Avatar

Sandt1985

Sandt1985

About

Username
Sandt1985
Joined
Visits
0
Last Active
—

Comments

  • @Seraphor said:

    People asked to make it more chase oriented, they did.

    In theory, not in practice.

    Every SM still plonks their drones right next to a gen, and then immediately returns to that gen the moment their drone is deactivated.

    The rework definitely made her weaker at holding gens. The issue was that survivors wanted it to be impossible for her to use her drones to keep an eye on gens. And for a killer that uses drones, what they are asking for is simply never gonna happen in any realm of the multiverse. Never. In a million years. I think its time for people to finally make peace with that.

    The one nerf I'd be okay with is that when a gen is deactivated, it can't be recalled for 45 seconds, but as a downside, the player that deactivated the drone automatically gets a lock on stack. Risk, reward

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685600#Comment_3685600

    "Don't hug the loop"

    "Path inefficient"

    "Account for ping"

    "Just wait it out"

    It does go fairly deep into walls and it has a lingering hitbox. I've gotten SO many hits that have just been so bad. On a lot of loops he sucks, but man, anything with traditional walls is just agony it looks like

    You referring to wall loops like the old fences in old Haddenfield? First off, I think we're long overdue for a killer who flips off those specific loops. And two, it kinda makes him a unique anti loop killer, where some loops favor him while others don't

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685427#Comment_3685427

    It really does not feel great to get hit through walls lol

    I'd rather give him something else

    then........path away from walls? Its not like the hit goes deep into the other side of the wall. Just dont be next to it and your fine

  • Survivor mains constantly complain about the SM to the point that its become a cliche. But I have yet to hear one of them say how they'd change her for the better

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683268#Comment_3683268

    I've seen this exact same claim time and time again, I'm afraid you'll have to be a bit more specific. I started playing DBD in 2018, but took a long break after the first Resident Evil chapter was released because the game was no longer enjoyable. Not sure if that helps.

    then you might not of been here for this. It was a dark time for killers and survivors alike It was roughly before the big meta shake up of 2022, so the time i'm referring to is roughly all of 2021 and the first half of 2022. Average que time for survivors was 5-15 minutes. The killer community was dropping faster then a lead ball dropped into the ocean

    For all the crap the mate shake up of 2022 gets, it really did save this game.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683224#Comment_3683224

    At this point I've seen over 5 or 6 different claims of a "Killer Exodus", so it is hard to know what are we talking about. Or if they even happened in the first place.

    The kill rates aren't exactly the problem (though they are part of it), it is mostly the way they were achieved. Making the game genuinely worse for survivors isn't exactly fun either.

    No hate, but I must ask, were you around when kill rates were around 49-53%? Were you not around when a dozen forum post were made per day complaining about high que times for survivors? I'd say it was about 2-2.5 or 3 years ago, give or take. It was one of the darkest times in DBD history. The game had become so survivor sided that a lot of killers just stopped playing. SO I can assure you, it ABSOLUTELY happened

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683191#Comment_3683191

    ofcourse but a nerf that overall would be healthy for the game. with system like that you perks could feel more powerfull cause we dont need to fear what happens if these four slowdown perks get combined or stuff like that.

    I mean, we finally for the kill rates at the 60/40 they should have always been at. I don't think that should change.

    I recall when kill rates were closer to what survivors are currently calling for them to be. I remember when the kill rates were 49-53% on average. This didn't make the games more fun. It made killers straight up stop playing. DO you not recall The Great Killer Exodus, because I certainly do, and I remember what survivors were complaining about CONSTANTLY back then: Long que times.

    Like I said, we finally got the kill rate right where they should be. Lets not rock the boat

  • @Starrseed said:

    maybe its time to give perks something like a point system. every perk has points asigned and now you cant make to strong combos cause your points are not enough.

    that could also be used as a means of balance since the point distribution could be changed rather then the perks.

    as an exampel you have four categories 1point to 4 point. you can use one perk of every category to get to ten points or you can use two 4 point perks and one 2 point or two 1 point perks.

