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Rogue11

Rogue11

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Rogue11
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  • @Mandy said:

    Flashbangs now work as they were always intended to work, it was never intended that the survivor model could clip into a killers model so that they could get a blind which a killer couldn't avoid - even when facing a wall. Same as the audio and blind radius - you should not be blinded when looking up (which was happening) and you should not be blinded if the flashbang is not within your range of vision, hence we adjusted the angles. There has to be a way for the killer to avoid the flashbang, before it was incredibly easy to just drop the bang and the killer would be blinded with no way to avoid it, that's definitely not something that was ever intended to happen.

    Whilst I appreciate that those who enjoy using flashbangs, have to now learn the new radius etc, the previous version was bugged.

    Was Oni always intended to do 180 degree turns while traveling twice the speed of a survivor with an insta down hitbox the size of Demo's lunge?

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906299#Comment_3906299

    That's such a copout. I don't factor survivor win streaks in my arguments, even though I can, especially the "don't get hooked once" streaks. And the killer ones, you're talking about people who can be counted on 1 hand, maybe 2, and who've invested like 3000 hours or more just into 1 killer. And this whole idea is based on assuming that all killers do this. They don't. They're unable to get even a 1-win streak of the survivors play good. I know, because I and others multi-thousand hour players have had nights full of losses, including 0k's. What do those streaks matter to us there?

    Statistically absurd winstreaks are way too common on killer for a game that supposedly has functioning matchmaking. Congrats to those who put 3k hours on a killer. They should be able to consistently get wins. They should even be able to win a majority of their matches (70-80%). However, they should be facing difficult competition for those wins, and should not be winning 10-1000 straight matches, most of them without really being pressed at all.

    Meanwhile i have 11k hours in the game and probably 80% on survivor, and would be lucky to escape 3 matches in a night of playing, let alone consecutively. Survivor win streaks are much less prevalent, both in frequency and magnitude, because the game currently lacks effective skill expression for survivors.

  • Not-see Zombies amirite?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906305#Comment_3906305

    See, you aren't willing to admit the truth. Now you suddenly want to rework a killer who is undertuned based on your logic. That isn't the case here.

    You either balance the game around average skill players, and by definition you must also demand that nurse needs to be buffed

    Or you balance the game around top skill players, and then we can have a real conversation.

    If you aren't willing to admit it, then there really isn't much else to say.

    I just told you how to balance nurse so average killer players can perform well while preventing her from dominating the game once mastered. You make her conform to actual mechanics of DBD.

    If you can't handle that because I didn't just fall for your little gotcha trap card attempt, I don't know what to tell you.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906299#Comment_3906299

    Ok great.

    Now lets take that logic to its ultimate conclusion then. Because you cannot say that, and not have the following statement be true.

    Nurse then needs to be massively buffed, because when BHVR releases data on nurse for all queues (the average player) she is often one of the lowest if not THE lowest kill rate killer in the game, often far below 50% kill rate (when they balance for a 60% kill rate).

    So, if we balance the game around average players, you MUST take it to its logicaly conclusion and demand that nurse also needs to buffed more than any other killer in the game.

    Unless of course you mean that the game should only be balanced around average SURVIVOR players. In which case, all i can say is that it shows extreme bias toward one side in that situation.

    Lmao so predictable. Ok ill fix nurse for the average player.

    Rework her power entirely so that she doesn't exist completely outside of normal DBD game mechanics. She can have close to normal killer speed but in exchange her blinks would no longer go through walls and terrain.

    Now the average player can pick up nurse without getting facerolled for 4-6 hours before building up muscle memory. And the absurd winrate at the top end will be reduced to be in line with the rest of the roster.

    You're welcome!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906293#Comment_3906293

    So you balance games around average skill players then? That is what you think should be done?

    Yes. The era of multiple hundreds of matches winstreaks should never have existed and should not continue.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906283#Comment_3906283

    So the killer should be nerfed so teams can stomp him even harder? You don't balance games around average skill players.

    Right so killers can continue winning 9/10 matches with no difficulty just in case the 1/10 might give them a hard time. Never mind the flip side where the majority of solo / casual swf teams are just supposed to accept that most matches will be hopeless.

