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SkeletalElite

SkeletalElite

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SkeletalElite
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  • Disagree, carnifex break speed at pallets is only kept remotely balanced by the fact that you can't be right next to the pallet when he does it.

  • It's not a bad perk but I don't think it will be very popular. The average player won't really feel that 3% boost and will probably prefer to stick to other exhaustion perks like lithe/sprint burst.

    Stronger players especially that know how to use this well, will get a lot of value from it, but I'm not sure that it's unfair since it's mutually exclusive with sprint burst which is easily the strongest exhaustion option which is a pretty big opportunity cost IMO.

    For reference it makes a standard move speed killer gain on you 20% slower which isn't nothing but you're not untouchable by any means. If there is a 10 meter gap between the killer and you before they are in lunge range, this perk will make it so closing that gap takes 20 seconds instead of 16.

    Most loops are smaller than 10 meters in total distance. Realistically, this gets you 1 more loop on a strong loop or 2-3 on a weaker one.

    In terms of making it to the next loop it takes a killer 2.34 seconds to kick a pallet in that time you gain 9.36 meters on them and probably already had 1-3 meters of range between you. With this gap you'll be able to make it loops that are 16-20 meters further from that pallet compared to if you didn't have the perk. So 1 kindred range worth of distance after the killer breaks a pallet. Not nothing but won't always be super relevant.

  • if the killer wanted to, they can just bleed you out for 4 minutes on the floor to avoid you getting the chance to even try. Ultimately, it also prevents the survivor from wasting the killer's time by struggling for the entire 2 minutes until they die. Ultimately it saves everyone's time as a result.

    Situations where bleeding you out on the floor is not feasible AND kobes would give you an opportunity to escape are an edge case and ultimately irrelevant.

  • yeah, and in league, if someone DCs or AFKs for 90 seconds of teh first 3 minutes, the other members get the ability to vote to remake the lobby.

    After the 3:30 second mark, early surrenders become available if you have a DC.

    The 15-minute surrender is for a match where no one else has disconnected or is AFK.

  • Yes but a league match typically lasts much longer than a dbd match. Around 30 minutes long.

    20 minutes is a long match for DBD, with typical matches being more in the 10-15 minute range.

    So allowing players to concede 5-8 minutes in would be comparable

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427947#Comment_3427947

    DBD player mentality is so laughable! No other multiplayer pvp game community advocates for such terrible bhvr.

    OH NO I got froze on top lane and can't play without help from multiple players, guess Ill just dc or afk. OH, wait. If you do either of those even semi-often you get banned from the game quickly.

    Such a conceded selfish player base.

    League of Legends has surrender votes, which is basically the same thing

  • @IWasLeft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427917#Comment_3427917

    3v1 isn't as fun as 4v1, but having an entire lobby disband immediately and having to queue up again is even less fun.

    disagree

    3v1 is a total waste of time, any time spent on that match is just time spent preventing me from getting into queue for match that isn't a waste of time

  • I disagree, CoB/OC enabled hyper defensive 3 genning on ANY killer.

    The only regression perk that even compares was ruin before it was nerfed, all the killer had to do was push you off a gen, and it would start regressing. What kept ruin balanced is that it could be disabled, it wasn't a permanent solution.

    CoB/OC, can't be disabled, the killer can just keep pushing you off gens and kicking them over and over again and regressing them for extremely long periods of time. Killers like skull merchant made this issue more obvious as it removes the need for surveillance and her lack of lethality lead to what was basically a hostage match. But if you were to try a similar thing on other top-tier killers, you would find that they are equally good at doing it.

    If put CoB/OC/Surveillance on blight, for example, your insane mobility can easily be used to lock down an unbreakable 3 gen. The difference between skull merchant and blight though is that he's so good at getting hits that if a blight were to decide to do this, he would probably outright win the match within 10 minutes. This is because he could actually manage to down survivors before they escape the 3-gen.

