Sharby
Sharby
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500645#Comment_3500645
Absolutely. People on this forum are blinded by losing, due to themselves or teammates. The game can’t be balanced around people who don’t know how to play. Survivor being a team thing means that your team will sometimes screw you over. I play solo q and with a friend and survivor is absolute easy mode.
What part of killer is difficult outside of high MMR exactly?
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@GoofyGooberRock said:
Oh, I never witnessed this what did the bug do?
- Fixed an issue that caused the fast Vaults to have the same vaulting distance as the Slow and Medium Vaults.
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Xenomorph Power:
You plant a hidden Facehugger in a generator, the next time a survivor touches a generator the Facehugger will become active and infect them, while infected the Survivor suffers from the Incapacitated and Oblivious status effects and must travel to a cleansing station to remove it.
Once a Facehugger is destroyed it takes 15 seconds for the Xenomorph to be ready to plant a new one, can hold up to three Facehuggers at a time.
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No I def feel you, not only am I personally not playing as good as I usually do, but teammates are also extra bad, and the game feels sluggish and laggy.
I usually don't care about losing but its leaving such a bad taste in my mouth 'cause the losses are the worst type of loss. Doesn't help killers have been bm'ing all day too.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499859#Comment_3499859
Or after unhooking someone you get endurance too!
Every perk should have an endurance side effect. Then you get endurance, I get endurance, we all get endurance! Even the killer should get endurance.
I unironically think you should get endurance while working on pig boxes.
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I haven't taken DH off my set up, its still just as good, even better since people don't wait.
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@Aven_Fallen said:
But what will be your scapegoat then if you are still losing games?
Resilience, Hope, and Adrenaline are going to be targeted next most likely. People are really keen on saying being injured doesn't mean anything.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499795#Comment_3499795
What do you think should be nerfed on Wesker? Usually when ppl suggest a Wesker nerf, they don't really say anything in particular and alot of the ppl suggesting are just hoping he gets less popular because they don't want to face him so much. Do you think his dash goes too far? Recharges too fast? Does his increased TR offer him too much of a bonus, even though it was meant as a drawback?
-Infection Cleansed when put on hook
-Reduced Stagger when being thrown into objects
-Bigger recoil when missing dashes, though not by much
They can buff him elsewhere, but these are the changes I'd like to see to reduce his tunnel abilities and to raise his skill-floor. They already put in the grabbing over vaults/pallets which was another change I wanted, so we're off to a good start.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499767#Comment_3499767
So like Op means needs rework while overtuned means number tweaks will do?
That's what some others were saying, which now I'm thinking these particular killers.
I would say OP means a full nerf with 0 readjustment or compensation. But in Wesker's case a slight nerf with some compensation elsewhere would do.
That's just my definition though, I'm sure it changes from person to person.
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Wesker is overtuned, Blight and Nurse are OP.
Hope this helps.
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Everyone saying it will be useless meanwhile if you make to a single pallet or good loop you can easily run him for another 30 seconds or so, oh yeah and you also get to do it again on 2nd stage too.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498886#Comment_3498886
The game is no fun if you are forced to run 4 gen slowdown's as killer. Why play if you dont have any freedom to make your own builds?
I think your argument is faulty. For the simple reason that the mmr should auto correct it self to matches that were less sweaty when i got 0K's,
No matter what, i dont think i will ever main killer again, unless the game get a srastic change, and i doubt it will. As soon as the side with the fewest players gets a buff, the side with the most players become very loud on how unfair it is.
After switching to survivor main :
- i have relaxed games.
- i have fun games.
- i have freedom to choose the perks i like.
- im not getting stressed.
- i can use all the time i want (with the exception of people needing a hook save).
Why would i ever go back to killer ?
No one is saying you have to run four slowdowns. Your claim was that Gen rushing got buffed while Gen regression got nerfed into being useless which isn't true.
If you've catapulted yourself into a certain mmr bracket due to tryharding you will be stuck there unless you lose an overwhelming majority of your games. Which is how it should be to prevent players from intentionally tanking their mmr to stomp noobs.
Regardless, if you don't want to play killer anymore that's your choice. Just know its entirely a self-made problem and not at all reflective of the current balance of the game. Killer has never been smoother to play or as strong as it is now.
