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Rulebreaker

Rulebreaker

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Rulebreaker
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  • @HPhoenix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312304#Comment_3312304

    This won't save you from players that been owning LF for years. Your still getting camped by one after he gets removed :P.

    But yes, this will suck thou :/.

    #### forgot about that

  • Perk wise: hyperfocus. Those who can constantly hit those greats will make that gen burn

    Item wise: commodious toolbox with charge add ons. It pairs well with built to last. Especially 4 of them with the above.

    Mechanic wise: reblessing totems. We're fine with boons. We are not fine with snuffing the same totem 7 times a match.

    Overall: maps. Alot of those maps have very questionable layouts...

  • We play cause we still enjoy it after all this time. Ignoring the toxicity, we like the game play (when there's actual playing instead of DC camping and the like) and matches can be fun even if we lose. Just enough randomness to keep our attention while not completely shutting down being able to use skill or brains. Letting us play with friends is also a nice bonus.

  • To be fair it's kinda expected but you right, we need more positive.

  • ....on the one hand good riddance to the camping lawnmowers, on the other we really don't want to see more things go... We're so torn...

  • @realflashboss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311269#Comment_3311269

    Not one single statistic released in the past 3 years backs up claims that survivors on the whole have ever had it easier (i.e. escapes outnumbering kills).

    While we can't find escape rate statistics for 2020 (Google failed us) if you want the quantifier of "ever" then yes, survivors have had it much easier until recently. DS "you can't touch me" builds, ye ol dh to next loop, old object for unlimited wall hacks for swfs. We're pretty sure these were the last 3 years. Going back further just gives more ammo. If you can find official statistics proving otherwise we'll happily say we're wrong.

  • Swear we've seen this post before

    Killer: corrupt or lethal for a better start

    Survivor: Kindred or deja vu. Kindred for solos coordination and deja Vu so solos don't keep 3 gening us.

    @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360334/if-you-could-add-anything-1-for-the-killer-and-for-the-survivor-what-would-it-be

    Honestly, all I want for killer is a change to AFK crows so people can't drag out games for 20 minutes by playing hide and seek while doing a few simple tricks to never get them.

    For survivor? Remove self unhooks completely outside of deliverance. Rework perks as needed.

    For both sides? Survivors that DC or get 3 AFK crows are replaced by a bot (and the latter also gets the DC timer). DC timer only decays when you finish games without DCing.

    See if you can fit whispers in your build. Works wonders for those survivors.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312085#Comment_3312085

    The monster was incredibly weak.

    The Teens could easily gang up on it once they created weapons and, since EVERY weapon caused the Monster to lose 90% movement speed; it was virtually impossible for a Monster to run away once a Teen attacked it.

    Once Teens had weapons, they would find the most open areas of every map and wait there, so Monsters HAD to come at them through long sightlines with little cover. That's right; THE MONESTER was forced to be scared of the Teens. And had 0 power to attack any of them at range.

    While teens had firebombs, swords that shot beams, slingshots, and ranged weapons.

    Playing Monster sucked in VHS. Once the Teens had weapons, the Monster was very much the victim. And the devs refused to hear it.

    That's incredibly sad...

  • We play normally. We under the prestige doesn't mean skill umbrella so we go in and adapt as needed. It also gives us a opportunity to see the fully prestige decked out survivor makes a beginner mistake and chuckle.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311056#Comment_3311056

    Sorry for bringing up such a minor point but I wanted to bring up something from VHS as I was in the closed beta there both before and after the hacks.

    The hacks did very little to hurt VHS. It still came out with over 6,000 players playing at the same time (so probably over 10,000 or 20,000 players as a base) even with no advertising and lost over 95% of the players in a short time frame. It lost them due to balancing for the top. One of the main issues the game has is that Monster is weak and there are situations a Monster can be put in with a coordinated group where there is literally no counterplay. When it was pointed out that new players to Monster would not continue in the role if Monster remained as unengaging and weak as it is the devs and Teen mains pointed to the top Monster players who did really well, said that showed the role was fine, and ignored all the advice to the contrary.