    When a skull merchant did it, she just plays defensive for 45 minutes because against a good team, she can only get a hit before the survivor escapes from the 3 gen. This creates a situation where she must choose between committing to chasing for the down and defending the 3-gen. However, a stronger killer like blight or a nurse need not make that decision, they just win instead. The build enabled the weakest killers in the game to delay for unreasonable amounts of time despite not having the lethality to outplay survivors in chases, and gave the strongest killers such an effective gen defense that they can't be beaten.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376416#Comment_3376416

    The fact is we live in the present.

    None of what you wrote invalidate any of my arguments.

    This patch actually proved me right.

    By nerfing DH and CoH, 3 gen meta went away.

    The gen kick builds still works if you wish to play like that... albeit it's less effective due to nerf.

    What makes killer able to play other builds now is the absence of a meme perk (DH) that was so strong it had a 35% pick rate. Also to consider the nerf to CoH that breaks the ability of survivors to induce endless stalemates.

    For reference, killer's most picked perks had around 11% (lethal pursuer and the CoB/overcharge)

    if you think I'm wrong, dream on.

    The CoH nerf is not what killed the 3 gen meta lol.

    It was the nerfs to COB and OC, they were the core of that meta and those perks suck now (as it should be)

  • I didn't buy a gaming PC just to be locked to 60 FPS.

    When games lock their frame rate to 60 I simply don't play them. Frankly I wish it were possible to increase the FPS up to 240.

  • I think what you are doing is a very roundabout way of addressing tunnelling. It would be much more straight forward to remove (or nearly remove) the early elimination element of tunelling than to keep that but punish killer players for doing it/reward them for not doing it.

    ie.

    Take either 1 hook state from each survivor and move them into a pool of shared hook states that the entire team uses.

    Now if a killer only ever chases 1 survivor the entire match, they will have to hook them 6 times. If they want to face camp them to death, they will be waiting in front of that hook for 5 minutes.

    Kobes will burn your 1 personal hook state instead of using the team hook states. If that kobe fails you lose the personal state and cannot attempt to kobe anymore.

    All hooks that occur within the team pool are like first hooks where you don't have to do anything, any hooks that take place after the team pool is gone will be struggle phase hooks.

    This will certainly shift the balance more towards survivors, but killers can always be buffed in other ways if necessary and the end result is a game that's more fun for everyone.

    This makes early elimination practically impossible and gurantees that survivors won't be dying until at least the mid game.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402923#Comment_3402923

    -"I'm not concerned with most perks that increase gen speed because 90% of them suck"

    I think you don't know what you're talking about. Survivors who win save time for their team and waste time for the killer. Saving 9 seconds with prove might sound dumb but it makes all the difference in the world if two people have it vs when they don't in terms of interrupting them with "slow" killers.

    Also let's be clear here - Gen regression kinda sucks as an idea when we consider there are 4 survivors and the killer at base has a 1/4th regression speed. Giving the killer a "200% regression gives them 1/2 of one survivor and there are still 4 survivors. Nobody is going to kick gens in the next patch because it was hardly worth it with the 2 perks that made it work.

    Also I'd love to see the pick rates of gen rush perks if they got nerfed by 70% because that is what is happening to CoB/OC. Those perks are obliterated. Imagine if Streetwise, Built to last, Hyperfocus and all the gen rush perks got a 70% nerf - nobody would use them and that's my point. Furthermore nerfing the slowdown of one side but leaving the "rush" ability of the other side is absurd.

    -"Hyperfocus is extremely difficult to use to the point that I don't think it will ever be meta"

    This is a meta perk for good players already because you can make one 90 second generator be 40-45 seconds. This would be fine if:

    1. Toolboxes did not affect HF (like we see with autodidact).
    2. Stake out did not "convert" your failed great checks to good checks. The entire difficulty of this perk is removed because the perk steak out exists.

    If you think Hyperfocus is ok then as killer we should have some way to either down a player every 3 minutes with a "press E to expose the person you are chasing effect" or be able to press E before hooking someone and they go to second stage for their first hook once per game.