  • @xGodSendDeath said:

    People are just big mad that they can't use Windows of Noobertunity to hold W + pre drop this killer

    Windows needing a nerf is a separate, long overdue issue

  • @CrossTheSholf said:

    Removing the midair cancel takes away skill expression

    No problem, I got your skill expression right here. What if we, wait for it, made him need to actually aim with his power to get hits?

  • @Aven_Fallen said:

    I dont really think that you can say about anything that it would not belong in DBD. I think DBD as a Horror-games died with Nicolas Cage getting added (at the latest). With this, basically everything can be in DBD.

    And I think Anime in DBD is completely fine. However, I really dont like how it is implemented. I did not watch Tokyo Ghoul, but from what is added to DBD, I would probably not want to watch the Anime. So much screaming and IMO The Ghoul is pretty cringe as a Killer. As I said, constant screaming, very edgy and an absolute cringe Mori (in general I dont like over the top Moris like Ghouls or True Forms). So at least the implementation made me not want to watch the Anime ever.

    And in general, I like Anime, but not if it is added in such a cringe way like BHVR has been doing it. (Could also be the case that the implementation is very true to the Anime, but I would not know, since I never watched Tokyo Ghoul)

    What, you don't like hearing the killer climax every time they get a hit? For shame

  • "we've increased the dosage of Tylenol but the patient appears to still be dying"

  • Is it too much to ask for your opponent in a pvp game to have to actually, you know, AIM?

    image.png
  • @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904748#Comment_3904748

    They were nerfed to the ground to the point they are not even worth using, that's why a lot of killers at high levels are straight up slugging right now. If you are playing a a S-tier killer or are at low MMR then sure you can use gen regression perks or go for 12 the hook logic because you are going against a bunch of ######### players. Me personally, i stopped using perks 2 months ago and now i only play every single killer perkless because what's the point in using a perk or an add-on if it's just going to nerfed or changed later down the line if it has a high usage and a high killrate? Knockout is a perfect example of this, a perk that hides auras for survivors and for a whooping overpowered 15 seconds slowed down survivor recovery speed but now where at a point where that is even overpowered. Something that only gets 15 seconds of use is overpowered and now Knockout is a dead perk and nobody uses it except at low MMR.

    Yea bro, everyone used Knockout for the 15 seconds recovery speed debuff. Wasn't at all to hide solo queue teammate auras from each other forcing everyone to run around like a moronic game of marco polo hoping to trip over whoever is bleeding out.

  • @Unequalmitten86 said:

    I still feel he's unfair. He can camp a hook from across the board. I have not found any valid counter. O changed my build and MFT with any exhausted perk will do but you again you shouldn't have to carry a perk to counter a killer like this. There really is no looping unless you find a place he can't Spiderman to. Three jumps and he's across a board with no cool down.

    I feel he is great against SWFs yes however soloq is getting stomped and a lot of low to mid players stopped playing.

    Also to note a lot of players in soloq are just defeated right now. They are just giving up against any killer.

    Also that argument about Magneto is invalid, you can't compare and people just didn't play the game.

    Another thing with the proxy camping is when someone goes for a save he 100% guarantees a hook trade, as he autoaims to the rescuer who patiently waits for the animation lock to end and then decides to unhook or run. Like this is the closest to facecamping other than tombstone myers actually facecamping. No actual skill / aim / prediction required.

  • Not in the slightest. Not just solo queue, survivor in general.

  • Sennheiser has never let me down

  • Currently playing against him as survivor it feels like dodging is completely inconsequential. I would prefer less knife spam and removing auto healing after X seconds.

    Require a teammate to remove the knives. This creates a hybrid of freddy/Legion that gives him some passive slowdown and encourages grouping up where his main event can thrive. He can also afford to drop chase at strong loops without feeling a sunk cost of losing any knife hits.

    Revert him to 110%. He's a free down at more than half the tiles on most maps. At least give him a disadvantage at tall loops like other ranged killers.

    Would appreciate something to keep him from simply staring at the hook with his knives/main event ready. Granted this isn't only a trickster problem but saving against him while camping is usually suicide. If an effective limit around unhooks can be added, giving him more control around when to use main event would be nice.

  • They're obsessed with "fog this, fog that" when fog hasn't been in the game for years..