    With the Monster role being how it was that led to a lack of Monster players which then increased queue times to unbearable amounts which caused all but the most die-hard players to stop playing, etc until the game it got into the state it was in.

    I know the devs had advance notice this was coming as when I was in the closed beta I accurately predicted and told the devs that the situation VHS is in now would happen if Monster was balanced around only top tier players and I wasn't the only person saying this.

    The hacks didn't help and there was a lack of advertising (but the lack of advertising may be a good thing if the problems with VHS get ironed out as, once the game is long term sustainable, as new players are easier to retain than ones who already tried but disliked it) but those were, from my experience and time involved in the game, lesser factors. The playerbase numbers upon Early Access were pretty healthy.

    The root cause why it hasn't been successful was because Monster was balanced for the top and being a new Monster player was too unforgiving, harsh and unfun. Most new players, after pointing this out, would receive torrents of 'just get gud' posts instead of their concerns being heard and understandably wouldn't stick around on the off chance that they might have fun later. There have been minor improvements since but still not anything that would make it new player friendly enough in my opinion to retain new Monster player. However, the hacks didn't really hurt the playerbase at all; there was no discernible difference in the playerbase because of the hacks and VHS had, upon Early Access release, a decent sized playerbase.

    Was the monster really that weak? We wanted to try VHS but no one else wanted to so we never really saw it.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311939#Comment_3311939

    You can argue up and down about the stats and things that go into it, but the bottom line is that Nurse doesn’t affect the majority. As a Nurse main, you are objectively wrong about her being the same. Check any of the streaks or high level Nurses on YT; they all use the recharge and/or range addons. Now, no matter how good you are with Nurse, it will take significantly longer to catch up and down. Good teams will have more than enough time to finish the gens.

    Did we say same? No. Do we believe that she affected the majority? Also no, but apparently she effected ENOUGH to call everything to attention and that's what happened.

    We also said those who are good with her will still be good with her. Needing an add on to be good seems Abit conditional for being called good. Willing to bet if we look for this so called "high lvl nurse play" we're going to find some mix of the following for a lot of it:

    Survivors being stomped due to being potatoes, the nurse in question using the add ons or perks or both as a major crutch, the nurse in question doing the usual "hard tunnel and camp cause it's the only way to win" strat.

    While yes it will take longer to go place to place without those add ons, she GOES THROUGH OBSTACLES. Certain maps like the game she's still faster than anyone while she loses Abit of time on other maps. That's a map issue.

    And (I'm being asked to type this again) you still need that example.

    1. Artist: fun to play and face as like nurse you have to be creative if you want to burn her time and can be creative to set up stylish downs. Map wide shots are also so satisfying, but we may be biased.
    2. Wesker: Aside from running into him 30 times, also fun to face (bull fight boss~) and fun to play (yeeting survivors just makes us smile)
    3. Huntress: Not counting the ones who keep throwing point blank, she's earned her spot here
    4. Blight: say what you will, but he is both fun to play and face (unless he's running what we call the basic ##### build). Bounce WAAAAAAGH bounce WAAAAAAGH hit.
    5. Nurse: similar to the above. Baring certain play styles, we enjoy facing her as we gotta be creative (or more chaotic) to keep the chase going. Being able to go through everything and surprising survivors (or just smacking down the ones who keep trying to abuse Myers house) is a joy.

    This is our personal list

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311156#Comment_3311156

    The other guy pointed it out, but I will be more specific: how do you not see the contradiction in what you just said? You say that neither side should be balanced around top-level play, yet you fully support nerfing Nurse, whose kill rate is insignificant. She wasn't even top 5 according to the top MMR stats- she clearly is not a problem statistically. Yet because apparently .001% of Nurse players are unstoppable, she needs to be nerfed into the ground. I wish more people would acknowledge this complete double standard.

