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Spectralfx

Spectralfx

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  • The Knight COULD be good at chases... but right now there are too many obstacles to his ability to summon guards in an effective way during chases.

    A survivor that understand his power's limitations will just stand there and not drop a pallet knowing FULL WELL that if you use it then... they can press w and avoid it all in the most brain dead way imaginable.

    I am going to say it... Map of the realm NEEDS TO BE BASEKIT, he absolutely unplayable without that and the yellow contract thing.

    I didn't really enjoyed 3 gens strats on him but tbf, it was the most effective way to play him.

    RN I play SM instead, a much stronger killer overall.

  • @BenneBolle said:

    Let me explain it.

    You can't win against a Skull, when she has a 3 Gens. There is no way. She only places 3 Drones, so you can't destroy all, all off them use overcharge so your Gen has a regress. She just moves from Gen to Gen.

    Just give her a radius between the Drones, where she can't place another drone, so she can do a 2 gen but not 3. This should be more fair. And this is just swf we played it perfect and it didnt work. in SoloQ you can just dc

    Yes you can win.

    Your team needs to commit to a 3 gen to break it.

    Preferably early on.

    Someone might get hooked for it but it's fine.

    A 3 man escape is still a survivor win.

    What remains true is that a disorganized and undecisive team can't break a good 3 gen... it's the beauty of SM and why it's my favorite killer alongside the Knight.

    Divide and conquer!

  • @FridayNightPizza said:

    Matchmaking needs to be balanced around hooks, not kills, going against newbies or a pro SWF team feels equally pointless.

    How does balancing around "hooks" fixes anything?

    When playing for hooks survivors are guaranteed an escape, It's not like the game will reward killer for a 4 man escape either!

    Killers should be rewarded for, kills.

    It says so in their name.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442985#Comment_3442985

    We seem to have experiences on the exact opposites of the spectrum then.

    I don't have any issues to pip on killer - and I routinely go from silver-something to Iri I in one day when I didn't feel like playing killer all that much. Granted, cheesing the last pip in iri grades is not below me; I just take a killer I don't play that often and know I can safely pip with and only very, very, very rarely does it not work out.

    On survivor on the other hand... entirely different story. In soloQ it's more a game of "for every pip I gain - how many pips do I lose?" and while not depipping is much easier in swf (if you let them know you at least don't want to depip the team can usually do enough to that end even if someone gets tunneled / camped / it's a best-add-ons-with-map-offering-whatever) actually getting pips is a whole different story.

    This month I actually have given up on forcing Iri I for the first time - mostly because I have better things to do than put 60+ hours into survivor every month solely for getting to Iri I. I rather get the rift complete and throw for challenges. At the end of the day I get more out of the rift than out of grades.

    I hear ya,

    Me I'd say the better I get at killer the harder it gets to pip, ironically.

    I either get paired vs the usual full time sweaty streamer 4 man with coms (impossible to win on low tier killers I play really)

    Or people get hit by a hatchet and DC, they see legion they dc, they see SPIRIT... they stick around? (I got my iri yesterday by playing a top 3 meta killer).

    It's weird to me that having a short chase time with an inta-down ability (think Oni) actually plays against you!

    Imagine if survivors were getting low scores for "looping for too long", there would be riots!

  • I don't understand why survivors feels like they can dictate how others should play based on what is fun TO THEMSELVES.

    I don't know what to say other than you know, learn to loop and don't get hooked.

  • @ili said:

    get pip on survivors are worse, if you die by tunneling or camping you lose pip, if you just loop the killers you don't even get pip, when I'm on killer so I can get pip and much easier, they have to remove it completely, since it's a casual game, it doesn't even need it.

    Experience may vary I guess.

    I find it much easier on survivor, then again, I play with friends on coms so we are more effective.

  • Is this the part where pig and hill billy gets nerfed but Nurse and Blight don't?

    Or that insta-blind flashlight debacle?

    Honestly tho, for all the crap I give them daily, the singularity looks like a good deal, for real.

    Just stop making major nerfs to all killers by giving built-in everything to survivors, holy crap!

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443074#Comment_3443074

    his old reveal mechanic was more functional IMO , the one that they change when legion also was reworked , completely broke his reveal mechanic in some waays am telling you ...