    That's the level of advantage that HF gives when used with a toolbox and stakeout.

    -"the BNP is the real powerhouse of toolboxes."

    Not even by a long shot. One green toolbox is very dangerous even without a BNP. You should go watch the video Otz put out about items being too strong about 6-8 months ago. The devs are NOT addressing TB with this patch but they are changing medkits.

    I went ahead and checked my Nightlight stats. Since project W has released, I have encountered 41 hyperfocuses while running 0 slowdown perks on killer myself.

    Want to know how many of those escaped.

    3

    The average escape rate of my opponents across all my matches is 13.09%

    So hyperfocus users were actually less likely to escape at 7.3% than non hyperfocus users.

    Hyperfocus requires too much commitment to be consistent. If you need a toolbox AND stake out AND hyperfocus you're going to be SoL when:

    Deadlock/pain res interrupts your hyperfocus

    The killer is a stealth killer preventing stake out stack generation

    You get tunneled

    You get camped

    The killer is playing hit and run and forcing you off the gen, constantly interrupting hyperfocus.

    When I run hyperfocus myself on it's own. I only sometimes manage to make it to 6 stacks. It's not bad when I use it, it's decent. However, it's a horrible perk for the average user and because of the MMR soft cap the skill levels where this perk would be busted overpowered will be very few and far between. It's a non issue.

    If I can deal with the perk running 0 slowdowns, your average quad-slowdowns-Andy can handle this perk.

    And like I said about the commodious, it's a little strong. it makes a gen about 11 seconds faster, which is decent since it's for solo repair, but it's not game changing, you can stack 8 more seconds into that running double charges which starts to approach the really good territory, but I'm not disagreeing with you there.

    As for prove. It's biggest strengths are finishing the last gen a little quicker when there's no value in splitting up or trying to bust a 3 gen before the killer can come back to defend it. The former is okay, and the latter is dropping in value significantly with CoB and OC nerfed. Prove is bait, it tricks less experienced survivors into playing worse because it only counteracts the slowdown applied as base kit for coop repairing, and even then, it doesnt do it entirely. Want to know how else you can counteract that slowdown? Repairing separate gens, making your team harder to pressure in the process.

    Perks that waste time for the killer or counteract the most effective strategies are simply better. Exhaustion perks, unbreakable, Adrenaline, OTR, Windows, lucky break, and even post nerf DS are all so much better. Even if you DS a nurse and she downs you again 5 seconds after her stun ends, making her take 8 more seconds to get you is more valuable than most of the gen speed perks.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401422#Comment_3401422

    -"Dead Dawg and RPD, are easier to 3-gen on because of their generator spread, but that obviously doesn't automatically translate to holding a 3-gen being required"

    I could load up the game with a squad of efficient players and show you that you're wrong. Around 90% of the time there is one viable 3 gen on Dead dog. Good players know this and remove it immediately. There is no M1 killer in the game that can successfully hold a "y gen" against 3 players on DD saloon.

    RPD is even worse. There is almost always only one viable 3 gen on the map.; If you lose it then the game is over.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401299#Comment_3401299

    -"It doesn't take 20 seconds to hook a survivor."

    The average is closer to 15 seconds overall when you consider that you have to waste a few seconds to make sure it is safe, then you pick up, then you carry. A longer carry will definitely be close to 20 seconds when you add in the other steps.

    -"The reality is, if you were consistently losing your chases, but winning matches anyways. You were crutching on endless slowdowns like CoB and OC."

    The reality is that most killers suck at chasing over the majority of the maps in DBD. You cannot for example hold a 3 gen on most of the maps as an M1 killer unless they are very close.

    -"All gen defense perks should have limited use or be tied directly to outplaying survivors."

    Should gen rushing perks have the same limits? What about toolboxes?

    How do you define outplaying the killer?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401949#Comment_3401949

    -"A large portion of killers are legit not designed to generate pressure effectively without having something to generally slow the game down."