  • Sounds like skill expression being removed from the game. I've heard any bug that advantages my side must be made into a base game feature because I took time to learn how to exploit it.

    Am I doing this right?

  • @OneNineTwoNine said:

    Am I missing something? Nothing about their response seems to suggest that they're not going to change it, they literally said it's not intended and they're fixing it on release.

    I think they are saying fixing it was unintended. So the unintended fix to an unintended exploit...is being fixed. But not the actual exploit that has been abused for years.

    Thanks guys, can't wait for the next 4 man slug Oni match with no counterplay. Because skill expression means "my opponent's input doesn't matter because I can use an exploit to hit them regardless of what action they take".

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895171#Comment_3895171

    ngl I’m too cooked rn to understand what u js said😭

    the turn rate limit was balanced around his swing having a giant oversized hitbox like Demo's lunge. if Oni exploiters want the unlimited turning, at least having a precise hitbox would keep it balanced (while also making his skill expression higher). didn't think it was that complicated.

  • @MoZo said:

    Idk bout that one chief. The whole counterplay to oni is A) Avoid giving him an injury and B) get around a corner or the other side of a wall during his demon dash. The 180 removed the second counterplay to oni and made him get hits at almost any tile. I’ve had oni’s literally run past me thinking I dodged them only for them to 180 flick turn around and get me when I wasn’t even on their screen. It’s an exploit that should’ve been patched years ago. At least now since the exploit is fixed they can give a compensation buff to maybe his speed or to his passive charge of his power.

    if the flick is "skill expression" then keeping the turn rate but making his hitbox precise to the club swing would surely add MORE skill expression, right? because its ALL about skill expression and high skill ceiling, not 4 man slug stomping average teams with an exploit for years, right??

  • @NarkoTri1er said:

    https://us.v-cdn.net/6030815/uploads/S7KNPDDTC39G/screenshot-2025-03-11-23-24-49-323-com-twitter-android.png

    well, the change is intended, time to say farewell to dbd and move onto another game because there is no point in investing so many hours into one tricking such a cool and fun killer just for him to be treated this way because skill expression is not allowed :D

    Maybe actual skill expression is understanding and working to get the best out of your killer's power within the limits the devs intended? You know, instead of throwing your mouse across the room at every tile to get a free bs hit?

  • I can't even get the forums to stop displaying menu options in french....

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893925#Comment_3893925

    It’s amazing how many god-level killer players we have on this forum. But it’s so weird how we have never seen any actual gameplay from all these pros

    Someone in this same thread called a 2k winstreak "sheer luck". Which proves what I've always said regarding the "show your gameplay before you're allowed to have an opinion" crowd. It's a red herring and any evidence presented will be disregarded.

  • Only after ignoring mountains of negative feedback about them before and during the event, on top of killer queue times being just as long as they were before. If the killer queue times had improved more they probably would have ignored the feedback. Tracks with their usual pattern of screw survivors.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893512#Comment_3893512

    Let's try it your way then, despite the fact we've been doing it your way since DC penalties got added. Let's double-down on punishing players.

    Where does it stop? At what point do you say, yeah, maybe we should address underlying causes. How long are you willing to chase this idea for? Clearly, suicides are going to get removed. The next logical step for people is to either run to the Killer or to stop trying. How do you intend to police that?

    Banned By Daylight

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892819#Comment_3892819

    you know never sleep slows frenzy to 4.6, and also any hit with a pallet means loss of all pressure?

    Yea. I also know it doesn't matter when everyone runs it with the add on that increases your speed with every chain hit. And relying on playing pallet chicken with latency and hit validation is not a strong strategy. Nor is wasting a pallet every 15 seconds with the upcoming cooldown buff.

  • Hopefully finally nerfing the add on that makes his power last twice as long nearly guaranteeing multiple 4 hit chains. Nothing i love more than being in a complete opposite corner of the map fully aware of what the killer is going for and still getting 1 hit downed because "meme" add on.

  • Hopefully deactivating Pain Res after a survivor is dead. The amount of times I've seen killers tunnel someone from the start and then have 3 more stacks of the "reward for spreading hooks" perk…

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888660#Comment_3888660

    Thats pretty surprising, is there something you dislike abt Billy?