    "the box detection" is way more inconsistent as killer and survivor on top of the fact that they reduced the maximun range to reveal him. (which is fair , because you shouldnt be able to reveal the killer across 50 meters)

    but also you shouldnt be revealed behind 2 walls just because there is tiny little gap -not visible (in the object collision of a map)

    and as survivor you shouldnt be looking directly at the killer at 5 METERS and still not even starting to reveal him just because some random object blocks the reveal box somehow.

    thats just annoying and stupid for both sides , am sorry but it is

    Fair.

    I'll take your word for it as I haven't played vs him on survivor recently, you sound knowledgeable enough to know what I was refering to and make a good case for.

    Maybe bug reports are in order?

  • People are seriously out there acting like camping is some sort of crime and not a strategy.

    They say things like "this change is an abuse prevention system" and don't want to call it for what it is... a major nerf to all killers accross the board.

    Meanwhile when they use their newly acquired "built-in endurance from unhook" to body block for their healthy rescuer... then immediatly end up on the hook again... they cry "foul play! Killer is tunneling, it's unfair!"

    Yeah no, I disagree. Let the healthy survivor do the body block or die.

    All those freebies given to survivors lately only makes the game worst in every possible way.

    These survivors need to learn how to loop, not "get out of jail free" cards.

    If you end up on a hook... look in the mirror, it means you messed up somewhere.

  • Make it a trade off.

    Want to solo that action? Sure! Noisy and risky.

    Want to take time to be safer? Work as a team and organize.

    A good player will be distinguished by making the right judgement call.

    Right now it's just... aaaw shet... Legion hit me and ran away again... welp, better stare at a progress bar for a while!

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438092#Comment_3438092

    me to ....

    it feels awful playing as him and getting revealed on such weird angles , and as survivor not even be able to reveal him because of how janky and inconsistent his reveal detection is at certain ranges / objects ; is such a total mess of mechanic IMO.

    https://us.v-cdn.net/6030815/uploads/WULZ8P6AWGUP/meme15-png.png

    I hate that a lot😂

    You know it's intentionnal right?

    As a survivor you are suposed to runaway, hide...

    If you get an angle, good for you, it's not meant to be guaranteed to survivors... that's what his lean is for, like, literally.

  • @Luckyfer said:

    Yea,tunneling has gotten out of control.

    I believe these things could alleviate some of the pain endured.

    1. Unhooking doesnt trigger a loud notification,nor does the UI change until and after like 10-15 seconds.
    2. The unhooked shouldn't leave pools of blood or scratch marks,there are a few perks but you need like a full build to get all of these.
    3. DS reverted to 5 seconds,not 1 time use anymore,multiple DS results in increased stun time.

    Tunneling was, is and will always be a tool in the killer's arsenal.

    Same with camping.

    Same with using their powers.

    It's not that "tunneling is out of control", it's that survivors min/max to gen rush and get prioritized over the cute survivor with a flashlight that BEGS to be chased.

    Yeah no, I'll focus that toolbox with BNP sorry...

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442977#Comment_3442977

    You can run it with exhaustion perks. It pairs well with dead hard(greed the pallet an extra time or two then dead hard). It pairs with lithe and balanced as well. Made For This does not preclude exhaustion perks. It compliments and extends them.

    Again: I am not talking about a combination of perks. Survivor movespeed perks are as of right now, absolutely fair because they all have actual stuff you have to do to make them work. People don't bring iron will because it's bad. You can still easily be Heard through obstacles with it. Fearmonger is a five second exhaustion effect. It's nothing by itself. No one uses blood echo because it has onerous and inconsistent activation requirements and there's only a couple of killers that can take advantage of it. It has a cool down, for god's sake.


    I totally agree here.

    It never fails to amaze me how people think it's not a big deal to add "drawbacks" clauses to things unless you WANT the pick rate to plummet on purpose (think the DH nerf, that needed to be put down!)

    Unless your goal is to kill a perk, don't create a massive floor where it could possibly do nothing for you! Think of hexes and boons... it's a gambler's wet dream but a competitive player's nightmare.

    Adjusts values, if possible... but generally it's ill advised to pick something that could turn against you unless you have a very solid grasp on the situation at hand (experienced players kind of stuff).

