.

    Regardless of how I feel about certain Killers, I think the more choices there are for players to choose from, the better it will be because eventually it won't matter if some are more "annoying" to face than others. Legion are just 1 of 41 Killers in 1V4 but in 2V8 they were 1 of 13. So obviously you'd end up facing them more often than usual. It also doesn't help that the other support Killers are so bad. Wraith is fine, but Trapper, Ghostie and Deathslinger could probably use some buffs. That might encourage more diversity and attract some players away from playing Legion.

    Yeah, you are right in many points.

    For the Knight, i understand. I personally like him a lot and know the guards have far more counterplay than 2 different killers in a chase. I would like to see the Knight for the caos: if in the 1v4 the guards create very silly situations, imagine in the 2v8? But i know i am a minority within the broader community and i respect that.

    As 2v8 is an exceptional, seasonal mode i think its hard to say to people "learn the counter" in some of these situations, even when they are very simple specially, mostly because some of the 2v8 players rarely play the 1v4 at all.

    Lets just hope they keep adding content into this mode. This is the first interaction i like for real, mostly because of Dracula. Lets see what they might bring in the others.

  • I really would like to see some of those killers you listed on the 2v8. Aside from Twins and Skull Merchant - and maybe Plague -, all of those could really fit 2v8.

    Knight is hated because of how strong he was to hold trigens on the 1v4 mode. But he needed perks to do that, what he doesn't have in 2v8. I think Knight will be quite goofy in the 2v8, specially considering how guard hits work. Probably there will be situations where someone take the guard hit completely out of nowhere, as it already happens in the 1v4 matches.

    Singularity would be hell on earth, but i believe it would be fun too. And it would be more balanced than in the 1v4 mode because pallet are infinite with scouts, so there won't be a shortage of resources.

    Doctor would be quite annoying with 8 survivors screaming. Maybe they could reduce the volume of screams if there is a Doctor in the match.

    For Twins, i don't know if they could work on this mode. Victor would be too strong or too weak depending on the changes.

    Legion was the best support in 2v8. He was the "Hex Ruin" of this mode, giving the other killer so much pressure with his power that it was the only real slowdown the mode had. My only real problem with Legion was the mending. If they changed the mending to 1s i believe Legion wouldn't be a problem at all in this mode, specially considering how fast Medics can heal the whole team.

    Aside from Legion, i believe only Plague could be an issue too, because she would basically completely negate Medics as a class.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460206/revert-the-krasue-nerfs

    Krasue was pretty busted in 1v1 before people realized that the bodyblock slows her so much that 1-2 people doing gens and rest running around with fungi and take hits against head form is the most viable play that makes her very easy to counter. The flight to catch up and the dash attack is still pretty good. The pallet vault takes so long that unless it's super god pallet you have to break it. So yeah, against people that know what to do, you will struggle with Krasue a lot. Not even saying a lot of people are pretty good at dodging the "autoaimed" gland and react to dashes perfectly. But it's not the problem, people dodging dashes and glands are fine for me. But I don't think they should revert the nerfs. I'd do simple tweaks:

    → Buff pallet vault to 1.7s (so unsafe pallets are still good, but good and god pallets aren't infinites)

    → Head attack deals 50 % leeched (bodyblock would be still viable but won't be such a "I'll hold the killer power hostage"

    Rest of nerfs were completely deserved and should stay as they are.

    They really should look at this. I think she wouldn't be broken if head form did 50% infection. Head form would still be less optimal to start a chase but at least you would have something if someone is body blocking.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026429#Comment_4026429

    I’m agree with this, but it doesn’t cancel the fact that we have both killer with good mobility yet still have braindead meta on survivors as well with which other non mobile killers deal with

    Ghoul was nerfed now… both his hinder timer and kidnap tech. Considering current pallet density he is just a simple yet strong killer, but still hated on some level of Nurse or Blight. Which I’ll never understand and not gonna do. And no, I’m not saying it from killer perspective, I never even bought his DLC lol because I despise his design approach. Just feel hate toward him is extremely overhyped now and the only excuse I can find is just because he is taking off the same strong and simple play from survivors and expose you in need to actually loop this killer. Which if being honest, people barely can do

    It doesn’t cancel the fact he is overtuned tho, I’m not telling this. But this level of hate he receives never stopped to amuse me. Both him and Krasue just showing what happens when you take simple and casual approach on survivors in mind for killers as well. It was a story of heavy backfire for me since their day 1st of release

    People are sleeping on this. They want to have a "casual no stress experience" when playing survivor but they don't consider what this does to killer design. Killers like Kaneki or Krasue before the nerfs are made to "even the playfield" between casual and veterans. A mediocre Kaneki can bet a good SWF if he has some idea of what he is doing; Krasue went to live release with so many buffs that surprised most of those who had tested her in PTB, since she was not that weak.

    I really wonder how powerful 2026 killers will be…

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025778#Comment_4025778

    And even with that people don’t want to play the mode… imo 2v8 should alwayy give more bp to survivors to at least be the mode that gives more bloodpoints.

    I don't understand why they removed the 500% bonus for survivor. It was the best incentive the mode could have.

    But i don't think the problem not having enough survivors wanting to play. Its just that there are too many killers wanting to play the mode.

  • @BorisDDAA said:

    This ######### is so extremely busted and annoying to verse and was clearly put because of legion. Anyone that isn't a dash killer is legit unplayable because of it.

    So… after two days playing non-stop this 2v8… yeah, Sprint Burst on command is idiot, LOL. It just makes people who are bad at chases gain one "free hit" if they know when to use this. It Old DH on steroids. Maybe they should rework this to dramaturgy (but without the negative effects) or just give finesse while the class maintain the normal sprint burst.

    At the end of the day, Medic and Scout are stronger than Escapist but its quite stupid the way this class works. I'm playing Dracula on the 2v8 but i wonder how the weaker killers must be feeling against this.

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