    He's currently everything I dislike about Blight but Stronger. Mainly the longer curve window removes most of his counterplay at loops. The generally accepted "fun" gameplay vs Billy used to be both sides accepting a higher risk/higher reward in chase. For the survivor by greeding pallets and predicting the saw. For the Billy, by going for saws instead of M1. The longer curve window makes most loops so heavily weighted to Billy that the only correct play is now just pre-dropping, and usually you can't even reach another tile before Billy catches up.

    For example, running around the outside of shack vs old Billy, you turn a corner, survivor and Billy have no sight of each other. Billy starts revving before turning the corner, and both sides have to read each other. Does the survivor stay looping tight to the wall, or turn out wide? Whichever side guesses correctly wins, right?

    But if you guess correctly as survivor today, you're still getting hit 80% of the time, as you watch the Billy guess wrong but correct his mistake with the longer curve window. Where is the agency for the survivor in this situation? Where's the high risk/high reward from both sides? I played it correctly as survivor, read my opponent perfectly, and it didn't matter. The same thing applies to Blight, just with only losing a single health state.

    Then add some minor frustrations such as, Billy being able to end game face camp for free (rev limit was originally added for a reason) which removes an exciting game element for survivors, going back for a teammate during end game. And in general, I don't think overdrive is a healthy mechanic.

  • Lets nerf survivors in the mode where killers have 10+ min queue times

    image.png
  • I'd rather play against Blight than Billy in their current states and it takes a LOT for me to prefer a Blight match.

  • "See you in the fog"

    Well how could you not?

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885827#Comment_3885827

    Those win streaks are flukes and anomalies and you know it. I wonder why I can count the amount of people who've achieved those streaks on 1 hand? Surely 95% of those matches weren't weak teams, who didn't take ANY advantage of their maps, perks, or individual pressure.

    That especially doesn't make sense with the kill rate, the "ideal 60%." All that means is, for the power role, you're getting a draw a majority of the time, no matter what. That's not very strong to me.

    Why does the BP gained even matter? We're talking about balance.

    I don't care what big name's SWF it is, especially if they're bully smurfs, but they should be beatable, and they're just not most of the time. They're in communication, making 1 person's info everyone's info, they know how to run the loops to waste a guaranteed amount of killer time, and they know what gens to do and what side of the map to lead the killer to. Your average killer is going to be weaker in that, not necessarily in skill, but in power. Most killers have absolutely no power over survivors who know what they're doing. They're just going through the motions, and how well they play will not change the outcome of the match, because of all the advantages The survivors have. So the game's not weighted to them at all.

    I'm so sorry you feel the 1 in 10 coordinated not just meming swf matches you get feel weighted against you. Don't ever play solo queue consistently if that's beyond your tolerance for matches feeling unfair.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885988#Comment_3885988

    Except it doesn't mean nothing. The power in DS isn't the stun duration (that's just extra), but in the fact the killer has to re-chase you, possibly commiting to a bad play, or else they got nothing for chasing you, downing you, and picking you up. And it's far from guaranteed to go immediately down again. That would imply that the killer could just do that in any event, in which case you're not playing well.

    Yea just ignore that most maps have been butchered to the point if you're not down next to maybe 2 decent tiles you're going down again in under 15 seconds. You're seriously trying to act like going down at 90% of tiles in the current map design is some kind of skill issue on survivors part rather than a forgone conclusion.

  • Yea if they go ahead with the spawn change and don't adjust Lethal, that is an absolutely terrible oversight.

  • Wraith, Billy, Nurse, Hag (teleport), Huntress (ranged attack), Bubba (his saw with full charges reaches faster than SB), Freddy (teleport), Spirit, Legion, Oni, Deathslinger (ranged attack), Twins (victor), Trickster (ranged attack), Onryo (teleport), Dredge (teleport), Wesker, Singularity (teleport), Xenomorph (teleport), Chucky (dash), Unknown (teleport), Lich (flight), Dracula (bat form), Houndmaster.

    All of these can instantly begin either catching up quickly to start chase, or start zoning through teleport, ranged attacks, etc.

    So more than half I guess.

    Even vs simple M1 killers like Ghostface, it doesn't buy you that much distance, and with current map design will usually result in another down too soon for any meaningful gen progress.