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442979#Comment_3442979

    Yes, but in those games, you at least know when your Genji is going off on his singleplayer adventure on the other side of the map and you know when your support is doing something stupid (or so I'd assume, I haven't played DOTA but I've played other MOBA games). So, in DBD, you can only control your own actions but - to a degree - you should know to do that.

    Kindred's information still has to be acted on intelligently, it's not handholding. It's just the information you need to make intelligent, informed decisions that aren't hinging almost entirely on guesswork. Seeing their teammates' auras won't make bad teammates actually bother doing a generator or going for a save, even if it were permanent and mapwide; only seeing auras when someone's hooked isn't going to change anyone's behaviour except the ones who'd be putting proper effort and intelligent thought into it.

    My dear friend, as respectful as I want to be... I have to be blunt here.

    Hell no you sure as heck don't know in those games either!

    There's a reason why people get emotionnal in LoL when they get notified that their teamate feeded... it's because as they were tunneled visionned in their corner of the map... they failed to notice until it was too late.

    Game sense comes with experience and handing over information in the fashion you wish for will only serve to clutter the screen and push away new comers as it will make the game look even more complex.

    Less is more.

    Stop the hand-holding and expect people to learn through failures. That's what mentors, communities and content creators are there for.

    Minimalistic designs is how you make a good learning curve and offer longevity to a game.

    Dumb it down too much with freebies and it becomes forgettable, easy to master.

    So no, again respectfully, we don't need survivors to get yet, for the millionth time, another base kit ability.

  • @RubberBrain said:

    Most agree that the previous Killer to come out was kind of a bust, however she did bring hope for something I hope to see, her drones minigame. I would love to see this applied to Pinhead’s box to make it closer to an actual puzzle or maybe the singularity’s new boxes because I believe his EMP’s are also to easy access, you puzzle could be easier when it is closer to completion, this makes it that you can’t just grab an EMP mid chase but it doesn’t make opening the box that much more hindering

    Despite what people say,


    I actually liked both the knight and SM, they were more defensive strategy based killers and the "planning" aspect of their powers seemed promising.


    The real shame was that trying to make "clever" uses of their powers always ended up in sadness and misery due to wierd and clunky limitations which in turn, made the "best" way to use their respective powers... the most brain dead ones.

    Examples: AI pathfinding on the Knight's can't be TOO good... therefore best way to use them is as an early warning pickets by gens/hooks

    SM's drones are numerous and provides much information... but CAN'T have that killer quick enough to actually act on those information! Therefore SM ends up baby sitting gens.

    In the end I feel the killers design is getting back on track with the singularity.

    Make the killer teleport, see the survivors through cameras and do all that cool stuff that makes the survivors tremble with FEAR, THEN and only then, figure out the counter plays at their disposal to maybe, just maybe... make it out alive.

    There is no point in releasing a new killer that isn't "over the top" imo, it just makes everyone mad.

    Same applies vice-versa to survivors perks to an extent.

    You shake up metas by adding to it... not rehashing old content and nerfing current one.

  • Buff the pig, hillbilly, Myers, trapper and ghostface any day of the week if you ask me!

    Those killers on certain maps are like a vacation on the beach for gen rushing, pallet pre-dropping and chain window vaulting survivors.

    back in their days maps were not designed the way they are now and it shows... it shows by how incredibly weak they are.

  • I'd debate you if the numbers posted by the devs didn't actually prove that he is.

    His killrate is well below the targeted 60% so yeah...

    He is weak.

  • Killers should be rewarded for killing period.

    Right now it's ridiculous, you can get a very strong game with a 4k and get no pip/score... because survivors played bad of all things!

    Tunneling is NOT an issue, it's a legitimate strategy on killer's side and survivor should just learn to COUNTER PLAY it.

    A 1k is still a win for survivors the same way a 3k is still a win for killer.

    If one must take one for the team, they should do so gracefully and get BPs for sticking around.

    Don't try to punish bad behaviors, that DON'T WORK with trolls. They will keep doing it just to irritate others no matter what.

    Instead, reward players for playing for their team... even if it means them doing skillchecks on the hook... just reward that.

  • It's the same for killers.


    Survivor DC / kill themselves on hook?

    Game see too few hook stages and depips ya.

    Even worse than that, do REALLY WELL on killer and get a 4K? No pip.