    You're right but you're not going to convince survivor mains. What makes the problem worse is that efficient killers like Blight and Nurse still sometimes need efficiency perks to slow down the game or speed up chases. When the best killers need the strongest perks you know the "lower tier" killers are suffering.

    -"but it is sort of getting to the point where it can feel like killers aren't really allowed to impede the survivor object in meaningful ways unless you play specific killers"

    We've been at the point for a long time where we have 2 S tier killers that are viable for all tiers of play. And then we have a handful of A tier killers who work most of the time but need strong perks and often strong addons.

    And then we have everyone else who even with the most amount of help just doesn't get much done.

    Honestly, I'm not concerned with most perks that increase gen speed because 90% of them suck. As for the only good ones, Hyperfocus is extremely difficult to use to the point that I don't think it will ever be meta for 99% of players. Combing with stakeout takes half your build to make it slightly good. The only other gen speed perk that's close to good is prove thyself, which is overrated IMO. It only makes a gen around 8 seconds faster at most and needs survivors to group up to work. This isn't playing optimally, which will be especially true with the gen lockdown 3 gen meta going away with CoB and OC being nerfed.

    With toolboxes, BNP is overpowered and maybe commodious is a little strong, but the BNP is the real powerhouse of toolboxes.

    But if the devs were to make good gen speed increasing perks, I would hope they would be tied to outplaying the killer. Ie. the perk powers up by spending time in chase to get its effect therefore if you have long chases against the killer the gens go faster.

  • @mustdogen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398465#Comment_3398465

    Not fast enough......

    How fast it need to be enoughed?

    10sec to find survivor 20sec for each hit and 20sec for hooking survivor, it's sound really fast right?

    It already took 70sec,

    And survivor only need 450/4 sec to finish all gens.

    (Even we use 900/4 sec to calculate,which is double from the fastest situation , the killer can only got 3 hook in that speed.)

    It's literally can't be fast enough if both sides know how to play

    It doesn't take 20 seconds to hook a survivor.

    It takes at MOST 21.7 seconds. That is a worst-case scenario. Realistically, you will hook in 5-10 seconds most of the time.

    While it takes you 10 seconds to find a survivor, it takes the other 3 survivors 10 seconds to find gens. Then while it takes you 40 seconds to down them 3 gens get 40/90. Then by the time you hook that survivor 3 gens are 50/90.

    You can easily interrupt one of them in that time and another one will have to stop to go for the unhook. Meaning 1 gen will probably pop and you'll have 2 gens about 50-75% of the way there.

    The reality is, if you were consistently losing your chases, but winning matches anyways. You were crutching on endless slowdowns like CoB and OC.

    It was dumb to add regression perks that could be consistently and endlessly activated in the first place. All gen defense perks should have limited use or be tied directly to outplaying survivors. When perks are limited use (like corrupt) it ensures the killer needs to make the most of the limited time its active. When it's tied to outplaying a survivor to activate (like pop/jolt/pain res) it ensures that you're only getting as much value as your skill at the game allows.

    When all it takes is kicking a gen to activate both of the 2 strongest slowdown perk in the game, of course, they are the obvious choice and there is no reason to use anything else. They were not only the strongest, they were infinite use with no risk. For that reason, these perks should be weaker than other options. CoB/OC should be weaker than other options like deadlock, pop, pentimento, ruin because there is 0 risk compared to those choices. The risk should proportionate to the reward.

    (please buff ruin and pop though devs. 150% speed for ruin. 17.5% for of total progress for pop)

  • bloodlust should be removed entirely. Its a crutch

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400374#Comment_3400374

    A surprisingly unrealized counter to blood warden is Distortion btw. Alerts you to it's existance if you suddenly lose a token as you enter the gates and lets you know "Yeah time to get the ######### out"

    Blood warden is actually bugged and has no aura read right now so distortion doesn't work against it

  • Play blight or nurse to make 12 hook game feasible

  • They should rework this add-on to only inflict deep wound if you break the chains on the environment.