    You also failed to mention the remaining cornucopia of second chances offered by being unhooked?

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885974#Comment_3885974

    so in the end half of this relies up to rng and tunneling the first survivor wont work most of the time if their team has over 1iq with all the second chances survivors get by simply being unhooked nowadays (god forbid their deathhook state isnt taken away by shoulder the burdon)

    so you hit the survivor off hook to put them in deep wound, and now what do they have for "second chances"? nerfed DS, where vs half the roster distance means nothing and you're immediately injured and in chase again?

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885743#Comment_3885743

    pain res only works 4 times pop requires hook + walking to a gen you want to regress and surge eats through the 8 "kick" system like crazy and requires being in a certain radius aka its rng and non reliable the only reason most killers run these because without them the game would be over after the 2/3rd chase.

    Pain Res got its impact massively front loaded to the beginning of the match where its more important. then you pile on 2 or 3 of the other perks that ALL SYNERGIZE, and if you get an early hook you can coast to a win by just proxy and tunnel that first survivor out..

  • @xGodSendDeath said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885881#Comment_3885881

    And when it was nerfed it was still s tier. When killer perks get nerfed, they get dumpstered

    Pain Res still the top killer perk by a mile after 4 years, almost as long as dead hard.

  • @humanbeing1704 said:

    for the surrender option I feel like they should also include when there’s 3 survivor bots and you are the last real person on the team those games aren’t enjoyable at all

    me watching my entire bot team die to pig traps because they don't know how to interact with the puzzle boxes

  • @Pit_Bull_Love said:

    You're playing as a survivor, so they don't care about you or your intentions. BANNED!

    "Your chases were too short, you clearly weren't trying hard enough. Now sit at the campfire and think about what you've done!"

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885951#Comment_3885951

    I still think they should implement a system by which they fix both at the same time.

    Put survivors on a "time out" where they cannot be tunneled by the killer, as in, it is impossible to do so, but at the same time they can't progress the game for that same amount of time, then at the end, just let them be automatically healed. This ensures that when you get a hook, you not only get the pressure of them being on a hook and needed to be saved, but you now know that for some amount of time, that survivor can't do anything useful. Its a win/win. The killer is actively encouraged for hooking them, and actively rewarded for not tunneling them (as in, its basically impossible to do so).

    Sounds like Last Year. when you respawned you would be in a locked room where a teammate would have to come let you out.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885743#Comment_3885743

    We're trying to get y'all to understand that just because people still cling to using these perks, as a pipe dream, because they're the "strongest" or "most reliable," that doesn't mean they're actually really strong. The bar has gone way, way down for killer stuff that's considered strong. And that's because there's a narrative about killer that if something is strong, then it must be OP and needs nerfing. We saw it with Wraith, Spirit, Clown's add-ons, Blight's add-ons, Twins, Dracula, gen defence perks, chase perks, info perks, etc. You're not allowed to have a decently strong killer thing. Only survivors can.

    I can't have strong killer things, as killers have

    Higher winstreaks on every killer than survivors have escape streaks.

    Higher average kill rates

    More bp per average match

    At every level of play killers are advantaged, with the possible exception of the highest comp(lol) levels. Like sorry you can't beat Ayrun's swf, but I really don't care when the normal experience is weighted so stupidly to killers.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885808#Comment_3885808

    The thing is, not everyone's going to agree on what those perks are, and some people have extremely strict definitions for what counts as a dodge-worthy perk.

    Lobby dodging is a legitimate issue already, anything that makes it worse wouldn't be a great idea.

    I remember when we were told that "removing prestiges from lobbies would stop killers from dodging" yet I frequently see 2-3 killers dodge when i'm playing solo queue.

  • @Crowman said:

    A big reason many games feel unwinnable is preciously because survivors are too comfortable giving up over any little thing. As long as "go next" is unpunished there is no incentive for survivors to get better.

    or it might be because the majority of solo queue games are over in the first 3 mins, as someone playing a high tier killer downs a survivor, pops 3 regression/slowdown perks, then tunnels that person off hook immediately. at this point the game is already over.

    If maps weren't currently designed to end chases in less than 20 seconds, maybe survivors wouldn't feel so hopeless.

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