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Rogue11

Rogue11

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Rogue11
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  • You can dodge his grenade spam but usually in doing so you will be so far off whatever path you were taking (especially considering the lingering hitbox) that you'll just get m1'd right after. The amount of time you need to stare at him to lose "weakened" usually won't help you unless he's chasing someone else. In this case, you're wasting time that would be better spent on a gen. Especially considering everyone that plays him runs an add on that gives you weakened status for finishing gens.

    Teleport is instant with zero warning so good luck not being tunneled off hook by most Unknown players.

    Pretty lackluster options as far as counterplay. Anticipating his shots feels unrewarding and being hit through walls/floors is very unfun.

  • Something other than ugly blue recolors

  • @sinkra said:

    If windows gets nerfed it's going to be the straw that breaks the camel's back for survivors and many are going to leave the game en masse. There's only so much they can take.

    Being required to actually use your brain in chase isn't a good reason to leave the game. I'd be perfectly fine with Google Maps for survivors being nerfed. It's boring as hell to play against and can be equally frustrating watching as your teammate uses every pallet on the map in their first chase.

  • Better Than New, Botany Knowledge, Poised

    Hex perks in general. Not sure how to accomplish that. Continuing to shrink maps to the size of a small boutique shop parking lot hasn't helped.

  • They should fix Oni's flick exploit as well. Chucky had it on release and it was fixed in a few weeks. Oni players have been abusing it for years. Hopefully soon!

  • Hopefully Google Maps Entity Edition gets nerfed soon so I can stop going against people yellow pathing through every pallet on the map. It's painfully obvious and boring to play against.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687233#Comment_3687233

    Hopefully it's not replaced by equally annoying exploits. And they should fix Oni's flick exploit while they're at it.

    No, I want killer mechanics to have their intended turn rate limits not be exploitable for easy hits. If a survivor made it to a safe area and turned a corner around a wall in time, you don't deserve a hit by throwing your mouse across the room, changing your dpi on the fly, or pointing your camera up to break intended turn rate limits. That is not skill expression. That is an exploit. It has been stated as such multiple times over the course of 2-3 years and they are finally fixing it. This is good.

  • @GentlemanFridge said:

    I’d wait with such a statement until the actual blights get their hands on it. For all we know they’re gonna discover another smooch tech, wind turbine tech or lagtech 2.0.

    Hopefully it's not replaced by equally annoying exploits. And they should fix Oni's flick exploit while they're at it.

  • UW will still be too strong for killers with mobility. Might be even more so.

  • Blindness has more of a disparity for solos than oblivious. Knick Out and 3rd Seal are stupidly broken vs solos and laughable vs swf.

  • It feels like we're quickly heading back to the days of having a whole team slugged by Billy in the first 2 mins. There were good reasons for nerfing old instasaw. And that was in an era when maps were stronger and gens were faster.

  • @D3spair said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683406#Comment_3683406

    I mean...

    In the gameplay I posted,

    I didn't Camp.

    I didn't Tunnel.

    I didn't even use an M1.

    What do I do as Billy then to make it fun for Survivors? Throw and be a NPC Killer then? Make sure Chainsaw always misses or don't ever use it instead.

    It's just funny seeing someone complain as killer during this event where you will consistently get 2-3 times as many points as survivors, while easily winning the majority of your matches.

  • Demo, Pig, and weirdly enough, Wesker

  • Survivors Enduring Another Miserable Event: Killers Most Effected

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683180#Comment_3683180

    1000% this. Every other game I can think of shows rank, MMR, something. It's about accountability at a certain point. Is the game respecting the player's time?

    "But muh competitive mindset!"

    That ship sailed about 2 years ago...

  • @Caiman said:

    Endgame is the most dangerous time to get hooked because the killer has nothing better to do than make sure you die. They are under no obligation to turn around and stare at a wall, allowing your teammates to come rescue you. If you do not want this to happen to you, then you have to do your best to not get hooked in endgame. This is not always possible, but winning is not always possible. That's the nature of a PvP video game.