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Should be disabled in end game.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498876#Comment_3498876
Interesting take. But can you really call it outplaying, if the survivor simply knows where to wait and watch out? Because at that point there is no right play for the average M1 killer other than brute forcing and hoping the others will mess up.
There are tiles that cannot be mind gamed. Shack is one great example. In the hands of someone capable the killer has no chance to outplay the survivor. Mainly because the killer can be seen everywhere and there is a literal safe spot for survivors to wait at. That has nothing to do with the killer not using the "right" mind game. Because there is none.
There are a lot of loops in the game where your best play as killer is to just brute force your way through the ressources until you can eventually get a hit.
If the Survivor knows how to do checkspots properly then yes they are playing well? There are a ton of people that lose mindgames at shack. Its definitely not common at all for a survivor to be good at mindgames.
There are also plenty of tools an M1 killer can use to shut down a tile, Bamboozle is one of them. Proper Red Stain management also comes into play as well. Respectfully, saying there's nothing you can do is just an admission of being lacking.
Bruteforcing through a tile should always be a last resort unless its done strategically I.E, you know the Survivor panic drops a lot so you force them into god pallet loops to get rid of them early. But that has nothing to do with losing mindgames and everything to do with playing the map intelligently, knowing when it call it quits on a chase is part of being a good killer player. If you're playing vs someone really good you shouldn't be chasing at shack anyways unless its in your 3-gen.
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@CatnipLove said:
Where are these legendary bots that can loop a killer? My experience with them is so bad that as soon as I notice there's a bot on the team, I already know we are screwed lmao
I really wish I recorded that game, he stopped going after anyone after he saw it was a bot so he could tunnel it out and lost the game over it lol.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498886#Comment_3498886
If you’re overwhelming survivors early on, do you slow yourself down (like hit them but let them heal up while maybe you watch from a corner)? Or do you sweat their backsides
Most important goal of the game is to get 2 hook states on everyone without camping, tunneling, or bloodlusting. In which I will literally ignore someone on a gen in front of me to find someone I haven't 2-hooked yet.
By the time I usually reach this either my opponents are better and escape or its usually one or two gens left. If they get owned really bad I'll usually just farm it out but even with the worse teams I play vs its rarely ever more than 3-2 gens needing to be finished; I still get the most points in the game and pips so its still fun.
I will also say its dramatically helped me get better at using killer powers since I try to spam them as much as possible.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498828#Comment_3498828
While your reply hold some truth, its not the full picture, there have been added a lot of gen rushing to the game and on top of that, the killers regression perks keep getting nerfed (pop just got corrected because it was nerfed way too hard) and the gens only got +10 secs on repair time, too little to make it up for that.. The result is that every second count more now, so on a slow killer where you spend 30 secs more on travel time than a faster killer, it can only result that the match will be more stressing.
It also happens on killers i dont have much playtime on. And if i understod correctly, the mmr are individual for every killer (feel free to correct me if im mistaken here).
Prove Thyself got nerfed and BNP's got changed to require a lot more thought to be useful. The only recent buff to gen speeds is Deja Vu which isn't very common.
Pain Res, Pop, Corrupt, and Deadlock are all still A tier perks that are regression based.
Its only stressful if you let it be stressful or if you're playing at a level where the games are very competitive and thus, should be stressful.
When I used to tryhard on Killer, there were plenty of games where I would feel stressed out and frustrated if it didn't go my way, but I realized that I was creating this dynamic with the game and that it was entirely a self-made problem. You don't get anything from winning in this game aside from the satisfaction of winning, which these days I can substitute the same feeling for just playing well.
My Killer experience has never been more fun since I changed mindsets, I don't farm every game nor do I completely troll, I play normally but ease up on really going that extra mile for the 4k so my MMR doesn't get too high again.
Reap what you sow tbh.
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@Meepy13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498876#Comment_3498876
But it's not like I can possibly play better, not saying I'm the best player ever but all my killer (twins) can do without victor is walk forward and attack it's not like there's a huge kit at my disposal to outplay them with, all I can do is mimdgame and if they don't fall for that I'm screwed
Well the first step to improving is removing the first bit from your response.
You can always play better, if your opponent isn't falling for your mindgames, then your mindgames aren't good enough and its time for a change of strategy. Which can be multiple things.