  • @oreoslurpee said:

    for the love of god, what the title says, JUST STOP

    i dont want to see him in any of my matches i get jumpscared by him way too much in 1 match its horrifying

    Lol what?

    It's a weak M1 stealth killer.

    He NEEDS buffs.

  • @Halloulle said:

    depips should not be a thing, indeed. - But it's still a lot easier to play for pips as kiler. Since especially when you stomp you can easily choose to tune it down a notch, let them get some unhooks, kick some gens, don't down asap but keep chase a little longer.

    I respectfully disagree.

    with my buddies on survivor, we play with coms and its fairly easy to pip up based on our respective performances in the match, its quite consistent that way and it feels like our plays are meaningful to that end.

    On killer its highly inconsistent as it doesn't really depends on your own performance but rather, wether or not SURVIVORS are willing to play the match in the first place.

    @YOURFRIEND said:

    If it helps, pips don't matter and only serve to give you bloodpoints, which you're probably swimming in at this point.

    Well it doesn't matter to you but it does to me, I need those bloodpoints to level my killers up.

  • @luvcraft said:

    I've been getting consistently destroyed on solo queue, and I think I'm now at the absolute bottom ranks and STILL getting wrecked. So today I started using Kindred after not using it for a while, and the difference is absolutely night and day. I've escaped every match except one, and on that one we only had 1 gen left and I was dumb and forgot that Starstruck's exposed lasted a few seconds after the hook.

    Kindred on solo queue communicates exactly the most important info that SWFs communicate via comms: who's going for the unhook, and whether or not the killer is camping. So I can know definitively if I should stay on a gen or go for the rescue. And I consistently get rescued instead of spending the whole match on the hook and eventually dying, because the other survivors can see who is and isn't going for the unhook.

    Please PLEASE PLEASE just make it basekit. It won't make any difference to SWFs, but will make a WORLD of difference to solos.

    Yes, it is a little powerful for basekit in that it shows where everyone else is and what gens they're working on, but again this is something that SWF players already know, so there's no benefit to them, and giving solos this info will just level the playfield between SWFs and solos.

    How about ... no.

    No more basekit, y'all have like the entire perk catalog base kit these days.

  • Yikes, reparing pallets?

    Big yikes, there is like a million per maps already!

  • Straight up remove the hatch and give killers built-in no escape and I guarentee karma will take care of that idling survivor ;)

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441695#Comment_3441695

    And why would you get to bring that up to the devs?

    Why not just 'decide how to deal with that fact' and realise that you're 'not entitled to anything else'?

    Right back at ya!

    As survivor ou are not entitled to anything more lol.

    But honestly, our points have been made and you don't seem to contribute to the conversation anymore.

  • @Pink_Ronin said:

    Changing one of these 4 things would make it more worth using and provide more consistent value.

    1) The exhaustion cooldown should be 10 seconds

    2) Endurance window should last for at least 3 seconds (The 0.5 second window was acceptable before the nerf but now it doesn't even make sense)

    3) Allowing use before being unhooked for a maximum of 3 potential DH activations in a match.

    4) Bring back original DH dash (my pick)

    The current DH we have is fine.

    It's still very strong in mid-late game and half a second is an eternity for i-frames! Go play some dark soul and monster hunter and you'll undertand how "half a second" to land a skill is very generous of them.

    3 seconds is INSANITY in comparison.

    DH is well-balanced rn

  • Honestly the counter to the flip-flop/boil over combo is to use them as bait to get another teamate and let them bleed out on the floor.


    It's on them lol

  • @Paranoick said:

    I suggest add skin of the Astolfo to Knight. Astolfo - One of the 12 paladins of Charlemagne. I'm sure after sales will increase, as there are a very large number of Astolfo fans

    No.

  • @WitchWalpurga said:

    i had something similar with a spirit that used enduring, she got stunned,and swung on her side of the pallet after the stun duration ended. Ofc I went down :) so much fun to play against that.

    That specific case is part of the game design.

    Not many players noticed this but if a survivor try to vault through the killer after a stun, the recover animation (with or without enduring) is low enough that you can sneak in a hit as killer if you 180 turn perfectly.

    That footage from op is hilarious ngl, hit sponsored by Ping right there

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441422#Comment_3441422

    "Now it would be only fair for killers to see their concers addressed as well."

