Rogue11
Rogue11
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- Username
- Rogue11
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Comments
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@Tenac said:
Im not a fan on one's that are super specific like chest perks. On a slightly different subject I wanted to ask not about a perk but an ability. Survivors how do you feel about draculas ability to have the exit gate riddled with fire colums. Do you find that a toxic ability or a fair one. I run it (mostly to reduce exit gate t bagging and to deliver that one last scare) but I was curious if it was one that the survivors looked down upon.
I never make it to end game vs drac so that add on doesnt matter to me..
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002975#Comment_4002975
It’s Endgame collapse. All bets are off. Anything goes. Her birds in my opinion should absolutely work.
If all bets are off then all the survivor perks that disable the second the last gen pops should still work.
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I hate Forever Entwined. Not really sure why.
I also hate when my teammates run invocations.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002318#Comment_4002318
i think thats the link to get stats from 2020 onwards. i wouldnt say im a top killer by far and im worse survivor. i just put a lot of time into both roles and learnt the counter play from both perspectives.Did they ever fix the stats counting survivors abandoning at the end of matches as "escapes"? Because if they haven't, these stats are worthless or would at least skew escape rates much higher.
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@Fuzzycube said:
An issue with the game is solo queue survivor is the the hardest role in the game and at the lowest MMR (When you start playing) I recall it being the most difficult.
However a GOOD SWF (Survive with friends) survivor team is the strongest and easiest role in the game (When they have voice communication, etc) so it’s difficult to balance between the two.
As for MMR I hear it’s not great, from what I understand there’s a small amount of people in lowest and highest MMR and everyone is in the middle somewhere.And for perks exhaust perks like Lithe are the easiest way to escape killers in chases with perks like Windows of Opportunity to help with loops and Resilience and Finesse to get a boost when fast vaulting to help with loops.
A generic popular build for survivor would be something like Deja-Vu (+ Repair speed and helps prevent 3-gen situations where you end up with 3 generators next to each other near the end of the game), Lithe, Windows of Opportunity and Resilience (To help fast vaulting).I'll win far more consistently playing killer than survivor with a good swf. The level of coordination and mistake free play required to counter tunneling is too high to reliably achieve.
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Rob Zombie cameo?
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Ive had matches where the lullaby is so quiet i can barely hear it and others where its normal. The sound has never been directional as far as I can remember but there seems to he inconsistencies in the volume.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000828#Comment_4000828
and you know what? you can mindgame Lethal. fake your pathing, don’t go to the first gen, assume Lethal is up and play at distance. same with Predator—40s cooldown for a short aura. don’t instantly feel safe the moment you think the killer lost you. keep spacing and assume you’re still in chase vs Nurse. seems like a big you problem.
Knowing I'm about to get blinked on my exact location doesn't actually help when the killer has aura reading. Same goes for mindgaming when aura reading lasts for 9 seconds and the killer crosses the map in 5.
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I haven't noticed any difference. Its been turbo tunneling for years no matter how many buffs killers get and nerfs survivors get. It remains the easiest way to win 90%+ of matches with no strategic thinking involved.
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@oecrophy said:
it’s not like most aura-reading stuff isn’t counterable.
Very counterable. Shouldn't have outplayed the killer. Skill issue.
Very counterable. Shouldn't have loaded into the match. Skill issue.
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@DragonMasterDarren said:
However much the systems being needed aside, it was very clear that the version on the PTB was very heavy handed and punished behaviour that most people can generally agree wasn't tunnelling, not to mention a lot of the post-hook buffs the survivors got heavily affected weaker killers and didn't affect the strong ones at all. Therefore it needed adjustments, which BHVR are hopefully doing
"Punishing" = offering the survivor side a reason to keep playing after someone dies at 5 gens instead of continuing to waste time in a lost match.
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@AbsolutGrndZer0 said:
Same "pathetic" excuse survivor mains gave about the original Finisher Mori? Newer players don't remember that, but almost universally survivor mains hated it and killer mains loved it.