I don't play Twins, so I can't provide any solid advice, but from playing against Victor a lot I know that I've been coraled into an unsafe area which makes me unable to dodge him effectively.
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Are you supposed to be able to do something against someone outplaying you at every turn?
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498777#Comment_3498777
Resilience isn't basically MFT. Resilience provides a mild increase in vault speed and gen speed. It also only provides benefits on vaults, and only fractions of a second instead of entire seconds tacked on to the chase. All it does is let a survivor MAYBE make a window/pallet they wouldn't have otherwise.
M1 killer gets into chase with Survivor, Survivor takes M1 killer to strong loop, M1 killer forced to drop chase.
Now for the rest of the game said Survivor gets a 9% bonus to every action including vaults for getting outplayed by said M1 killer.
Apply x4 for multiple uses of perk, M1 killer loses game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495987#Comment_3495987
I disagree with you. I quit playing killer because it became unfun and stressing. If you dont play on a fast moving killer you are really in a hurry, because gens start popping before you get 1 hook.
That's because you've 4k'd yourself into an MMR where people play efficiently.
Most of the survivors in my killer games run around for the most part or try and meme on me.
If you play to win every game, you can't really be upset if the game puts you against other people playing to win.
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I can't wait for Resilience to be on the public chopping block next since it's basically MFT.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498153#Comment_3498153
Oh yeah, I forgot about that change. Cheers for keeping me honest 🤘
Making it so Buckle Up doesn't work with FTP in its current form though is hard to achieve... you don't really want to be introducing exceptions and branches in mechanics if you can avoid it, especially when both perks are working as intended.
The issue is individually they may be fine, but combined they are problematic due to the power of endurance... I did roll with this change because I forgot about WGLF... but now I'm thinking BU is stepping on it and Soul guards toes.
Tbh, I'm not sure why they didn't just make Buckle Up give an even bigger speed boost (say ~20%-25%) to one or both players that actually genuinely helps the downed survivor get away. 10% was still slower than the killer, so didn't do crap...
Making it a potential speed boost does take it back to being niche, but it fits the perk and a none exhaust haste which can outrun the killer for a time could be pretty clutch, while also allowing a Killer to react and catch 1 of you if you try to do the FTP combo in their face.
They could just make FTP not work with any healing perks so its uniform. The reasoning could be that FTP is a "health-state swap" rather than a genuine heal.
It would be a nerf to WGLF but I mean the perk wouldn't really change much in strength and has other issues. Could buff it to not have any conditions to unlocking it and/or give it haste too.
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Its a bug, the same thing happened during Tools of Torment PTB.
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@ohheyitsbobcat said:
I'd love to see clips of these so called juicer bots because all I've seen are bots that miss every other skillcheck, run to the corners or get stuck on random stuff. Still love and appreciate that there here though.
The only times I've seen bots sorta mess w/killers is when they try to mindgame them. They have wallhacks so playing the loop normally is the way to do it. That's more on the killer though then the bot.
I wasn't recording but the bot ran him for 2 gens, I did flashlight save it at one point but still its not the first time.
I def agree that its a skill issue but I can only imagine how in some MMR's the bot is the best player in the lobby.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498605#Comment_3498605
No, people wanted maps to be fair with loops being 50/50 for both sides. They just didn’t want strong loop into stronger loop into shack into TL into cow tree.
Unsafe loops are not 50/50, they're 70/30.
I'd say TL's are 50/50's.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/385578/what-the-hell-happened-to-rancid-abattoir
Even when the main building spawn the former good window it not anywhere close to decent anymore.
https://us.v-cdn.net/6030815/uploads/Y5ZOHUZODNIK/20230730-120757.jpg
The breakable door don't spawn if u get this window and u get a fence making it harder to run it. In the ptb there was more Jungle gyms spawns. Also, the main building would often spawn the window by basement which was indirectly much stronger than before due to how easy it was to get in and out of main building now. Overall the map feel drastically different from the ptb unlike other rework maps.
I mean isn't that what people wanted? Maps to get gutted into being awful for survivors?
Garden of Joy is next.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496736#Comment_3496736
For me it was trying to break Pinhead chains while also pulling down a pallet that encouraged me to actually look at rebinding my controls... I was quite mad xD
In any case, this combo is pretty gnarly.... I remember seeing Buckle Up getting the endurance affect for both players, and that seemed a little too strong on its own...