    First where did we say we support anything other than balancing around casuals?

    Second stats effectively mean nill as they're affected by SO many variables. For those stats to be something more tangible for anything other than curiosity, more details are needed.

    Third, those nurses that are "unstoppable" still effectively ARE, they just won't be able to use certain perks as effectively. Those nurses are unstoppable cause they are GOOD.

    Fourth, we joined Abit before doc came out. Survivors had TONS more broken things to play with which could make killer miserable such as instant heals, instant REPAIR, infinites, the oft complained dh, the list is long and most of it is gone now. Both sides (eventually) get their due.

    Fifth, you still didn't give an example (admittedly this is just us being a beep)

  • Usually mood and how well they played. A Claudette who did well in chase, helped the team, and at least tried chaining tiles will more likely get it than an ace in the corner. We do also respect the 4% so that works (long as we see it)

  • Not sure, we're gotten streaks like that with trapper, artist, pyramid, blight, spirit, legion, and nemi. We're not 100% sure whos got the highest but we think artist.

  • It's not old nurse, we'll live (metaphorically speaking)

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310811#Comment_3310811

    Pretty much all asym games have attempted to balance for casuals, and they all are dead or low activity. Dbd is number 1 because of the licenses. Game balance doesn’t deter the vast majority.

    Then which asym game? Piruluk at least gave a list of dbd styled games but we have yet to see your example of one that is balanced around high lvl play and done better.

    While we're against to much hand holding, dbd needs to mostly be balanced around casual play as that's what the majority of players are, not swat swfs or the perfect play killers. If they make changes that turn away casuals then the game bleeds out.

  • Currently remembered records

    Solo survivor: 10 through door 15 door or hatch

    Swf: 16 with just us out, 3 with the whole swf (2-4 people)

    Killer with your rules: 20 something probably

    There's probably higher records but we can't remember them so their void

  • IMG_20230104_133844309~2.jpg

    Sorry best we can do atm

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310670#Comment_3310670

    No other game balances that away, including games that have sold far better than DBD. You have no evidence other than repeating the echo chamber on this forum.

    Out of those games, which of those is like dbd? (An asymmetrical 1 v 4{sorta} )

  • @[Deleted User] said:

    The lack of recharge will hurt against survivors who actually know what they're doing against a Nurse. But there's about a 1% chance of encountering one of those players. 99% of survivors will make zero distance and double back in straight lines without you even having to flick your blinks.

    Out of curiosity, what goes through your head when you play nurse against someone who has... erratic patching? Sorry for pinging you here btw, we don't know if there's a message ability for the forums.

  • We're going with base strength.

    1. Nurse: being able to ignore obstacles in this game is a level of strength that's tough to match.
    2. Blight: the addict can get to places very fast, hurt very fast (on the move without missing a beat too), and can break defenses fast and most maps don't hamper him. He's basically a less punishing Billy without a 1 shot.
    3. Spirit: fast movement and semi stealth, an aggressive spirit with carve teams almost as fast as the above 2. She gets bonus points as her fast attacks still get to be basic attacks.
    4. Artist: our favorite lady has decent everything but mobility. Tracking, being able to pressure multiple survivors, damage through obstacles across the map, anti-loop. As an added bonus most don't know how to properly run her {and we would like it to stay that way} but we may be biased.
    5. Wesker: Wesker beats the twins and Billy as while those 2 can be stronger in the right hands, Wesker is almost as strong while being much easier to handle for the average player. It's rare to find a good Billy and rare enough that you should try the lottery if you find a twins player, it's common to see a Wesker who's about as dangerous and we feel that gives him points.
  • If they didn't replace it with something then yes. We're not the brightest bird but we do notice if somethings not right like a completely missing killer (buggy or not)

  • @lemonsway said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309768#Comment_3309768

    SWF offers only advantages, no downsides, wether you take it serious or not, that's on you. But you can't change the fact that if you're in a SWF then you're most likely with people you know. So if you know them then you might play other games with them aswell, so over time you know how they play, you know you can trust them. You can't trust anyone in SoloQ because there's a huge variety of things they can be doing and players with different objectives.