Finisher Mori didn't solve some problem killers were having with the game for years. All it did was encourage killers to engage in more of the same tactics survivors have been frustrated by for nearly a decade and adds insult to injury for slogging through lopsided survivor matches. It serves no justifiable "balance" purpose, and to this day leads to killers slugging for the 4k, as well as invalidating late game plays such as sabo or unbreakable.
Lets give survivors an animation of the team twerking in the exit gate while the killer cries if everyone escapes and see how the opinions shake out.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997716#Comment_3997716
I don't want to, I play pvp games like overwatch and league because my chance of winning is close to 50%, DBD is actual dogpoop the strongest killer mains easily win 70-90% of the time it's ridiculous, right now multiple streamers have winstreaks in the hundreds
it's proven you can literally win 1900 blight games or 1000 nurse games in a row if you tunnel hard enough, the crying from killer mains is genuinely insane… am i the only one who see this or what ?!
You could always play killer instead. Enjoy wins being spoonfed to you and make killer queue times even longer than they would be from not playing.
Of course we'll probably just get "play while you wait 1v4 edition" instead of an improved survivor experience...
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@sinkra said:
The average kill rate is 65% (including games with a dc) and killers say "the game is the most balanced it's ever been". Completely warped mentality about what balance means in a pvp game.
They don't say its the most balanced. They say its survivor sided 🤣
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Now tell us what he thinks about Pig being too strong and facecamping basement Bubba being fun
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997528#Comment_3997528
Because sometimes you're not tunneling when it happens to you. It's a minute long timer post-unhook, which, accounting for the time it takes for someone to come in and unhook, is plenty of time to have won a chase and hooked someone else. Especially on snowball killers like Oni, Twins, and Plague.
Eating a 1 second longer stun duration doesnt matter unless your intention is to immediately continue chasing the survivor (the thing the perk is supposed to discourage).
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@CompetitifDBD said:
Well it was reverted to it's original 4 seconds for a reason. 5 seconds hurt M1 killers way too much, but having a longer stun doesn't hurt mobility killers too much. So the play was to make it a healthy 4 seconds, so you can't get too far without starting chase again, and can get a second chance.
Why should the anti-tunnel perk be balanced around making sure its not too costly for the killer to continue tunneling?
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Not really a fan of the rework. He was unique and interesting before and in a decent spot after his recent add on pass. Now he's another copy paste dash killer to unga bunga through pallets with. Meh
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@GlamourousLeviathan said:
WOO are gonna be very happy. See yellow, go to yellow, drop pallet, run, repeat. I don't know why BHVR insists on rewarding a gameplay that has no skill to it. Pallets should be a limited resource you know.
WOO should get nerfed but having huge dead zones is equally skillless. Am I supposed to feel like I outplayed a survivor because a gen spawned next to a tree and 2 rocks?
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Outside of certain licensed characters that lean into the meme side of things (Ash, Nic Cage), they just take away from immersion during a match and the lines get old fast. I hope they never go back and add them to my mains.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994125#Comment_3994125
This is one person not on a Gen. This is good for you. I hope you knew that already.
Or just take the 3v1 as 25% bonus to zero progress is still zero.
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He's currently just better spirit with 3 extra powers. He needs to be brought down to A tier. Same for Ghoul, Nurse, and Blight. Then they can make overall balance adjustments without resulting in people winning 2k straight matches as certain overpowered characters.
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@Aven_Fallen said:
To be fair, especially Coldwind and Haddonfield spawned huge Deadzones and the Pallets which they get will most likely be very unsafe, since they dont really feature structures anymore which allow for strong Pallets. Backwater Swamp also had RNG which allowed the Map to spawn with basically nothing in the middle area.
Not sure about the rest, I dont think they were that bad when it came to Pallets.
Borgo was up there with Haddonfield and coldwind for deadzones. Yamaoka and Swamp were nearly as bad but at least had some strong areas. Autohaven and MacMillan seemed very rng dependent but could be strong at times. Crotus, Ormond, and Red Forrest I dont recall any consistent egregious layouts. Maybe Temple of Purgation since they made the map too small on a couple sides of main.