Just making it the picked up survivor would be more than enough to make it good imo... the fact the Killer can't come over and instant down them again is already value...
Well, WGLF already does that.
Its current iteration is fine, it just needs to not work with FTP and it will be perfectly balanced.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497539#Comment_3497539
Gotta ask - Where's your footage?
I'm interested in seeing it!
Sorry for the delay, got busy today.
Here you go, three full VODs. I should note that none of the footage is particularly impressive so feel free to roast me if you want. I still maintain that showing footage adds weight to one's words more than screenshots do, especially since it shows match context.
https://www.youtube.com/watch?v=fgUK2Z-TVJs https://www.youtube.com/watch?v=0R7GTXsHPJQ https://www.youtube.com/watch?v=brhCkhJz6Hg -
@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497565#Comment_3497565
A link to your Twitch or w/e would probably be easier.
I just really like watching the gameplay of people who are constantly asking for gameplay - I'm not being facetious.
I don't stream, my vods are from Shadowplay. I will upload some games with edited audio to youtube since I was already planning on doing so for some friends anyways.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497539#Comment_3497539
Gotta ask - Where's your footage?
I'm interested in seeing it!
I record most of my games, what do you want to see?
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Can you play minotaur Oni and aggressively head nod while I do gens?
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@PogbertChamperson said:
FTP shouldn't work with Buckle Up because there just isn't a consistent good option for the killer when it's done during the attack cooldown. Waiting 10 seconds before you can swing at either survivor is too much considering this wasn't an unhook situation. Buckle Up would be a good perk even without the interaction, it'd just be relegated to only being usable when leaving survivors slugged.
I agree completely. It doesn't even exhaust you which means you can even get MFT value while broken lol.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497475#Comment_3497475
Who said that MFT could change a bad looper into a god ?
Another proof of your overall bad faith, where did i say it ?
For a perk to be OP it needs to transform a bad player into a great player ?
A perk is OP when a good player can extend the chases way too long with the said perk, old DH/old DS and now MFT are those perks.
AS you have said, you are a bad player, do not talk as if you knew how the game works and how it needs to be tweaked.
And check my soloQ games, all killers have 100% META perks, now tell me it is not high MMR 😂
And how can it be low MMR when i'm winning 80% of my trials ? When i play a new killer i just bought, after 5 wins but as a survivor, winning 15 times in a row = low MMR ?
You are all delusional, it is insane.
About as bad faith as you assuming how I play killer.
"For a perk to be OP it needs to transform a bad player into a great player?"
Uh, yeah? That's what gamebreaking means. If bad/mediocre players can't use it well, that means 80-90% of the playerbase will never have a problem with the perk unless they're scapegoating it due to bad play. I sincerely doubt you are playing in the MMR where survivors are using MFT to the best they can, if you are, feel free to post footage of your killer games. Though even then you still shouldn't be struggling because I see high-mmr killers doing fine in their lobbies still.
You'd have a better case for arguing that DH was OP because it was all people ran before it got nerfed solo or otherwise, and even then you'd still be wrong because its nerf didn't even change the functionality of DH'ing, only the frequency.
I've ran killers for 4 gens using No Mither and Resilience, does that mean those perks are OP too since I got a permanent vault speed boost from the jump? Obviously not, it just means my opponent didn't play very well and I played very well. If a perk is only strong when someone is good then it's a healthy perk.
And before you compare MFT to Nurse/Blight, let's be real and say that MFT does not break the game's rules like Nurse does, nor is it as oppressive as a good Blight with the best loadout.
I am far from a bad player lol, I said I was a low-mmr killer to prove a point that in low-mmr the perk doesn't warp my games, and in high-mmr, the perk doesn't warp the games there either. So again, if you're getting dogwalked as killer in the current game's climate, which you seem to be based on all the complaining, you are just not a good killer player, which is okay, just own up to it, I'm not good at killer either!
Nobody knows how many games you're winning because you're just typing anecdotal evidence that you expect us to take at face value, in truth, nothing you say has much credence unless you post objective footage because its easy to be hyperbolic and lie to support a narrative.
But hey, if all it takes is posting screenshots to be an authoritative figure on game balance then:
Killer is OP he still got 11k points despite going against a stacked SWF that ended the game pretty fast.