    If players are no longer able to use the strongest perks together, then they would be forced to, by definition, use weaker builds.

    Its not just a killer nerf to a single playstyle. This is a killer nerf across the board

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683108#Comment_3683108

    The game had more players when the KR was closer to 50%.

    60% feels terrible. 50% would've been fine if Solo Q and SWF were close. Instead, you had Solo Q escaping 45% of the time and SWF 60%.

    Also, this victim mindset is toxic af.

    No, it had more SURVIVOR players. During the dark times of 51-53% percent win rate, killers straight up left. Are you honestly telling me you don't remember the great killer exodus? I do, and I also remember the dozens upon dozens of survivors coming to the forums complaining about awful que times

  • The game has been overwhelmingly survivor sided for 90% of the games life span. For the very first time ever, killers are getting favored, at long last, and survivors are up in arms daily. This is despite the fact that survivors have gotten several buffs and quality of life changes in the past 1.5 years. (Anti face camp, basekit BT, speed boost after being unhooked, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, STBFL was nerfed, mangled is being gutted)

    I'm really starting to think that most survivors players want there to be a 50% kill rate at most. (For those unfamiliar with game design, a 50% kill rate in a game where theres a power role vs a group role would be a complete and total disaster)

  • DBDs 8th anniversary coincides with the 10th anniversary for FNAF, so it may finally be Springtrap's time to walk into the fog

  • @MissiCiv said:

    110% + if you miss your power you are useless for the time till it comes back

    1000% correct. If you miss with the power, you have to be a powerless 110% killer for 18 seconds. Thats a brutal experience

  • @IIITweedleIII said:

    I'm wondering something, about survivors. We have icon indicators now for almost everything with interactions with this and that doing much like when Gens and the progress are worked on, or such as when a survivor is interacting with a chest, or messing with a Killer's item, Totem Hex or Blessing a Totem. When they're being carried and then hooked or slugged. But one aspect of the game is dealing with survivors who deny they hide in lockers all trial. When will we actually get THAT indicator. A simple icon of a locker a survivor is in (not that it needs to show which one exactly) that shows they were hiding all that time. Settling arguements when confronted about the deed. WOULD anybody actually care for such an idea?

    Off topic, Skeletons in the Closet would be an amazing name for a perk

  • @HamsterEnjoyer said:

    Yk as a Chinese player it was sorta weird that they announced they'd never do LNY again and that no more would be done to celebrate the event thats celebrated by billions of people all across Asia, but did you guys really have to replace it with an event thats even worse with horrible BP gain?

    I mean...already was super bummed that LNY got trashed for literally zero reason, but its replacement is just horrid already like do you guys hate the CN players this much😭

    I'm hoping we can at least get LNY skins to buy every year. Those, along with the blighted cosmetics, are some of the all time great DBD skins

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679888#Comment_3679888

    I think Survivor win was 3 out and a Killer win was a 4K.

    Some Killer streaks are 4K + gens left, but I think these were just 4K's.

    I always assumed most people used what Otz considered a killer win (either a 4k, or a 3 k with one hatch escape. Anything other then these two specific things is a loss)

  • Ok, i gotta ask, what constitutes a "win" in these win streaks. It seems like its different from person to person

    What's a survivor team win, and whats a killer win?

  • @Withered8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676228#Comment_3676228

    You're assuming that games actually get 12 hooks which is very rare, often people die on first or second hook. The last 2 to 3 are negligable anyway because everyone is already dead. In most scenarios new painres is better because it does more damage early on and is alot more reliable.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676228#Comment_3676228

    Your maths is wrong in that 75% calculation because you didn't properly add the 5% base regression, so pop applies 30% of current progress deletion PLUS you get 5% more from that so it'd be over 27.5%. Most of the time your actually popping gens over 60% anyway so in those situations pop is either equal or stronger. When are you actually popping a gen with 15% progress that actually matters? This means new pop does more damage when you most need it.