    MMR makes the game more competitive because everyones wants to be High MMR to be able to say they are GOOD. The mistake with MMR in DbD is not staying true to it's meaning. Being High MMR in DbD means nothing. High MMR in DbD means you reach a certain number, after that certain number you're High MMR and this would be Ok if that number was a High number but it isn't, it's a low number than anyone can easily reach. IF everyone can reach it then why does MMR exist!? IT makes no sense. However matchmaking is using MMR so it's putting good players with bad players and the result is good players are being pulled down by the bad players, nobody is progressing this way.

    Yes the majority of players are Casuals. That's why it makes no sense for the game for be targetingt Casual players and then having system that promote competitive play...

    Inherently because it's 4v1 it's always going to be competitive but BHVR keeps pushing for systems like MMR and SWF that are Competitive Focused instead but they don't update their basic game to that. They simply slap the system in and this is the result.

    If you remove MMR people won't care about winning as much because they can't say they have high MMR because they had a hard match. People treat hard matches as high MMR when that is not always reality. There's so manny things that make matches hard. RNG, small unnoticed mistakes, etc.

    If you remove SWF then Matchmaking Balances out because you can no longer choose who you play with, it's random for everyone, thus the strength of Survivors is dependant on individual player skill. but since the game is meant to be Casual then winning or losing won't really matter. You're allowed to have fun and still be good even if you don't technically escape or got 4 kills.

    Killers no longer have to be afraid and look at profiles to guess if they are facing SWFs and if they should try hard and use scummy tactics or not.

    If there's no SWF and no MMR then people are free. I know it's nice to grab your friends and play matches together but killers don't know what you want to do until the match happens and even if you're not sweatting hard for the win it's still valid that you try to escape because that's your objective.

    Yes, swfs offer advantages, that does not automatically make them play competitive, which is what we were talking about no? A friend made a build for when he plays with us simply to hold the metaphorical middle finger to campers. While admittedly blindly trusting randos all the time is a recipe for disaster, you do have to trust that theyre gona do something to progress the game and for us that trust has been rewarded enough to keep extending it.

    As for the mmr point, we're gona first off say that no, not everyone wants to be in "high mmr" and you don't prove your good by being in "high mmr". You prove your good by showing your good. You said it yourself that mmr means nothing and that we agree on but thats what some people dont get and try to be competitive to reach the imaginary land called "high mmr". Theyre trying to make something competitive, not the system. And to answer your question on why it exists (again... ) is to try to make balanced/fun matches for players without them waiting an hour.

    Removing MMR wouldn't stop the people who want to play super competitive from doing so (though it would be funny to see what kinda uproar it causes). Removing SWFS would just remove the players who want to play with friends which would be a chunk of casuals (though bully squads would also become much rarer). On a side note, we can still have fun and be good even when we die or dont get a single kill. For example a game where we the killer get 8 hooks 0k. The game was close, it wasn't a hated map, everyone showed skill and smarts (rare we know but it happens) and there were may outplays. That would be fun and its still a loss by alot of people's definition.

    If a killer's scared then theres the problem right there v/v Snark aside, that would be a them problem [as in the player playing killer] as SWAT swfs are uncommon and bully squads tend to make themselves known either the first second of the lobby or last when they last second swap. While we can't speak for everyone, when we play we adapt during the match. The survivors play normal, we follow suit and vice versa. Removing mmr or swfs wouldn't give you the results you want (unless its funny chaos and hate) and would probably be like a bullet through the heart for the game's life. A slow bleed out [just like slugging~].


    @SantaKlawz1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307443#Comment_3307443

    Which is correct loosing or losing?