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@Depressedlegion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497407#Comment_3497407
I'm saying MFT is countered by a good mindgame and no, full aura nurse or alch ring blight are not ok.
Most killers on this forum are so against the idea of winning a loop in a way that's not brute-forcing it makes me wonder how they're playing their games and want to see footage that will, coincidentally, never get posted because it would bring a lot to light lol.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496708#Comment_3496708
That is not low MMR, these are my usual games in SWFs, winning 80 to 90% of the time.
You have not lost your matches as killer either because you exclusively play Nurse/Blight or you tunnel right at the start, that's all.
Pig with yellow addons, thanataphobia and eruption.
Adept Singularity.
Wraith with Gift of Pain.
"Not low MMR" okay buddy.
I don't play Nurse or Blight and I never tunnel, only slug if the unhooked bodyblocks with BT. I am in low MMR where the survivors are not good at all.
But if MFT can allegedly turn bad players into god loopers how come I never struggle vs multiple people bringing it in my games despite playing a 110% killer?
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Wesker and Huntress.
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@KayTwoAyy said:
I haven't been playing, but when I read the patch notes it sounded like Sadako is now a better version of Pig. Every survivor essentially has an active trap on their head that they need to get rid of, so Sadako has built in slowdown with Survivors needing to manage their condemned throughout the trial.
Is that accurate? ...cause it made facing Sadako sound like an absolute pain.
@SirCracken put it pretty well in their thread.
"Equip Iridescent Video Tape + Mother's Comb.
Spam teleports until someone picks up a tape.
Intercept and hit them before they can dispose of their tape thanks to Mother's Comb revealing where they are.
And Iridescent Video Tape forcing them to run to the furthest TV.
Go back to teleporting until that survivor is fully condemned.
Then kill them.
Repeat steps 2-4 until everyone is dead."
Every single Sadako that has played like the above stomped everyone pretty hard, every Sadako that did not play like the above got stomped.
This makes her pretty binary, I'd hate to see her get a flat nerf instead of a readjustment though. I think the biggest problem is that you're afforded maybe a single mistake with managing your condemn before you enter a losing battle that ends up in a mori.
Maybe making her condemn exponential, lower stacks = less gained from every source, higher stacks = more gained from every source to make it super punishing to neglect her power for too long, but also make it so you're not forced to sit at 0 stacks at all times or risk dying.
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@sizzlingmario4 said:
There’s nothing about it that would suggest it isn’t intended. That said, it’s overpowered and should be removed.
MFT + FTP got changed awhile back but this is that but better.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496901#Comment_3496901
Also I find it funny that you call pre-dropping brainless without acknowledging that some killers basically force a pre-drop because of the way their powers work.
because it is and thats why people hate going against killers like that , because they are forced to do boring stuff like pre-drops in order to counter the poor design of those killers.
Let me guess , u think everyone plays knight every game or S tier killers 24/7 , dude if those are the problems u cant just make the argument that maps should stay broken against the weaker killer to avoid the S tier or anti-loop killers for overperforming.
there is a thing called "connecting tiles" "knowing when to hold forward" , some killer force survivor to do that because their power allows them , thats okay u just leave the loop and pre-drop when you have too , but a map shouldnt allow survivor to drop a god pallet into another god pallet , thats just BS design , and i do agree that S / A tier killer needs adjustments to their power to make things fair.
unpopular opinion: Erye of crows went from S tier survivor map to A tier with RNG sindrom.
about MFT . whatever dude ....u think the perk is fine , thats okay , hopefully u will get destroyed by a good player when playing a m1 killer with no mobility and finally u will open your eyes and realize that the perk is not healthy for the game like people did with DH after sooo many years.
oh yeah loving facing MFT on strong main buildings / connected loops is just wild soo fun not broken for you right? okay 🤔
Boring is subjective, I enjoy having a consistent way to counter killers instead of playing the 70-30 mindgame at every loop. There's nothing fun about endless guessing games that are skewed against you.
I see Blight and co a decent amount in my survivor games, and news flash, even M1 killers can win on "broken" maps in higher mmr games if the player is good. You still have to know how to run the map. Nerfing maps doesn't make the game more fun for survivors, and M1 killers will still be terrible for a myriad of other reasons.