    You mentioned some perks that were nerfed and i mentioned some perks that were massively buffed but the gen speed nerfs happened before all of these perks were introdcued when there were alot less slowdowns in general, so my point is why would gen speeds need to be nerfed again considering removing some of these slowdowns would only return us to a pre CoB era with 90 second gens, not making slowdowns worse than they were when gens were nerfed.

    I did properly calculate the the math, as behavior as confirmed that the 5% from kicking a gen is given AFTER progress from the gen is lost from the perk itself. It goes Perk regression, THEN kick regression, not vice versa

  • N

    @Withered8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676054#Comment_3676054

    I'm sorry this is a terrible take.

    New pain res is still just as strong as old pain res, infact new pain res means you don't need to hook people many times as long as you hook someone once each you can camp them out and still get full value from the perk.

    Old pop was 25% total progress of the gen. New pop is 30% current progress of the gen plus the additional 5% total progress from base kits. New pop is only worse if you're kicking gens with minimal progress, otherwise it's actually better.

    Old eruption was completely broken so yes new eruption is not as strong as that, but it's definitely NOT a bad perk. Plus grim embrace dms all these new perks basically fill the roll of eruption except they're better.

    Saying new pain res is better then old pain res is being disingenuous at best, an outright lie at worst. Having survivors lose 25 percent progress 5 times will always lose to having survivors lose 15 percent progress 12 times. 100 percent lost progress is worse then 180 percent lost progress.

    Moving on Pop mathematically isn't capable of being better then old pop total progress will always be more powerful then current progress. Hypothetically speaking, lets say a gen has exactly 25 percent progress. Old pop would drop it down to 0 percent progress, new pop would make it lose 7.5 percent from the pop, plus 5 percent more fron the kick itself, forcing the gen to lose exactly 12.5 percent. Not enough proof? Lets say that same gen had 75 percent progress? Old pop would drop it down to 50 percent, while new pop would drop it down by 22.5 percent, plus an extra 5 from the kick, bring it down in total by 25.5 percent. Thats more then old pop......until you realize that for new pop to be stronger then old pop, the gen must be at 75 percent finished or higher. Anything from 74 and below, old pop is stronger. Which mean, by default, old pop was stronger then new pop 74 percent of the time.

    Combine both of these examples with Eruption, Call of Brine, and Overcharge being completely gutted, and I think I proved beyond a doubt that you were wrong about "new arguably better gen slowdown perks like grim, pain res, new pop, eruption"

  • @SAIKURON said:

    Simply put, the Legion are at their worst nowadays. Casual games turn into literal hell, always culminating with the survivors t-bagging at the exit gates, and it's not because you can't do stuff, but simply because the Killer in question themselves are awfully, excruciatingly weak. Feral Frenzy can be countered by literally holding the running buttons and simply running away, while Deep Wound applied by Feral Slash doesn't put any pressure on the survivors and slow the game down by just a few measly seconds while they mend (they simply won't mend and will body block the healthy survivor while you chase them, therefore completely blocking your power and making you a basic m1 killer) – and for this aforementioned situation, you HAVE to waste your time and run around the map, trying to hit survivors whose footprints and pools of blood you literally can't see for whatever reason (which at times makes it awfully difficult to even start chain hitting survivors even when you play against mediocre ones). The speed the Legion gains when entering Feral Frenzy is not enough to traverse the map and hunt faraway survivors down, sometimes even with Never-Sleep Pills or Mischief List add-ons. The Legion cannot apply any palpable pressure on the survivors if the survivors scatter around the map (every decent survivor team will do so and therefore make the game unplayable immediately), so your last resort becomes a build designed for comeback during endgame, for example, "No way out" and "Hex: No one escapes death", but even such builds are so easily counterable that you cannot rely on them.