    Why?

    If survivors don't get to change the devs' minds, why do killers?

    What's to say the killers' alleged miserable state isn't by dev design?

    Why would killers get to address their concerns and campaign to have them resolved, but survivors have to shut up and take it?

    Wdym???


    The DH and CoH nerfs are literally the only time the devs addressed a concern killer had for MONTHS, they did that while nerfing our meta-builds on top of Years of previous nerfing to our meta builds...

    Meanwhile survivors got base kit endurance from hook, a bunch of other base kit crap. BS maps that favors survivors with a map size of the continent of africa and more pallets than 3 warehouses combined


    Y'all have it waaaaaay too good.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439807#Comment_3439807

    So in short, you are fully convinced that camping, tunnelling and slugging are fair tactics. So this whole business splitting hairs over me axing the 'devs said so' part from your quote was purely performative then, because you come out and state it anyway. And from the onset, I knew you would, because that is the only reason why you'd bring that up.

    Yes Firellius.

    Camping and tunneling are perfectly acceptable strategies, as per the devs own words.

    Now how you decide to deal with that fact is entirely up to you and no, you are not entitled anything else from that point on.

    The devs have offered plenty of built-in advantages to address the concerns survivors had in the past and its plenty as it is.

    Now it would be only fair for killers to see their concers addressed as well.

    Respectfully, deal with it.

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440326#Comment_3440326

    No it is not. If a perk triggers 100% and doesn't have a certain chance of being affected by survivors, I don't think it's a nerf. That's a buff.

    wait I get it now, you said in a previous post "remove the skill check but THEN make it proc all the time.

    I meant to reply to the person who said that it would be "too good" and added you thinking you meant just "remove skillcheck" and nothing else.

    Its just a misunderstanding.

    I presonally thinks that having uptime is a more balanced approach however.

    But hey, it could proc 100% I'd be all for that, the gens that do are already random anyways.

  • its called a fact.

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440261#Comment_3440261

    I am chilled. I'm just wanna say that removing the skill check wouldn't cause any major problems because it is so easy to hit them. I miss such a skill check maybe every 1/10th of a time. And because the perk has 80 s cooldown i think that's not a big deal you know :). I simply would love to combine it with surveillance but there surveillance gives no info when people hit skill checks it is pretty weak overall.😃

    except the perk is already unplayably bad.

    its not about a re-work, we don't need to "nerf" the perks.

    we need to reduce its cooldown so it actually does something in a match where surivors fly through gens in like, a minute or two.

  • @ShaidarHaran_ said:

    Would anyone have an objection to Oppression getting a small buff? Just a QoL change really, reducing the cool down. Seems like a balanced perk that isn't (despite the name) oppressive. It has an easy enough counter of hitting your tough skill check and the regression speed on an unmanned gen isn't anything that can't be quickly recovered. An 80 second cool down feels excessive and by it's pick rate it seems most people agree.

    This is DBD so I'm sure someone will disagree, but I think it'd be nice to reduce the cool down to 60 seconds.

    I support this.

    this perk is unplayably weak atm.

    @Veroles said:

    Or just remove the skillcheck and make gens always explode. For a perk what has 80s cooldown i think that's pretty fair.

    @ShaidarHaran_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440164#Comment_3440164

    The explosion is from missing a skill check, which is 10 percent iirc. Working on up to 3 gens that's 30 percent regression. That's quite a lot for nothing more than kicking a gen when there's no counterplay. There's a reason overbrine/eruption got nerfed and I'd rather not see an alternative combo rise in it's place.

    Y'all need to chill, I run merciless storm and gens still fly.

    A skillcheck just isn't a real obstacle, just pay attention to the match and you'll fail it maybe only on the first proc after its super predictable.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434738#Comment_3434738

    I think you're confusing this game with Evil Dead

    Even with survivors who genrush and never get hooked you can still usually kill two of them with rancor + game afoot as it's just instakill, especially if you've slugged the obsession beforehand

    All survivors have to do is trade 2 hook states (their first down usually) for 5 gens.

    It's that easy to break a camper.

    If played right by survivors, the killer gets at most 1 kill and 3 survivors (if not 4) escapes.