    (and also make it so pinhead can't break or block the chains with his own body so that he can't force the environment breaks and simultaneously increase his power's usability)

  • Also before someone comments it because I already see it pain res's 25% regression is not "just a weaker version of old pop"

    Old pop was 25% of 80

    pain res will be 25% of 90 without you needing to spend time kicking the gen

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371451/just-to-be-clear-on-cob-overcharge

    Correct. Dead Hard gets a huge un-nerf, and Pain res just gets a small un-nerf where it's still completely awful.

    The new pain res is not awful by any means 100% regression across all 4 uses of the perk would only be exceeded by 7 pain res hooks before the change. Strength wise, I think It's probably about the same because that strength is more front loaded to the early game.

    Unless you are hyper tunneling, your first 2 hooks will be pain res hooks and that's 50% regression and early game is when you are weakest as killer and slowdown is relatively more valuable. That's 5% more regression than you're getting at 3 hooks with the old pain res.

  • @Justa335i said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387692#Comment_3387692

    Source?

    I looked this up and found no results to a "Rules List" provided by the Devs.

    Typically, games do not have Rules. The devs design it, and you play how you see fit as long as you don't cheat or harass others.


    it says it on the report screen

    image.png


  • Frequently AFKing is against the game rules, if a player has gone AFK you can report them and if they do it frequently they can be punished.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385166#Comment_3385166

    Someone told me something like this before, and I wasn't able to find any proof of this being true. In fact, the only thing about changing the aura colors I found is in the wiki, that says they were "attempts at standardizing Aura-colours for specific meanings."

    In fact, both survivors and generators have the "red" aura as they are the "main objective" of the killer. Which I see the logic behind it, but I don't know why they use that when there is an "Enemy" aura color, AKA the pink one that survivors see when revealing the killer's aura. That, and why survivors / killer auras don't renders above everything else.

    And even if you were right, that's a free counter for survivors without using any perk or downside, so, more reason to change it.

    By the way, they should change the Hex totem's aura color for the killer for the sames reasons, too.

    I believe it was patch 2.0.0 with the change line "Adjusted the red aura intensity for killers on totems, bear traps, hooks and generators."

  • Generator auras blocking survivor auras is intentional.

    Once upon a time they changed it so that survivor auras were clearly visible through gen auras. At the time BBQ was one of the most used perks and lockers also didn't prevent aura reading so people asked for it to be changed as a way to counterplay BBQ. The devs changed it so that gen auras would block survivor auras and its been that way since.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379400#Comment_3379400

    Well I'm glad I can introduce you to a different point of view, but its beyond weird you say you never have met anyone who didn't like playing against current Hillbilly. Even so how you say he is insufferable to play yet say its a "my problem" when I played him for 5 hours and quit.

    Yes. Any killer you have to play more 5 hours with to do anything with really bad way to treat a product. Nurse too.

    You're not gonna be remotely good at AWPing in CS in 5 hours. That doesn't mean the AWP needs to be nerfed.

  • In addition I would like an invert sprint option, so that the character runs by default and holding the shift button (or whatever your run button is) will cause you to walk.

  • It's like the devs don't understand billy at all.

    Literally every time they change him, they frame it like they're improving him and billy player's should rejoice, but they just nerf the things that people actually like about him while giving him stuff no one cares about.

    He's already dead BHVR, please stop.

  • This only widens the gap between teams with lots of medkits and no medkits. A no medkit team has spend 24 seconds x 2 people (48 seconds) for every heal

    The 4 medkit team can heal themselves 8 times in 24 seconds x 1 person.

    Basically a medkit or using well make it is the only time you should heal now, otherwise you're better off using adrenaline and sticking the gens while injured

  • If I ever see someone using self care I'm not unhooking them

  • I'd like this because it makes it harder to wait out someone's endurance by body blocking them as well

  • That won't do anything. Have you ever unhooked someone who was trying to kill themselves before they could? 99% of the time they just run to the killer and let themselves die again. If failing kobe then failing skill checks gives a penalty, people will attempt kobe and then wait to be unhooked, then once they're unhooked, they'll just let the killer kill them again.

