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StarLost

StarLost

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  • @sizzlingmario4 said:

    Those gen-kicking perks are too strong, not Wraith. Wraith is just really good at taking advantage of them, but they’re too strong on every killer especially when combined.

    No they aren't.

    Or rather, they are - but only according to that weird forum hive mind that seems to automatically generate complaint threads about whatever the current killer meta is.

    For the longest time, it was Ruin.

    Then it was Pain Resonance/DMS.

    Both got nerfed, now it's Eruption/CoB.

    Once that gets nerfed, we'll go back to PR/DMS complaint threads, because it really does boil down to 'these were the perks the killer who beat me was using, therefore OP'.

    I swear, if all the kicky perks get nerfed, and PR gets nerfed, and Deadlock gets nerfed, we'll find ourselves in a world where there are 4 complaint threads about Jolt on the front page.

  • @Ayjay said:

    It happens way too often, my teammate will get chased by the killer so they run at me so the killer goes for me instead.

    Eh...here's how it looks from my perspective when I'm playing killer.

    I'm trying not to tunnel, but the only person I find is the Meg who just got unhooked. Okay then.

    Meg runs, I chase, but I see a David working on a gen who I haven't hooked, so I peel off and chase him instead. I'm doing an archive that will be impossible if Meg DCs.

  • @Rizzo said:

    I have this same issue in multiple games.

    "I cannot end on a bad game" -> proceeds to play for two more hours of bad games only

    Gambler's Fallacy is powerful :)

  • @Beatricks said:

    Man I wish people stopped wanting every killer to be Nurse/Blight/Spirit tier.

    Shrug. And I wish people stopped wanting every killer perk to be post-nerf Thana tier.

    So, if we're done with massively uncharitable exaggerations, there is a gigantic gulf between Nurse tier and the clunky, punishing mess that Billy is right now. Which is what the OP is talking about.

  • @MaTtRoSiTy said:

    I really feel like I just can't do it anymore while full gen control builds, particularly with Eruption, are the current killer meta.

    Match after match killers are bringing in 3-4 gen control perks and almost always Eruption and Eruption is making solo queue unplayable at this rate.

    Sadly I feel the only options are to either play easy mode and SWF or just drop survivor altogether and play killer. Anyone else feeling solo is being ruined by the Eruption meta?

    Yes, with an if.

    No, with a but.

    Basically, while there are a few things BHVR could do to help solo queue out, this game cannot be balanced around solo queue or else SWF just walks up and down killers all day.

    Solos are going to be at a disadvantage, whether you're facing Eruption or Surge.

    However, if you understand this and go in more to practice and last as long as you can, it's not terrible. I play a lot of solo queue.

    One thing though - let's say that BHVR nerf Eruption to Thana levels of uselessness.

    Do people complain less, or do they just switch to whatever meta perk takes it's place? I'm predicting Call of Brine or Pain Resonance.

    @Olokun said:

    Since last SBMM update, i'm less than 25% escape and i cant even get a pip in SoloQ stuck in Bronze IV

    every killer are the same 3 gens perk or more: Eruption, Dead Man's Switch,Call of Brine,Scourge Hook: Pain Resonance.

    it's getting seriously boring . seems like Killers are on Easy mode ATM. the other problem is PPL Suicide on Hook . those are symptoms that is something wrong with the game since last meta Shake Up.

    Hyperbole.

    Eruption is at I think 18% pick rate.

    Considering that DH was at 70+% for years without being changed at higher MMRs, surely turnabout is fair play?

    Was playing some solo queue last night. You see a fair amount of Eruption, but it's certainly not every game.

    Also - people DC'd like crazy before the shakeup. You aren't going to stop people throwing a sulk when they make a mistake, get downed early, face a killer they don't like or just want an easier game. That's not on killers, that's on survivors.

    @Tsulan said:

    UPDATE: Just had a match against a killer with Eruption. It triggered twice during the whole match with a total of 3 survivors affected. Its 25 seconds. With the time between downing a survivor, picking him up, carry him to a hook and hooking, the timer was almost over.

    The game has other problems than Eruption.

    Argh, this. This so much.

    Eruption is a good perk, but it's not a frigging 'I Win' button like old OoO was in SWF or prenerf DS. It's a 'win more' perk. This is just the newest incarnation of 'whatever the current killer meta is makes it automatically OP because I lost to it that one time and must be complained about endlessly until it gets nerfed into oblivion'.