    Lose typically functions only as a verb, with meanings related to failing to win or hold onto something; one might “lose a game” or “lose one's temper.” Loose can be used as an adjective ("not securely attached"), a verb ("to free something or someone"), and less commonly, a noun or adverb.


    Losing is the one related to defeat while loosing is relation to setting free.

  • @lemonsway said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309600#Comment_3309600

    Those changes are made to make the game less casual however the core of the game was designed before that was the case and they haven't changed the core of the game to reflect those changes, thus the identity crisis of DbD.

    Yes SWF makes things more competitive, ask any killer player.

    Yes MMR should make things more competitive but it doesn't because it's literally ignoring skill whatsoever, so it's only a detriment to matchmaking. You can't get better Teammates because virtually everyone is a bad teammate so good players resort to SWF which removes any good player from the pool so every bad/new player is trapped in Elo Hell against killers that are in fewer number who face the issue of either getting destroyed because they were the strawpicked killers to face that SWF in queue or they're destroying bad players and climb in MMR and then get destroyed and then face more bad players and then get destroyed after climbing MMR a bit, and so on and so forth.

    Yes players are trying to make it ESports and BHVR is listening to them hence why SWF and MMR were added after the game already existed. That's the identity crisis.

    They have a Casual Core while trying to make ESports happen. You can't do both in a single game mode. Seperate playlists and deal with them both differently and you're basicly Balancing 2 games or commit to one side and rebalance the whole game for it, which would mean remove everything that goes against the thing you chose.

    You want it Casual? Remove MMR, remove the emphasis on wins at any cost. You want to make it more Esports? Then remake the core of your game to be a Balanced battle.

    Pick one and Commit. You can't have a tug of war between wanting Money from Casuals and Balancing the game for "Pros". You either build your game for Casuals and everyone can "win because results don't matter" or you make the game in a skillfull plane where you need coordination and effort.

    What you cannot do is have the Chaos that is SoloQ because anyone with a brain refuses to play SoloQ and anyone with a brain refuses to play Killer against SWF's. Dammned if you do and damned if you don't.

    At that point you just gotta say well what do i play then? And the results are You see the game lose players every month since july 2021...The Casuals came and are not staying cause SoloQ is Chaos, new killers don't exist, they win a few matches, get put into the MMR Cap and then it's the killer queue Chaos. And you have the game bleeding players on both sides...

    Pick one and commit...Keep it true to what it was always meant to be and remove the things that attempt to make it something else or change the core of your game to reflect the new path.

    If you choose the new path then Gens definetly need to be adressed as the curent gameplay revolves around them, they're too fast for one side and too slow for the other. You gotta solve the Holding M1 issue vs the lack of interaction with killer.

    I've already presented solutions to this like i've presented solutions to manny other things. Do my solutions go towards a more "Esports" side? Yes and no, i want a game that knows what it is, if it can go Esports? Yes it could, should it go? Idk but at least i have picked and decided on something that is far better than the Chaos that is engulfing it.

    We may have a different definition of competitive here. We're thinking ruthless cut-throat must win cause something important depends on it. Neither swf nor MMR actually does that.

    Well, hi me a player of the killer role do you believe that adding swfs makes things more competitive? Why no me I don't think being able to play with friends inherently makes the game more competitive, why I think that it's the PLAYERS doing so. (You did say any)

    MMR should NOT be making the game "competitive" as the above definition. It's job is to match players of skill level (though we think it matches determination to sweat instead) so your not having completely 1 sided matches so people can ya know play the game. In a perfect world where MMR works, those "competitive" ones would be matched with each other and so on.

    If you keep getting bad teammates that more a you thing as I (and the other 2 who use Rulebreaker) get decent teammates more often than not in solo. Sure a streak of bad ones show occasionally but often it's because they're doing rift challenges causing stupidity.

    You know we have a brain and still go to solo q. Infact we'd bet that there's others who are the same. Ditto with facing swfs as most swfs are CASUALS playing with friends.