    Odd, I seem to remember a similar argument about winning not always being possible when DS still worked during end game. You know, something about "if you don't want this to happen to you don't allow survivors to reach end game and still have DS ready"?

    Unwinnable situations for thee but not for me?

  • Trickster and Slinger existing kind of undercuts the argument that ranged hitboxes can't be made accurate to the size of the projectile. If she's going to keep her unnecessary buffs, fixing her hitboxes would be a fair trade. Would result in her being less frustrating and confusing to learn for both sides. It would also make throwing over objects less weird.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680231#Comment_3680231

    Strawmanning. A setup like that should not exist and the map might need some changes. Such setups can spawn on any map though. 2 things can be true at the same time.

    Yes and so can massive deadzones can as well. Deadzones are far more common than these types of tiles today. So is shack spawning a mile away from anything else so you just die after 3 vaults at best.

    What should survivors do vs anti-loop killers at literally any other area of sanctum of wrath? Hold W to your preferred corner and die? Very engaging.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679023#Comment_3679023

    Whenever i hear someone complaint that killers are anti-loop i ask a simple question.

    Justify why unmindgamable god pallets that make survivor's immune to anything should exist? Pallets that MUST be broken, and then, add a minimum of 20 seconds to a chase. Making it so if you just predrop 1 god pallet then shift+w to a corner of the map, you'll lose 3 gens at the start of the match?

    Why are setups like this allow to exist:

    https://www.youtube.com/watch?v=_DmhXUUrMYU

    When killers ask for anti-loop. Its to deal with these things.

    Lmao ah yes the single strong area on sanctum of wrath for survivors. No wonder this map has the...4th highest kill rate of any map. Truly a map that needs more survivor nerfs.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673395#Comment_3673395

    So?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673408#Comment_3673408

    Got any better solutions for anti camping, then im all ears? and its only 10% of all killers that use it, so its not problematic at all, to use your own argument "Oh yeah I forgot everyone’s running that exact build at the moment aren’t they"

    Actually the perk combo you complain about is really rare (look at the stats i provided you)

    Better solutions for anti-camping than giving free slowdown upon moving away from the hook for all of 3 seconds before returning to camp:

    Increasing hook state timers so it wasn't more effective for killers to stare at a hook than it is to go actually chase and pressure gens.

    Not creating perks that synergize with camping and tunneling someone out of the match asap.

    Buffing anti-camp / anti-tunnel perks so they aren't laughably bad.

    Removing basement or add more entrances as its a boring relic of an era when sabo'd hooks didn't respawn.

  • Perhaps if being hooked first weren't a 70% chance of having a completely miserable experience being proxy camped and tunneled out of the match at 4 gens and dying with 5-8k points, survivors would be more likely to not give up early.

  • Simplest solution is to increase hook state timers. Should have been done in the same patch gen times were increased.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677725#Comment_3677725

    Or it could reduce the grunts of pain by 50% the next time they become injured (either until they become hooked or healthy, or expires after a time limit).

    If a survivor starts the game healthy (new) and have normal grunts of pain when injured (without Iron Will), then it would make sense that "Better Than New" would mean the survivor is now more than healthy and should be less affected by an injury. 🤔

    That would be nice but I still think it needs a numbers buff and/or more actions affected. Currently it saves 1-2 seconds on healing, cleansing, blessing, or chest opening. 3/4 of those actions are usually a waste of time in the current game state.

  • As long as we're discussing subpar healing perks, can we improve Better Than New as well? I think it should have the same percent bonus as Leader and affect the same things. Currently it doesn't effect unhook speed or exit gate speed.

  • @fussy said:

    Well, I think it will be good change, but don't ask killers not to bring 4 slowdown perks after this. My BBQ already barely useful with endless distortion, hiding 2 survivors with 1 perk will kill it completely.

    Who is still running BBQ when ultimate weapon exists?

  • @Caiman said:

    The most reasonable explanation I have heard is they want to make Huntress easier for new players to try because she's free so a lot of new players will naturally try her out, because positive first impressions help with player retention. But I think this is nonsense because Huntress is perfectly fine if you take time to get good as her.