    To elaborate, the Killer in question themselves are extremely flaccid even when it comes to downing injured people, as the Legion in a standard chase can do literally nothing but try to hit a survivor with a basic m1 attack, which makes them literally the worst killer in chases in the entire game, as they simply have no options to attempt in chase when out of their power.

    The Legion need a buff, and to be exact – a few buffs of their power, aimed specifically on making them more consistent in map traversal, applying pressure and catching up to survivors in order to use Feral Frenzy stably.

    To summarize, the Legion, in my humble opinion, currently are, to say the least, ALMOST the worst killer in the game, and they could use a few buffs the most.

    I'll be honest, I'd be okay if Frenzy moved 5% faster then it currently does, but other then that, Legion is in a really good place

  • @graveyard_7777 said:

    Invocation: Them Before Me

    Once the Invocation is completed:

    •You receive -10% healing speed when you heal yourself or when others heal you

    •All other survivors have 10% healing speed

    Interesting idea, but I fell 10% is a bit two safe. I'd be ok bumping both up to 25%. If your gonna spend two minutes in the basement setting this up, the reward has to be worth it while also having a downside like all invocations should have

  • @Withered8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673872#Comment_3673872

    No you're just trying to find excuses to give buffs to killers which don't need to happen.

    When the second ruin and cob were finally nerfed as well as when pop was weaker for a time gen times were increased. But when all these new arguably better gen slowdown perks like grim, pain res, new pop, eruption, you name it were added, where were you calling for gen speeds to be reverted back to 80?

    Killer power creep on the next level.

    Better??? What color is the sky in your world? Pain Res, Pop, and Eruption are all shadows of their former selves. Pain Res is 4 times per game instead of infinite times. Pop is current gen progress instead of total gen progress. And eruption is a shadow of its former self across the board. And you stand there saying they are "new arguably better gen slowdown"?? Stop talking. Just....stop.

  • If the slow down gets an across the board nerf AGAIN, then gen times need to be increased again. Its really that simple

  • I'm really starting to think survivors just dont want gen regression in the game at all

  • @Zraith said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669180#Comment_3669180

    interestingly your argument is much more forgiving towards the killer side regarding what they deserve and what not

    For the first 6-7 years of this games life, it was HEAVILY favored the survivor side. We're finally seeing things go slightly in the killers favor, and we finally hit the 60/40 kill rate the game should have ALWAYS had, and all the sudden the survivors are in revolt. Forgive me for not taking most of the complaints seriously

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667631#Comment_3667631

    But counter doesn't mean nullify in totality, a delaying action is still a counter, its a reduction in effectiveness also known as a counter.

    You don't need OTR and reassurance to out play a killer hell bent on trying to eliminate you, just as a killer doesn't need to "tunnel" in order to win.

    Try a stealthy build Spine chill, Iron will, PG and lucky break for instance and avoid it all together.

    Or bite the bullet, lucky break and scratch mark hiding perks. vanish mid chase and heal. It can be crazy fun and really punish a killer that wants to try and focus you out.

    There are a bunch of videos about builds like this and making them work, why not give them a try?

    I get your point it just lacks imagination when trying to outplay, or counter, "tunneling"

    This is the perfect answer to all the complaints about tunneling

    Sometimes I think survivors truly believe that everytime they get hooked, they automatically deserve a free reset as soon as their unhooked.

  • NOED??? Really? How many times has it been nerfed already?!? and your still not satisfied???

  • Gens would need to be a minimum of 2.5-3 minutes to complete, and survivors would hate that

  • @HexHuntressThighs said:

    I always liked the idea of having to be there at the time a skin released to get it so that way I can actually stand apart from other people and have a very rare and unique cosmetic! Like the 4th year anniversary crowns for example! You had to be playing at the time to get them and you couldn't get them ever again.

    Why don't people like that? I genuinely don't get it. Im not talking seasonal limitations either, I'm talking if you didn't buy it then; you'll never be able to get it again. I also think the upgradeable skins idea is sick also! Hopefully that comes to the game soon.