    If we missed something please let us know as it's hard to read it all on a dying phone

  • Speaking of them, anyone know if they fixed the bug that can make them unplayable yet?

  • @lemonsway said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307549#Comment_3307549

    I do play other asym games. I do have an issue with DbD's identity because the game itself has an identity issue. It's clearly a casual game at heart however BHVR has made strides with SWF and MMR and manny other choices that make the game go in another direction. A direction that the base core of the game was never meant to handle and the results of those changes over the years show this.

    Your going to have to explain this one to us. If we read this right, you think adding swf and MMR is making the game less casual?

    Adding swf so people can play with friends makes this more competitive? We don't think being able to play games with friends makes it competitive. MMR itself also doesn't as it's job is to try and make a fair match (results may vary). Its the players who are trying to turn what we see as essentially a party game into a competitive eSport.

  • @Murgleïs said:

    As predicted, as long as my girl can blink over pallets, survivors won’t be happy.

    Incorrect, as long as she's unique survivors won't be happy ~

  • Bit of a tall ask mate.

    We like nemy as he plays mechanically close to ph. We won't tunnel unless they do something stupid or unless they're our only viable option (ex: injured at dead zone vs healthy at Myer's house). We use nemesis (for obvious reasons) stbfl, brine, oppression (brine and oppression makes zombies semi useful on larger maps and giving some slowdown).

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309377#Comment_3309377

    Try playing Wesker, Dredge, Sadako, Freddie, Nurse, Myers or Ghostface, or hell even Trapper. All of those killers can excel on The Game.

    Once got 6 lockers total upstairs as the dredge on the game....

    Regardless Myers is about the same there, Wesker isn't really ever hampered by maps in general, the rest do like that map for obvious reasons but for a good chunk of killers, till you get those pallets broke, it's definitely sided towards survivors more often than not.

  • For gameplay reasons: corrupt or embrace for killers and kindred, visionary or deja vu for survivors.

    For selfish reasons: noed, rancor or sloppy for killers and head on or pebble for survivors.

  • The only thing we can think of off the top of our heads is a form of speed burst on command (aka sprint burst without needing to manage exhaustion). You'd need something thats both versatile and useful without breaking the game.

  • @jesterkind said:

    ...Are almost all the other Exhaustion perks comparatively lacking in value? Lithe, Balanced, and Sprint Burst are all fantastic perks, Overcome is almost overpowered in some builds, even Head On has its place. I'm pretty sure it's just Smash Hit that lacks in versatility and value.

    I'm not so sure that just bringing in more Exhaustion perks is the right call, really. Dead Hard is still run more often than the rest of them, it looks like, and that might be worth looking into- but your only real option for responding is nerfing Dead Hard, since its competition is already pretty solid across the board and anything designed to compete with it is necessarily going to be even stronger.

    We just wanted to give smash hit a place. Smash hit, parental guidance, flip flop/tenacity, power struggle. Admittedly it lacks versatility but we've gotten value out of it.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359831/do-you-own-up-to-your-actions

    The probably with this entire premise is you assume there's something wrong with tunneling and slugging. There's nothing to apologize for there.

    Not at all. What we had a problem with was them throwing every excuse but themselves as to why they did everything that they did.

  • We're aware. Just sadly brings a lot of memories of things like this. (We been round since doc came out, its getting depressing thinking about all the times [beep] like this has happened.)

  • Stealth perks and a map like lerys. Otherwises your out of luck.

  • Believe us your not the only one who thinks these thoughts.

  • @TAG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303733#Comment_3303733

    I'm not, though. I'm not asking for literally everyone to be happy. I'm asking for someone where both sides are generally content with the Killer and consider that Killer fun (along with the other things I mentioned) You said yourself that the opinions vary greatly. How does that fit the bill?

    Sorry, we're used to hearing snarky. Because everyones gona have a different opinion on whats balanced and getting both sides content with something is like punching rocks. You may eventually get there but its gona be a long and painful process.