    If this were true, the reasonable thing to do would be lowering her ceiling if they wanted to raise her skill floor. They've done both which will make her annoying as hell to deal with for most survivors.

  • image.png

    I've seen far worse on this map since the rework but this is an example of the horrible gen spawns. The killer could just stand by the hill hook and watch all 3. The map is too small to space out gens properly. Main is also weak and the corn tiles are entirely dead zones.

  • "I wouldn't have to tunnel if it weren't for Dead Hard,...I mean DS...I mean Circle of Healing...I mean medkits...I mean MFT. Just nerf those and I won't ruin the match for the first person I find. Oh...and I need at least 7 viable slowdown perks. Oh...I mean tunneling is a valid strat. get good loser"

    Enough with the "but my incentives" bs. we've given killers enough carrots they should be orange by now. time to break out the stick

  • @Akumakaji said:

    Just some food for thoughts:

    Releasing Chris Redfield as legendary skin for Leon came back to bite them when they get greenlight for a second chapter. Chris would have been perfect for this, but was already used up.

    I guess they are now carefully thinking about other characters potential of chapter survivors vs legendary skins.

    So theoretically, a 3rd RE chapter is still in the realm of possibilities. And why not? Make it a yearly event, ffs :D

    Chris and Claire should be full survivors

  • Instasaw was never fun and was nerfed for good reasons. Making it basekit in the era of empty deadzone map reworks is even less fun.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664913#Comment_3664913

    I know you are immensely survivor sided but lets here it, why are bots so beneficial to the killer? They do gen instantly if out of killer tr which genuinely is more than the average survivor, they dodge certain killer powers far better than you could and they have a couple of base line problems. But that's a lot better than nothing, doesn't matter if killer has pr/pop, you'd be lying to yourself to say that are purely beneficial for killers. Again I know you are super survivor sided but damn, every time you post it gets worse.

    They don't instantly do gens. They will often completely throw matches vs certain killers like pinhead by picking up the box and getting downed. They're very easy to down with any non m1 killer power. They spend ages hiding the moment they are within the slightest terror radius. If you actually carry them through a match they'll 100% open a gate and bail on you so no interesting end game plays.

    Oh and if you want to go next after 2 teammates dc from the start, they'll keep farming you off hook unless you also dc.

    They do, however, make it easy for killers to draw out a guaranteed lost match to farm a bunch of easy points while torturing any remaining players who haven't DC'd.

  • @GolbezGarlandGabrant said:

    They made Shelter Woods better but somehow made Abattoir the new Shelter Woods.

    The only thing that made old Shelter Woods bearable was that it was the 2nd largest map in the game. Abattoir on the other hand is one of the smallest while still having dead zones and useless pallets everywhere and multiple places where 3 or 4 gens will be piled together.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662217#Comment_3662217

    It allows the killer a local advantage once the survivor is hooked. In order to overcome this, the help of the survivors around all is essential. Survivors need to understand that even though playstyles are free, individualism is not at the core of the game system.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662301#Comment_3662301

    If the DS skill check is the cause of failure, it doesn't matter whether every are a beginner or not. If the chase after getting out is a problem, it's a skill issue.

    If you can't finish tunneling someone after a 5 second ds stun it's a skill issue

  • @Backtogoldfishes said:

    Another skill issue/venting thread 🤦🏽‍♂️ Tunneling and camping isnt a issue. Its you. Run the right perks and work on your chases. Being tunneled should be a opportunity for you to buy your team time to do gens. I play killer and survivor so i know both stories

    survivors dont give a crap about tunnling you love being chased. the upset comes when they get chased or there team mate gets chased and they get clapped in less then 20 seconds and Then its a 3v1 at 4 gens. Its a skill issue. Theres never a problem when tunneling is happening when the chases are long because then its considered "fun" for the survivor. 😂

    Killers: "Lol stop getting clapped in 20 second chases bro"

    Also killers when the suggestion of preventing massive dead zones and useless tiles in reworked maps is brought up: "You're not supposed to last more than 30 seconds in chase so you can't have strong tiles. And I still get a free hit after 30 seconds with BL because reasons"

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659797#Comment_3659797

    You can deny clown's bottle by standing still, or crouching? That's new to me...