Redistribution of strength on a map is a far better option, Eyrie of Crows and Gas Heaven reworks are vastly superior to whatever the hell they did to Cowshed, and if Cowshed is going to be the model going forward, I don't want them to rework any other maps. Just buff killers elsewhere.
I am a low-mmr killer that gets matched against survivors of the same skill who run meta perks, I have never struggled against them and I predominantly play Trickster in my killer games. Why? Because I know how to exploit the mechanical weakness of my opponents and adapt to the fact that they're still bad. MFT is not carrying anyone to victories they don't deserve, it never plays the game for you.
And as everyone has said for the 100th time, killer mains who are far better than you and play against survivors who are far better than what you play against are still winstreaking just fine on literally any killer, just like they did when DH and CoH were at their peaks. So yes, it is 100% a skill issue, even if the perk gets nerfed.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496549#Comment_3496549
there is a big difference between a survivor sided map to a FAIR MAP , there shouldnt be any guaranteed survivor sided map.
The only fair maps so far IMO :
New Cowshed , Coal Tower , Wreckers' Yard , The Temple of Purgation
all of them share a decent map design , fair loops for the most part , smaller size which benefits any killer , decent tiles to use as and against , not busted main buildings unlike other realms , if the survivor team doesnt save some pallets for later , the team get punished , which is good because there should be a skill cap for survivor , not just braindead pre pallet drop - go next - repeat to win.
yes I know RNG can sometimes make those maps more survivor sided or more killer sided , but overall those maps are great to play as survivor and killer.
Except there should be because barren maps are a death sentence against strong killers. There's a reason why the adjustment of Eyrie didn't completely neuter the map like everyone was asking for and instead made it more concise.
The only good map nerfs are reducing the size of a map by compacting everything. Completely butchering tiles and loops is awful.
Also I find it funny that you call pre-dropping brainless without acknowledging that some killers basically force a pre-drop because of the way their powers work.
And I got some bad news about your playing ability if you are suddenly getting dogwalked by bad players just because they have a 3% boost.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496733#Comment_3496733
I believe most do once they realise they can.
Well then I rescind my earlier statement, still though, I'm not sure what the killer is supposed to do about it when executed well. It feels like a lose-lose.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496647#Comment_3496647
How does one properly use No Mither? Please, educate us.
The person in my SWF uses it for NOED checks and to force pickups a lot. It can be great in some cases.
But I think it should be 100% no sound and have mini-Tenacity built into it. Then it'd be fine imo.
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He has to be difficult because his power would be really oppressive and annoying if it was easy to use.
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@Alice_pbg said:
Why would console matter here?
Most console players don't rebind their heal button so healing under pallet is rough + overall slower fluidity.
Waiting for someone to go down then popping the combo during sword wipe animation is really goofy. I'd like to see it nerfed similarly to MFT + FTP.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496662#Comment_3496662
bro I had a series of 15 easy victories (I died at 16, but the other three survived) but they told me to record a video pass a genetic test and call God to confirm that I'm not lying,
I guess something similar will happen to you in the near future
I haven't lost my last 20 or so killer matches. What exactly does anecdotal evidence prove?
Nobody cares if you can win on low-mmr survivor in a swf, just like nobody cares about me winstreaking in low mmr as 0 addon Trickster.
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Maps are supposed to be survivor-sided because maps exist for Survivors as a form of resistance against the killer.
Every killer-sided map is terrible and barren.
MFT - Skill issue
Smash Hit buff -
BNP change - It won't make a difference in like 90% of matches and is really only useful in super sweaty swfs (1/50 games) or in comp play against 3-gen killers.
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A facecamp at 3 gens is a free 4 out if the person isn't death-hook though.
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@LobbyDodgerLeonidas said:
Most of the maps need way less pallets. It's a joke that survivors can snap throw every pallet and STILL have tons of safe resources at the end of the game if they're moderately pressuring generators
Yeah so you can just W key at 115% through every loop and then stutter step to make every pallet a 70-30, very fun.
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I feel like you guys vastly overrate how stressful killer is, if you don't want to be in high-mmr where survivors sweat and bully, stop playing for 4k's like your life is on the line.
I play Killer to Iri 1 virtually every season and all my games are casual and fun without even farming.