    We threw wesker there cause many (that we've seen) have said he's fun to play while having enough counter play to not be super expressive baring the usual "throw 4 gen slowdown" plays and the most common complaint (again, that we've seen) is that ALOT of people play him to the point of annoyance. Also we did say thats what we think.

    If you want more generalized then base-kit blight is also generally agreed to be well made for both.

  • @TAG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300091#Comment_3300091

    If opinions may vary greatly, then Wesker isn't exactly the answer, is he?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300233#Comment_3300233

    Sounds like the game is fundamentally flawed then, no?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300727#Comment_3300727

    Do you think the Killers you mentioned as they currently are can be described as strong, fun for both sides, and not heavily reliant on anti-loop?

    You want a answer that fits everyone. Your literally asking for an impossible answer. No need for snarky for getting the second best thing.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301696#Comment_3301696

    Shrug.

    As I keep saying, 'this killer isn't good' =/= 'this killer makes it impossible to win'.

    I'm saying that the Knight is crap. His kit is crap and he feels like crap to play. Much like Trapper and a few others. He so often plays like a standard M1 killer and using his power is the wrong choice.

    Well he basically is a m1 killer, he just has utility drones. He's got a way to do multiple things and force people off loops but he's just a m1 at the end for most chases (or an instant down for cornered rats). Its just most people will use his power in chase and think it'll solve everything.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301184#Comment_3301184

    He’s definitely not my favorite killer to go against either.

    We wouldn't mind so much if each didn't play the exact same way. Stab as many as you can with as many slowdowns as possible.

  • Not sure how many of these count:

    • Pallet spawning: Going to pallet city then deadzone a few meters away is funny but just messes with our head
    • Blight sliding: We get blight for the most part, we get Ormond is snow and ice, but how the hell do we slide off the freaking hill cliff side? Aka sliding of a direct wall.
    • Myers Evil Incarnate: We sigh each time someone tells a story of how survivors dove in lockers to deny this achievement. Flashbacks to horrible days.
    • That ####### pallet atop Ormonds: ....we really just hate this pallet as survivor or killer...
    • No one knowing "Hag Protocol": We just love to see our teammates running to unhook us when everyone knows its a hag. Double so if they watched traps (literally watch too) being put down near by.
  • The people just dont like to mend every time they get frenzy stabbed. Legion only slightly extends the match past the usual slowdown max unless survivors keep trying to fully heal every time. To be fair though, after the 5th time of mending in a match, the novelty wears down fast so there's some valid hate for our favorite edgy teens.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300102#Comment_3300102

    "Yet which one is currently more prevalent? We have seen a total of 1 swat gen rush vs 1/2 the killers we've faced tunneling a poor fool despite trying to take agro (can't take agro better than literally standing in a doorway at lery's). "

    Sorry, where are you getting this data from? When you say "we" are you referring solely to your experience or if there is some shared data could you please point me to where it is, I'm genuinely curious.

    We as in the 3 of us that share this user and our friends who we (or one or two of us) swf with. That specific example (the lery's one) was a personal experience while the "1 swat gen rush" is a collection from we (the ones who share "Rulebreaker", would us be better?). It is technically all "personal" experience as its a small pool of 3 people.

    We (all of us) also like saying we even if its just one of us cause it does seem to bug people alot and we (again, all of us) think thats funny~ (Also confusing for people with pros and cons)

  • We are legion. we are edgy teens that gona stab them survivors. :p

    Short version, we are 3 that share this

  • We really want to see if a survivor will just walk up to us trying to win that staring contest now X}

  • @HectorBrando said:

    Im baffled they asked only 1 question about paid cosmetics. Whats happening? Im afraid...

    Jump into the crazy side, trust us it feels better

  • ...it's Abit sad that we're bored enough to do this.

    Edit. Nvm...it's BHVRs we thought you made a custom one. Our apologies.

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