    The issue is bad survivors not understanding the counter play and throwing the game for their team with a silly rescue attempt at the wrong time.

    Where people loses me is when they throw in the "but chases is what I like so that killer is bad!" argument.

    What if a particular killer don't like chases? What if they like living on the edge and brings an end game collapse build with no escape and noed?

    Why would anyone dictate to others how to play?

    Those playstyles are inherently part of the game's designs clearly intended by the devs, just learn how to deal with it.

    Besides, they keep giving a bunch of built-in advantages to survivors every patches... it's not like its that hard to do counter plays anymore.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437162#Comment_3437162

    If you ask me, I would go this way:

    1, don't buff everyone to nurse level. There should be beginner friendly killers that are simple. Those killers can't ever be as strong as mechanically hard killers for reasons already said. This is no problem, because vast majority of players are not 1% of best players, so you can permanently stay on your beginner-killer if you accept a very few/rare games where you just loose no matter what.

    2, try to close the gap as much as possible, but don't just create elitism where you can't start play the game until you have 1000+ hours. This game has high RNG element and that's good. Sometimes you win because of being better (most important aspect for fairness), sometimes you win because you got just lucky (also important aspect for fun factor)

    3, make MMR a bit tighter - if you loose 5-10 games in a row, there's a problem somewhere out there. That shouldn't happen no matter what side you play. The game will alienate players that constantly loose. After this is done, then you can adjust for best players to also have about the same win/loose rate as everyone else (don't make best killer/survivors autowin/autoloose just because skill ceiling just won't allow one side to ever win - but I think this is the case right now for absolute top - taking into account most broken items/addons/killers/...).

    4, limit effectiveness of cheese tactics - if killer wins only because he camps and tunnels / survivor wins only because he brings BNP's, that means their game will get sweatier and sweatier and those players will have harder and harder time - to the point where even win will not feel satisfying (which actually is common complaint on the forums).

    Of course these are just targets - it's easier said then done. But all the things can be tackled one by one to get to more reasonable state.

    How about we buff killers that are underperforming real good to make up for their new map design that is going crazy with pallets and size,

    Then see where the stats leads us.

    Currently the issue is simple, killers that are under-performing use cheeze tactics as a stop-gap measure, not everyone want to main blight or nurse but with how biased the game is torwards survivors right now...

    Campers are gonna camp and haters are gonna hate.

  • @Frogsplosion said:

    I'd rather crack down on garbage visual noise maps and gen rushing.

    Amen to that!

    If a killer go AFK... do the gens and leave.

    If you don't, as survivors YOU are holding the game hostage and should get reported and banned.

    No one can force a killer to play these ***** maps they keep throwing out there... no one.

  • Honestly,

    I will always elect to DC from a match were survivors don't do gens because it is always a win timewise, the penalty rarely go up to a point where you lose to it since its not that common (the real issue being gen rushes imo)

    But don't EVER make it a "vote" that gives agency to the other party, its a self-defeating thing.

    Just do away with DC penalties on all accounts, it's silly.

  • Honestly,

    With all the basekit additions to survivors toolbox (basekit endurance from hook as an example), the consistent nerfs to all gen regression killer perks over the years and overall, not addressing how efficient a swf can be at doing the gens below 6 min time...

    The maps that keeps getting bigger and bigger with even more pallet/window density...

    I find it hard to swallow that the game "is the most balanced it ever been" in the same breath that a content creator takes to loop a killer for 5 gens straight by doing nothing other than holding w and pressing spacebar to hit safe vaults chained together by the devs on every maps.

    The hitbox on pallets feel atrocious, they can hit a killer standing three million feet away it feels (yeah stair pallet on RDP... I'm looking at you rn).

    The only significant nerf survivors got that I can think of is on CoH (praise be to the lord above!)

    I still see DH being used to good effect by most survivors in mid-late game like nobodies business.

    Overall I am getting sick of how this game favors the survivor roles at every opportunities.

    I used to play M1 killers to good effect, my favorite being Oni because working to activate his power felt gratifying...

    But not anymore.

    Now I play Huntress/Knight/SM and try to get a survivor to DC asap by doing all the dirty tricks in the book.

    It's the one thing they can't take away from us killers, if we ain't having fun, then nobody is.