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1/4 is putting it lightly. Hopefully there are actual usable pallets and not only ones where you could land a stun and still get hit anyway. Also, would like to see the awful coldwind jungle gym tiles addressed. Those maps have the weakest LT walls and those worthless tiles with a pallet hidden in the middle and often not even a window. None of the coldwind maps have main buildings strong enough to justify how weak those tiles are.
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@Blueberry said:
The average player in dbd is very bad. This is why kill rates mean very little. They aren’t very representative of balance. The only reason you don’t see win rates as high on survivor is because of those same bad teammates pulling you down. IE if you made a 4 man swf you’d see the same win rates.
The context of wins for either side is more important than just if they won or lost. This is how statistics get misinterpreted.
Odd that the same streamers calling survivors bad are the ones who cried and cried when mmr was first introduced (and actually somewhat worked) and they couldn't do 50 winstreaks on every killer while reading chat and listening to music.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990845#Comment_3990845
I think they're backtracking on the 60%.
They should
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@Skeleton23 said:
Here's my point of view if this was the other way around survivor mains would be saying the same thing. I honestly feel like they care about thr survivors fun than the Killers Fun. Has anyone noticed once the Killer side has anything anywhere near good they nerf it with the mention it ruins the fun for survivors.
Im Gonna make a prediction that the killer side is going to be none existent and the killer side is gonna be filled with S-Tier Sweaty Killers trying to Adapt and enjoy the game but eventually the game will Die in a month if the Changes go through.
Would anyone be mad if I made a Hash Tag called #ImLeavingDBD
It's been "the other way around" for years at this point.
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@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988471#Comment_3988471
you played and overtuned killer AND WON?
impossible!!1!!!
seriously…?
Hey I'm all for nerfing the several overtuned killers. Make killer skills matter again please.
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Me winning 10 straight matches with Clown while using 0% of my brain
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988090#Comment_3988090
I'm not saying there is not room. I'm saying that literally any time a killer is designed around, control, or non-dash based powers, or more macro level gameplay, they get complained about constantly until they are nerfed into uselessness or again reworked to just be dash killers. Survivor mains have made it clear with their constant complaining about it, that the devs only make dash killers.
That's "literally" not always the case. Dredge, artist, springtrap, pinhead, unknown, etc, all perform fine and aren't widely complained about. The ones you listed needed/need reworks because their best strategies were non-interactive or involved excessively slugging for the whole match.
The issue is usually meaningful counterplay and the lack thereof. Current Alien and Pyramid Head may not be overpowered in a tier list sense but I'd wager most survivors dont enjoy the choice of "die or throw pallet/vault and also die".
The solution is finding the right mix where fair counterplay exists and the more skillful or better mindgame play wins. No one saw old Skull Merchant and asked BHVR for an autoaiming spider monkey that instantly cancels power and m1s you after leaping across the map to your location.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987973#Comment_3987973
When they do non dash killers they get complained about until they get nerfed into uselessness or reworked into a dash killer. Look at all of the "most hated killers" and almost all of them (outside of recent ones like ghoul) were always about the "non dash" killers:
- Twins
- Old Skull Merchant
- Release Knight
- Sadako
- Singularity
- Springtrap
Victor is essentially a dash killer with perma sprint burst that is for the most part undodgeable is the killer is experienced.
Setting that aside, there's plenty of room in the game for killers that lack a dash power to exist and also not have their best playstyle be watching a 3 gen from 12 camera angles for infinity or slugging from the start of a match.
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It's not inherently a problem but when they get overturned to the point they have no meaningful counterplay it becomes dull quickly. Blight, Oni, and Billy are too strong in chase for how quickly they traverse the map. Wesker, Chucky, Demo, and Houndmaster have decent counterplay and also dont have unlimited mobility like the others. Ghoul is a problem for different reasons and Drac's dash would be fine if he didn't have 3 other powers for some reason.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987690#Comment_3987690
At this point, Nurse only exists to be a hard testament to the "DBD isn't pay to win" claim. She has to be the strongest or else it all falls apart. In my opinion. 😌
Ken and Drac are getting there
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987781#Comment_3987781
wasnt it obvious with all the maps being reworked to be bad/worse for survivor? when there's plenty of killers that can just ignore pallets.