    Because FOMO is, by definition, inherently predatory. Just because you're okay with it being inherently predatory doesn't make being inherently predatory good, or even remotely acceptable

  • @Atom7k said:

    Alltough they add new content regularly and the new chapter looks amazing, it didn't even took 5 matches for it to feel stale and boring again.

    Why is that you may ask? Well let's look at the current situation. A new player join's dbd he get's maybe 5 starter games before mmr screws him over and sells him out to a killer with more experience then the whole team has. They get stomped into the ground and made fun of in the endgame chat.

    I've seen it, I've even tested it with a new account. It's just so disgusting.

    If that was your first impression of the game when you started you probably would've put it aside too. Eventually after 2 weeks you even forget about the game alltogether and never play it again. That's what happened to a lot of my friends when I tried to bring them into dbd. It wasn't even my presence that made the match mmr bad for new players. They played on their own more then with me but the experience was the same.

    So dbd can attract new players but can't really keep them. This means a constant decrease of players over time.

    Now onto the current situation for veteran players. I don't really know how we ended up here but currently I blame streamers partially for it. Popular players like Otz and others made a whole marketing strategy to sell tunneling as a strategy to the average person. Tunneling is normal in competitive dbd but has never been as present in normal dbd as it is today. It was so normalized that people don't even feel bad about it anymore when they made bad decisions the whole match and then "won back the game" by tunneling and camping. That is not what the entity wants according to lore.

    People are proud of themself when they won a match against solo-q survivors by tunneling and camping. When has it come this far. It's just sad

    So currently active players are beyond annoyed as they have to face killers tunneling at 5 gen's almost every game now. It's tiring, boring and draining. All killer feels the same because they are played the same way with almost similar builds.

    So players take a break for a weak, come back to find out it's still the same, go on another break for a month, nothing changes, they are gone for years or even for good.

    This game will have a rapid end if the matchmaking is not improved and tunneling is put to an end.

    This is getting beyond annoying. Survivors have been the stronger side of DBD for a minimum of 90% of its life span. Then the devs FINALLY get the killrates to the 60/40 place that they've always should have been at since day 1, and all the sudden, we get flooded with posts about solo que is soooooo hard and killers are simply too strong and easy. Like, seriously???

    As for solo que being "weak", I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, STBFL was nerfed, mangled is being gutted in the next update, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

    I gotta ask, what more do you want??? Basekit 5 second DS? Basekit Kindred? When will it be enough?

    As for tunneling, its not going ANYWHERE until a 12 hook game becomes viable in day-to-to DBD, and the only way for thast to be a possibility is to increase gen times even more. And I have a gut feeling survivors would hate that.

  • I can only imagine how much Behavior had to pay to get Fear of the Dark licensed into DBD. Getting Eddie into the game as skins is one thing, but the actual song Fear of the Dark?? Music licenses are stupid expensive

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655445#Comment_3655445

    What's often forgotten is that this is a video game and not a movie. At its core the game needs to be balanced because that's what makes a video game find success and if you want the "true" experience then there either needs to be a dbd movie or a until dawn type game to truly set that boundary lorewise. Other than that it's still a game and a game needs balance.

    I agree with you that the game needs to be balanced, but I think your confusing balance with survivors and killers being 50/50. The power role should ALWAYS have an advantage. Otherwise it itsn't the power role. So, for games like this, 60/40 IS balanced

  • ..........So, basicly you want the start of the game to be like the Texas Chainsaw Massacre game?

    Why not just go play that then?

  • @PreorderBonus said:

    https://us.v-cdn.net/6030815/uploads/NWAPPUVN2ID5/screenshot-2.png

    I'm fully expecting lobbies to have at least 3 survivors using her

    Finally?? Haddie is a goth. Mikaela is a goth. One could even argue that Cheryl is a goth.