    And in a way, that's what's fun to me now :)

  • @jessie2392 said:

    Wesker is able to grab survivors with the bound charge even behind a wall. When throwing down a pallet he can also pull you through it. There’s just so many add ons that make killers over powered and survivor healing got nerfed to the ground. The meta now is tunnel,face camp and slugging every match. The past 2 killers added and the new one coming in June are encouraging /promoting camping.There absolutely no balance for survivors, plus with medkits you barely get 2 heals from it and with perks like sloppy butcher maybe 1 heal, the game just favors the killer almost every update. Please listen to the actual comments from the comment sections and not just from the streamer fog whisperers.(<-Added this because I post multiple times on the DBD social platforms and get no reply)

    No.

    Just no.

    Killers meta perks got nerfed every patches for a solid 2 years. Meanwhile survivors got a million buffs through built-in [insert any meta-perk survivors cried to have base kit]

    Wesker right now is bugged as hell... as in, his special attacks go through survivors without registering a hit.

  • @[Deleted User] said:

    They did - it's called +10s extra gen repair time and 2.5% progress loss on kick

    If you can't stop gens, im afraid that's a you problem and not a game problem

    Lmao what a good joke!

    Wait, are you serious?

    You honestly think those changes had any impact?

    Survivors on average can gen rush anywhere between 4 to 6 min into a match independant of killer actions.

    There is no way in the seven heaven/hells this is healthy.

  • So the killers keeps getting their perks nerfed every patches and now survivor mains expect yet another shadow nerf through pre-game information denial.

    Man... BHRV should just open the gate at the start of the match and just give killers a loss every games then!

  • "Fun" remains subjective I guess.

    Not having any possible interaction vs a flashlight as killer isn't fun at all.

    In fact, it was unfun.

  • Some people claim to play bothside but I doubt they do when I see their bias.

    On survivor I play Meg with sprint burst with a half and half games between BNP toolbox and Injector medkit and me and my pals on discord calls rarely die at all except to the sweaty nurses / blight / wesker ? (He so bugged rn tho, half of his special attacks that should hit us straight up miss)

    The reason I main killer is because there is a challenge to it.

    The tiles on most maps survivor side are sooo brain dead unless you go for a classic shack loop.

  • you know, things that are partially opaque are visible right?

  • that's not hard.

    you wait for the slow and clunky killer animation to start and you press E.

    This ain't a Darksoul boss you know.

  • @Salty_Pallets said:

    I'd imagine that there are similar posts out there to this. If so, feel free to call me out for this post. But here goes.

    As we all know, Skull Merchant has quite a few issues, namely from a lack of focus on one specific thing. she can expose people through floors without line of sight, she has stealth, she has a stacking haste effect, she has information (lots of it mind you), and she has pallet destruction.

    Basically my idea for a rework or adjustment is this. her drones can still build up the lockon through floors and walls, but once a survivor is fully locked onto, the drone will attempt to launch a claw trap onto them. If the drone does not have direct line of sight (as in, the survivor has something solid between the drone and themselves), the claw trap will be stopped, the drone will break, and she will be down a drone for 60-90 seconds. When this happens, the survivor's built up lockon meter will reset, they will not be exposed, and the Merchant will be down a drone.

    If two or more survivors are somehow locked onto at the same time, the drone will attempt to claw trap all survivors who are exposed/locked onto. If the claw trap lands, however, the survivor will be exposed for the duration of the claw trap's battery life, or until they fast vault a pallet, have a teammate remove the claw traps for them (this will work only if the teammate does not have a claw trap), or they are downed.

    Also, her haste effect for each survivor being clawtrapped would be removed or delegated to an addon; drones can only be reset once before breaking, and sabotaged drones will continue to act as they do now, but they will not expose a survivor when applied this way

    I am open to what you guys think about this, anything you would change or maybe point out that I'm not aware of?

    TL;DR:

    Drones launch claw traps that expose survivors.

    Drones must have LOS to expose the surv with the traps

    SM will not get a haste effect just for pressing M2 at a loop and having someone trapped

    there is a million post that asks for a rework.

    Here's an idea. Rollback the gen kicking nerf and give her an actual chase power.

    fixed.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433348#Comment_3433348

    so you only have to press E to get the speed boost from dh. nothing else. sure youre not missing something?

    I am missing why you think its not free.

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