Yea it was pretty clear when Eyrie and GoJ both got reworked TWICE due to killer complaints but Haddonfield is still a 3rd of a normal map size and not just ignored but considered a model for future reworks. Also Forgotten Ruins having the portals nuked within a week and nothing ever added to compensate for the complete lack of any useful tiles. And the entirety of Coldwind…
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Remove Legion, add back the herb items, take out the maps they added in the previous version that are way too small for 2v8 (torment creek and wretched shop are basically just the normal maps with some extra pallets), add some more roles
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This happened to me as well
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@Coffeecrashing said:
To get back on topic, BHVR really needs to get rid of haste stacking.
Because it is completely ridiculous when Clown uses builds like Batteries Included/Machine Learning/Rapid Brutality/Save The Best For Last.
It's a Clown problem not a haste problem. Clown wasn't an issue until they made activating the yellow bottles completely free.
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He's a problem in every mode since the devs made the brilliant decision to remove his only counterplay by making an exploit basekit instead of fixing it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986331#Comment_3986331
……Or we can admit that BOTH those situations are double standards.
As in it’s a double standard to demand immediate killer nerfs, but also demand for mandatory grace periods before nerfing survivor stuff.
And it’s ALSO a double standard to complain about MFT, but also think it’s ok for Clown to have a much higher uptime on haste boosts.
The double standard is from the devs themselves. They are the ones who gave us the expectation that changes won't be made until a length of time has passed to get enough data and feedback to make a decision. Then they applied this standard only to killer while insta nerfing survivor things.
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@Foggyguy said:
Yeah, just don't play 2v8 is the winning move. They buffed legion to be even worse and I don't think they even touched oni. I just don't see why anyone would play when they could get that… which explains the awful que times for killers.
Yea I was a little optimistic but I guess they decided any possible course other than trying to improve the survivor experience in this mode was the way to go.
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Wesker is balanced. Ghoul is not.
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This is also happening for me with only 1 of my friends. We are both on Steam
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@ManOMaker said:
Mainly just on activation times. I know you need to hold it for 15 seconds for it to grant the buff to teammates, but is that also true for yourself?
Or is it just roll the die to grant the buff for yourself?
I think you have to finish the tune. if you interrupt it, the buff icon goes away.
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Please killswitch no mither instead of finesse if this is confirmed..
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Fog was a huge part of the theme of the game from the beginning. It's about time it was present on maps again. Also has felt stupid waving to the killer from across the map for the last few years.
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They already killed it years ago despite adding hooks to every possible upper floor, nook, and cranny, and making them respawn.
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@Foggyguy said:
It's even funnier now that fog vials became the new skull merchant after just two weeks but ghoul was totally fine.
"Balancing is an iterative process" meaning maybe in another 6 months they'll nerf something completely unrelated to what makes him horrible to play against.
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Yea can't play the game
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@ratcoffee said:
my feedback on this change:
you have a lot of games that start with D
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983180#Comment_3983180
They downvoted him because he was right! If its going to provide the value it does by extending chases (or even preventing them) then it needs to be very limited. Otherwise theres now EVEN MORE chase imbalance in the game that needs to be addressed for like 90% of the killer roster.
All items need to be rebalanced together (Yes toolboxes and medkits too). Survivors are so focused on their benefits they wont look at the larger picture in terms of game balancing. Wasting a killers very limited time is insane levels of value.
They also do too much all at once, remove the sound reduction off them and make it sight based only.
All killers need to be rebalanced together (yes, Ghoul, Nurse, and Blight too). Killers are so focused on their benefits they won't look at the larger picture in terms of game balancing.