    Trying to force someone to play once they've decided they would rather not play anymore isn't going to make them suddenly start being a contributing member of your team.

    This could also give a DC penalty to someone who doesn't actually know any better and is new. How terrible would it feel as a new player whos never played before, to attempt to unhook yourself, then die on that hook because you suck at skill checks (yes I know they're easy, but we're talking brand new players here) and then be given a dc penalty.

  • Most people using crosshairs have it as an option in their monitor, of course PC players also have the option of using one with software, but if your get a TV/monitor with a crosshair setting you can use one on console.

  • Yes! Someone who understands. They must also make the iri tag basekit, how I am supposed to 4k them all before they even touch a single generator if I can't down them all in 1 hit and instantly recharge my power after each hit?

  • I'm not hard of hearning but I'm going to use it. Sometimes hte terror radius is just hard to hear.

    Like deathslinger. His is quiet on the edges. Same with tricksters lullaby (and apparently the indicator does apply to lullabies as well)

  • The problem is over focusing and the survival point category.

    If you look at a killer, by just playing regularly they will generally get a spread of points acorss all categories. Brutality for hitting survivors and gens, devious for using their power, sacrifice for hooking.

    Survivors, however, when playing normally run into 2 problems. What they gain points in, is dependant on the killer and your team. If the killer never chases them, they get almost no boldness. If the killer chases them all match, they get almost no objective/alrtuism. If your team takes all the unhooks, you get barely any altruism. The second problem is that survival points are very rare, you get 7000 for escaping, a few hundred from certain killer power interactions and self healing, and thats it.

    What should happen is score events need to be added to even this out.

    Survival points: Instead of getting 7000 when escaping, survivors should get 1000 every time a generator completes while they are alive, and 2000 for escaping.

    Altruism points: If you are in chase, near the killer, or on hook when a generator completes, you gain some altruism points, something like 500-1500, for distracting the killer, so your team can successfully complete the objective.

    Objective points: Simply being alive when a generator is completed should award some objective points, probably about 500. Being in chase, near the killer, or on hook when this happens ens awards an extra 250.

    Boldness: I think this category is mostly fine, but could use a few extra score events for when the killer doesn't chase you much in the game. Things like taking protection hits should award some boldness in addition to altruism, and completing generators near the killer or within the killer's terror radius should grant boldness. This doesn't need to be a lot though. There is always boon or cleansing totems for boldness too if you really want it and aren't being chased.

  • Buckle up would get buffed every update and it would remain useless every update.

    They could buff it to 100% haste for 30 seconds (they would never do that), and it'd still be worse than unbreakable. It might sometimes be better than WGLF, but still would be debatable.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372318#Comment_3372318

    still. The easiest solution is just to remove TTV from name. It does not make any sense to have it in name considering the proposed "solution" by OP was to hide it together with their name. Or am I missing something?

    It typically costs money to change your name on console. At least it did when I played consoles years ago. I couldn't tell you now.

  • @Derix said:

    Why don't you use Anonymous mode?

    I believe the problem is that they are a console player, and anonymous mode is a PC only feature

  • Maybe don't carry to the the farthest hook every time and the survivor won't wiggle off. Especially once the team has shown to be protection hit happy.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365019#Comment_3365019

    You can still progress gens. If he's sitting on the box, go do gens. You can do all 5 gens with 0 hooks.

    Doing 5 gens with a chain hunt and ruin active is going to take you like 15 minutes.

    You're going to repair for ~5 seconds, get interrupted for ~5 seconds during which time the gen will regress about ~1 second. At that rate it'll probably take you 23 intervals of +4 seconds of progress, each interval taking you 10 seconds to complete. Which is over 3.5 minutes to get a single gen done. Even if everyone on your team is powering through it (they're not going to), it's still probably going to take at least 7 minutes to get all 5 done.