    There are dozens of subcultures within the gothic culture. I would even argue that Sable and her overall aesthetic more resembles the Emo subculture of gothic culture, with subtle touches in her outfit that could align to being a 'fairy goth' as well

  • @coco_shotz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654273#Comment_3654273

    The only issue is there is close to no way to make the killer and survivor win rate a 50/50, and it seems like the devs are favoring buffing the killer role in any way they can while essentially ignoring the survivor role for now.

    it's not that they cant reach a 50/50, its that the devs dont want to, and for good reason. The game should be favored 60/40 in the killers favor. Sometimes I think survivors keep forgetting that they should not be capable of beating the killer in any kind of 1v1.

    Its also easy to forget that for the overwhelming majority of this game, survivors got more love from the devs then killers did. (Day one player here.) For the first time in this game's history, the killers are getting a bit more love then survivors, and its lead to kill rates being at the 60/40 rate they should have always been at.

    Quite frankly, I think the Devs are nailing it. It took them way to long to get here, but I'm glad this game is finally in a healthy state

  • @PreorderBonus said:

    https://us.v-cdn.net/6030815/uploads/NWAPPUVN2ID5/screenshot-2.png

    I'm fully expecting lobbies to have at least 3 survivors using her

    "Finally"?? Haddie is a goth. Mikaela is a goth. One could even make the argument that Cheryl is a goth.

    There are dozens of subcultures with the gothic culture. In fact, I would argue that Sable and her overall aesthetic falls more into the Emo subculture of gothic culture, with subtle touches in her outfit of being a 'fairy goth' as well.

  • @felipesegatto1 said:

    100%!! survivors desperately need some buffs and 50% escape rate at all MMRs

    You can't possibly be serious....

    I have to ask, what more can we give to to survivors at this point? Look at everything survivors have gotten in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, STBFL was nerfed, mangled is being gutted in the next update, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

    I gotta ask, what more do you want??? Basekit 5 second DS? Basekit Kindred? When will it be enough?

  • We've moved past the days of survivors getting "strong" perks, and frankly thats a good thing. The idea of survivors getting another strong perks like Mettle of Man or Made for This, and killers have to deal with 4 of that perk every game simply terrifies me.

    There have been no trash perks for survivors released for years and there likely never will be again. The issue most survivors have is that the perks that have been released for them in recent years are all super niche with specific times that they'll be usefull. And I can understand the frustrations with that, but the alternative is to give survivors a strong perk, which wouldn't be bad.........if it didn't guarantee 4 survivor's bringing that strong perk every game. And thats where the difficulty of survivor balance is. Even a slightly strong perks tips the trial HEAVILY into the survivor teams favor if 4 of that perk are brought into the trial

  • Wait, you want to buff solo survivors even more???

    Two thing I can think of is reverting DS back to five seconds and MAYBE making kindred baskit, but other then that I have to ask, what more can we give to to solo que playerts at this point? Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, mangled is being gutted in the next update, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

    I gotta ask, what more do you want??

  • I use my shards exclusively for original chapters

  • @xEa said:

    A friendly reminder that this perk, while clearly way to powerful, has not received it's well deserved nerf. We are aware that it might take some time to fully collect data and take action from your conclusion, but it is an absolute no-brainer that this perk should not work with DMS.

    From there on, we have to see how strong it is, but if we let the 12 seconds per hook stage, the 40 seconds on 4th stage probably needs to be nerfed to 20-30 seconds.

    Even with this nerf, i suppose it is still one of the best perks in the game, but it would not be close to gamebreaking as it is right now. Especially true on Billy, Nurse, Blight, Wesker ect

    Your biggest mistake is thinking Grim Embrace needs a nerf at all. It is fine. In fact, its one of the most balanced gen slowdown perks in the game. Pop gives better slowdown then Grim Embrace, and even that perk is fine.