    So your argument is it's easy to apply -> which you are wrong anyway and not it's too strong? because it's clearly not that good on % compare to him.

    Clown's slowdown is definetly way easier to apply than skull merchant's. Her hindered is fully in hands of survivor how fast or if you can do it. It's easy and fast for Clown...

    Her drones are not AOE anymore btw...

    This was comparison for people crying about her anti loop, which is simply not that strong in my opinion.

    So Clown's active chase power is slightly stronger but that's his entire kit.

    Standing still during chase is not a viable option. You're just countering giving her a 3% haste by giving yourself 100% hindered.

    You just leave out stealth, the still insane area denial that can't be countered, and the flood of status effects that she piles on, all with zero effort on her part.

    It's been months since her rework. If she wasn't that bad anymore, people would have gotten over it by now. The rework was a failure and players will keep going next until it's addressed.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658480#Comment_3658480

    She's too oppressive when it comes to status effects during chase.

    So 3% haste and 10% hindered (delayed based on survivor's choices) is too oppresive in chase? You know that just purple bottle from clown is better than this? 15% + yellow bottle if needed...

    Tell me how she is too oppressive?

    So let's take clowns power but when you throw a bottle it has about 4 times the aoe, stays permanently until removed by a mini game (automatically reactivates itself shorty after), grants undetectable every time he throws one, gives global tracking on anyone that enters, causes a myriad of other assorted status effects, oh and injures without him actually hitting you.

    Yea I can totally see the comparison.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659167#Comment_3659167

    1. It's not a team game at it's fundamental level. Survivor's end goal is binary, you escape or you don't. The average between two binary options is 50%.

    2. A 2K is not a draw. People keep saying this because on the surface it appears to make sense that 2 of one thing and 2 of the other must be even therefore 'a draw', and I get why this seems like it should be the case, but that's not what a draw is.

    A draw is where neither side wins or loses.

    For survivors, 2 have won and 2 have lost, so the survivors haven't "neither won nor lost" they have most certainly either won or lost depending on the survivor.

    For killers, they have not 'neither won nor lost', they have completed half of their objective. It's a very different thing.

    If the average game was a 2K, and we presumed that the most balanced possible state would be that 'every game is a 2K always', then every game killers would be achieving half of their objective.

    The equivalent for survivors would be only powering 3/5 generators every game, which is quite clearly a loss. For survivors to win, they have to complete their entire objective.

    A 2K is not only half of the killers objective, it also necessitates that survivors have completed all of their objective and powered the exit gatesn which means killers have not only missed half of their main objective, but also failed in their secondary objective (preventing repairs).

    This is why a 2K is a loss for the killer, in order for it to occur, the killer must fail in the majority of their goals, and why this asymmetrical format does not allow for the existence of a 'draw' in the truest sense.

    Balancing around 50% kill rate doesn't mean the majority of matches would be a 2k. Because of the way matches usually snowball in the first couple minutes, it would mean slightly fewer 4k stomps and probably more 1k results. 0k is rare because of how easy it is to facecamp for a pity kill during end game.

    You can rationalize it any way you want, but 60% average is unfair as long as the game is intended to be a mmr competitive multiplayer game.

  • Pig but that may change as they continue slowly turning her into a less effective wraith/sadako clone.

  • @Akumakaji said:

    Kate is Taylor Swift in anything, but name.

    Don't insult Kate like that. Why you gotta be so mean.

  • New killer perk: on demand stealth that synergizes with Pop and Nowhere to Hide, and has very little cooldown.

    New survivor perk: do nothing in the basement for 2 mins to apply less than 2 mins worth of gen progress and become perma-injured.