    As an alternative, you can just DC from a match where the killer is literally just griefing you. The DC button exists for a reason. It's because sometimes there's a reason to DC. Being griefed or held hostage is one of those reasons and that's part of the reason your first DC penalty is only 1 minute.

  • @Timmylaw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369764#Comment_3369764

    Almost like blight is OP... Shockingly winning the vast majority of games easily gets boring.

    Its just sad, I really enjoy blights gameplay and power but most survivors I play against aren't good enough to keep up. Now that gens are 10 seconds longer and the hit speed boost is .2 seconds shorter than it was before the big balance update it's difficult for 95% of survivor teams I play against to compete. Occasionally, I see a strong team or player that makes me work for my chases but for most teams it's just like kicking a baby.

  • I've personally played less DBD in the past few months than I used too over the past couple years.

    The 3 genning killer meta is so boring to face. It's not that its unbeatable or overpowered (for SWF at least, but I mostly play survivor in SWF) it's just boring. Killers don't go for chases anymore because they don't need to activate their primary gen slowdown perks.

    Normally when I get tired of playing survivor I just play more killer, but I haven't really been enjoying killer either, Even running no slowdown on my blight (my main) I win almost every time with no challenge and I'm kind of tired of it. I have a 88.2% kill rate over the past few months with 0 slowdowns equipped. 92.4% of my matches were 3 or 4ks. I used to love playing blight so much but when most survivors I face just fall over without putting up an even close fight it just doesn't excite me anymore.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367558#Comment_3367558

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367570#Comment_3367570

    Ey, just bait the DH, right? It's not gen rushing, is just doing objectives. If you didn't tunnel you won't get hit by DS, even if it's the own survivor who used it to tank a hit for someone. Etc., etc., etc...

    So yes, just don't let 3gens happen. Instead of saying "let's do the other gens" pressure the killer until you break the 3 gens. And if you can't do it having all the tools you need to do so, even more when we are talking about the most easy to counter and avoidable power ever conceived by BHVR gameplay designers... well, it's your problem.


    It's not like there is no 3 gen on the map and suddenly when theres only 1 gen left on the map the 3 remaing generators become a 3 gen. The 3 gen is there from the start. No matter what you do, you are going to have to fight it. Whether you do that at the end or at the beginning doesn't change that fact. Whether there's 7 gens left on the map or 3, they don't move. The 3 gen still exists while there's 7.

    If they have already decided to protect the 3 gen and give up on the other gens, you actually should complete all the other gens. Breaking the 3 gen early is only useful if the killer isn't protecting it. If you fight for it and still have 3 or 4 more gens to do after breaking it you're probably going to lose while doing the other gens because of the attrition suffered while breaking the 3 gen. You're going to have to fight her for the 3 gen regardless of what you do, so you may as well take the other generators while they're still free.

  • People saying "just dont let the 3 gen happen" as if SM players don't load into the game and instantly decide which 3 gens to defend and ignore every other gen.

    Smartest victim blamers

  • @VaporLion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365749#Comment_3365749

    pallets make it easy to get 1--2min chases sometimes. thats not always a skill issue

    If you're taking a chase in the part of the map where that's true you're playing badly

  • There's nothing wrong with skull merchant the problem is CoB and OC. You cannot give killers perks that let them regress gens infinitely without any condition to earn it other than kicking the gen. 3 genning was a powerful strat before CoB/OC were a thing and the only way you were regressing gens was ruin which could be cleansed and pop/pain res which required downs. Now you can effectively regress gens without even chasing survivors AND gens takes 10 seconds longer than they did then. Of course the meta has shifted to boring dragged out 3 gens when you look at it that way. Skull merchant's power is good at doing that and absolutely nothing else.

  • If dead hard is extending your chases by 1 minute on average that means it takes you 1 minute on average to get a hit. If it takes you 2 minutes for 2 hits, thats a skill issue. You should lose if it takes you over a minute to get a hit on a survivor. It means you're getting outplayed in chase.

  • Its because theres 3 characters. Just buy them with shards unlike previous 3 character chapters which were auric/DLC purcahsel only

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