    Grim Embrace is a slowdown perk that only works is you spread your hooks, and that is great perk design. Fix its interaction with DMS and Grim Embrace is near perfect design

  • "the current meta is becoming more and more about gen speed vs gen slowdown."

    There has never been a time in DBD history when this hasn't been the case. It has never happened, and it never will

  • You are the hero this community needs

  • @RuthlessDecay said:

    I just brought this killer and i’m getting creamed. Maybe 1-2 hooks per match.

    What’s the tactic with him? If Survivors see you use your power the just run. Same at a pallet.

    Help

    My time to shine. Knight is forever my go-to killer. I'm a firm believer that he is one of the strongest killers in the game. I'm currently working on a in depth comprehensive Knight guide that I'll upload to the forums at some point in the near future.

    First off, a great many people will tell you that the Knight's greatest strength is shutting down loops. While the Knight is able to do that, there are other killers who are far better at loop denial. So while you can play the Knight in this manner, I would advise against it. In my personal opinion, you gotta play to the greatest of the Knight's strength, which is the ability to be in two chases at once.

    I value a killer that can be in two separate chases at once. No other killer can keep half of of the survivor team busy at the same time quite like The Knight.

    My build is as follows...

    Addons: Dried Horsemeat, to increase the chance of getting an injure with a guard, Call to Arms, to better sneak up on survivors on gens.

    Perks: Lethal Pressure, to guarantee early pressure and synergize with my other perks; BBQ and Chilli, to know where to go whenever a get a hook; Discordance, to know which gens to head towards to get two chases at once, and Nowhere to Hide, to kick a gen and potentially find a hiding survivor (which happens a lot) so I can either start a chase or send a gaurd to do the heavy lifting.

    Give it a try. It may change your opinion on The Knight

    Lastly, I understand why people like Map of the Realm, but I value the two addons i always use MUCH more

    Sincerely yours....

    Sandt, The Knight Main

  • But.......................the guards despawn when a survivor is unhooked. Is not possible for a guard to hit you before you can unhook a survivor

  • @NAERUUU said:

    Alright, I already made an post about the knight problem and how he should be changed in some ways but this is not that today topic.

    Why this killer is so ... bad ? I mean, he is not D tier because people DC front of him

    I respectfully disagree. I value a killer that can be in two separate chases at once.

    My build is as follows...

    Addons: Dried Horsemeat, to increase the chance of getting an injure with a guard, Call to Arms, to better sneak up on survivors on gens.

    Perks: Lethal Pressure, to guarantee early pressure and synergize with my other perks; BBQ and Chilli, to know where to go whenever a get a hook; Discordance, to know which gens to head towards to get two chases at once, and Nowhere to Hide, to kick a gen and potentially find a hiding survivor (which happens a lot) so I can either start a chase or send a gaurd to do the heavy lifting.

    Give it a try. It may change your opinion on The Knight

    Lastly, I understand why people like Map of the Realm, but I value the two addons i always use MUCH more

    Sincerely yours....

    Sandt, The Knight Main

  • I'll say this. If your being unhooked in front of me, and i go for the hooker but you try to bodyblock me, you're getting tunneled. I'll wait out the BT and put you right back on that hook. Hopefully a lesson will be learned

  • I think the game is in the most balanced state its ever been in. I understand the pain of solo que players, but thats just the way all multiplayer games go. Parties will always be stronger then solo que.

    Two thing I can think of is reverting DS back to five seconds and MAYBE making kindred baskit, but other then that I have to ask, what more can we give to to solo que playerts at this point? Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

  • Same. Knight is one of my favorite killers, both aesthetically and from the perspective of gameplay. I love playing a killer that can initiate two chases at once. Knight being absent for over a month is definitely felt, at least by me

  • DBD spent the majority of its seven year lifespan being HEAVILY survivor sided.

    However, In the past year or so, its been slightly killer sided, which frankly, is right where it should be. Enough for the killer to always be a constant threat, but not so much where the survivors get steamrolled

1 … 4 5 6 7 8