    If someone had predicted these perks yesterday, people would have called it bait.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654297#Comment_3654297

    Nah, that's not what I mean

    The people ask about after unhooking, the survivor is healty with adrenaline, it's that I think who gonna be deleted

    Survivor gonna be healed with the 150% speed boost, but if he got hooked before and the endgame start, the healing effect (and speed maybe) don't activate

    Then it's another nerf for solo queue. Swf can coordinate someone else taking chase and timing the adrenaline pop exactly when needed.

  • @scoser said:

    Survivors are often complaining about killer variety, but any time the devs buff weaker killers to try to increase that variety, survivors act like it's the end of the world.

    Blight also doesn't need more s tier add on buffs when the devs still refuse to fix his exploits after 3 years.

  • @scoser said:

    Survivors are often complaining about killer variety, but any time the devs buff weaker killers to try to increase that variety, survivors act like it's the end of the world.

    Huntress isn't weak and doesn't need 2 of her best add ons basekit as well as a massive speed increase while charging a throw.

  • When the devs kill stealth and the horror atmosphere by removing fog, brightening reworked maps, and mega buffing tracking perks, we're told "lol dbd isn't a horror game since 2017".

    When the devs purposely balance the game so one side wins a majority of the time we're told "it's a horror game so we have to make killers win more to feel scary".

    So is it a horror game or not? Because balancing the game for comp tournaments like it's Counterstrike but still skewing toward one side winning 60% of the time feels like a complete contradiction.

  • If all 4 survivors are huddled together stacking vigil and waiting for mangled to end instead of just healing each other...I think you have a very good chance of winning the match.

  • Huntress doesn't need buffs. Her and Wesker are prime examples of well balanced killers. These changes are awful.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651546#Comment_3651546

    It may have felt a little less responsive compared to the old animation, but it has been proven to be a visual thing only as the speed of a Survivor turning is the same regardless when comparing.

    Personally, it made Survivors turning feel more natural than the clunky and stiff running animation of the old movement and i'd wish we could bring it back.

    if you recall, there was an egregious desync bug that happened in the same patch as the new movement animations. instead of fixing the bug and seeing how things settled for a couple weeks they panicked and ripped out all the transition animations.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651471#Comment_3651471

    Ditto, i wish they'd bring it back along with updating the healing and exit gate animation.

    But hey, at least we can't say they don't listen to the community when they more often than not bend over to community backlash, although that won't stop people from saying stuff like they never listen to them or use the same piss poor excuse of ''nobody asked for this'' whenever they get something they don't like.

    So i guess we need to be just as vocal in order to get it back.

    I've never had a problem with thee exit gate animation. What bothers you about them?

    The healing is absolutely the worst animation in the game and I'm convinced they just can't find a way of improving it because of the different sizes among survivors.

  • Most people did try playing against her post-rework. It didn't take long for her reputation to be reaffirmed, when most matches go something like the following.

    Sneaking into her 3 gen area completely covered by drones, disarming them 1 by 1 over the course of a minute, starting on 1 of the gens.

    10 seconds later, all her drones start automatically reactivating, she comes back to check her gens, you see her coming and try to leave early but get injured by a drone that you already countered by hacking a minute ago. Now you have every negative status effect in the game and have to take a chase where your only choice is continue holding W to the next loop. The possible outcomes here are usually:

    A. she downs you with all the skillful outplay of having a 20% speed differential, and now you're hooked in the middle of her 3 gen.

    B. she drops chase to return to her gens. now you get to spend the next couple minutes trying to find your solo queue teammates to reset so you can then go through the whole cycle again and possibly make another 4% progress on a gen.

    image.png


  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405403/who-is-doing-this-blights-addons-design

    You could have 200+ look angle and it would amount to nothing. Flicks mean nothing other than the "shoulder flick", getting hit by a 180+ means you didn't even think it could happen due to inexperience, you weren't counting rushes or you guessed wrong with little info. You thinking flicks are as good as they are is laughable. The only way to make this add-on good is with addy vial period.

    "Just watch her glass shards to know when she's starting to phase!"

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