  • @Zaydin said:

    Given it isn't a bannable offense and all despite it being cheating.

    Because it's crummy to do, but not something you can really ban someone for as it's nearly impossible to prove, and occurs on a different platform.

    A few games have tried to make it bannable, but it ended up being a bit of a paper tiger.

  • @Dionysus42 said:

    Judging by it being the most used survivor perk despite 'never working', for most people it would seem to be Dead Hard

    Dead Hard works perfectly fine. I was also a bit down on it initially, but once you get a feel for the timing it's probably the strongest ex perk, despite the nerf.

  • @lagosta said:

    @Dwight_Fairfield @StarLost

    I used Fogwise a lot when it came out, but in my experience the perk's purpose is self-defeating.

    Where it fails:

    • Undetectable killers are immune to aura reading, hindering the efficacy of the perk against stealth killers or certain perks/addons (ex: Tinkerer).
    • Detectable killers approaching can be tracked by the intensity of the terror radius. The information given by Fogwise may give you a head start, but I don't think it's worth an entire perk slot.

    Where it shines:

    • Calling the killer's information to your teammates in comms.
    • It demolishes oblivious builds and Hex: Plaything is popular right now.

    IMO, Fogwise is overrated. Alert is much better overall.

    Solo? Sure.

    In SWFs? It's basically wallhacks. Which is why I compared it to prenerf OoO.

  • @Donleov said:

    I have been playing him since the PTB and he has become my favorite killer. Since the hitbox adjustments to the huntress I have been looking for a new character to play and I think I finally found it.

    Incially I shared the same opinions of most of the comunity about him (not very strong, kinda boring) but I have been playing him a lot and It changed a lot of my conceptions about his power. I don't think he's an S/S- material, but he's really strong, specially on Midwich and The game.

    Eh...no.

    The sad part is that I love things about him. Visually and in terms of audio, he's fantastic. And his kit is interesting in theory.

    The problem is numbers.

    Summons are just too slow (even the assassin) to be of any reliable use in chase. I guess...Midwich, sure, but most killers do okay on Midwich. In any open map, survivors will be at the next loop by the time your summon is out, and unless you're facing complete potatoes, the orb is so massively telegraphed that they'll never get hit by summons directly.

    The only 'decent' builds I've found for him are gimmicky, involving either pigeonholing myself into a pallet breaker (which other killers do so much better) or aura reading. Occasionally you'll be able to pincer someone, but that either requires a very specific type of loop and/or a serious misplay.

    I'm still beavering away learning him, but my gut feeling is that he's currently the second weakest killer in the roster, and that's only because Trapper. Probably going to put him down again shortly and just go back to Wesker - who, along with Dredge, is what makes Knight's crappiness all the more frustrating, as they are two of the best killers ever introduced.

    @Moxie said:

    I've tried to like the Knight but every time I use power, survivors hold W and that's that. Never seen a Killer power to easily countered.

    Patrolling seems to the the intended way to use them but they do not last long at all and the detection radius is completely visible to survivors.

    Bingo.

    If survivors couldn't see patrol paths or your orb, he'd actually be a solid killer. Not great, but maybe middling 'B' tier.

    As things are? He can drag out a match for a while, but the only downs you get will be playing him as a pure M1 killer.

    EDIT: The core other problem with him is that he relies on people trying to loop you. If they are halfway bright, they just run you elsewhere.

  • @sizzlingmario4 said:

    Autodidact.

    I know it sucks and sometimes it actually ends up hurting you by not letting you finish a heal that you could've finished without the negative skill check progress, but I still find it fun to use and the rare games where it actually works, it's amazing.

    Auto is not a terrible perk but, like a lot of survivor perks (I have a feeling that as soon as SWFs realize how bloody strong it is in organized play, Potential Energy is going to be meta) you need a team aware of it so they can help feed it.

  • @OmniSkeptic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296804#Comment_3296804

    Killers do not need a catch up mechanic. They already grow stronger the longer the game goes on.

    The repair suggestion is a less radical solution, but it also doesn’t really solve the core problems. The last survivor can’t ever reasonably do the gens and open the exit gates. The last two survivors aren’t going to have more of a chance to do that either because of a 9% repair speed buff imo, there’s just too few generators where the killer can control and concentrate their attention. That said, it’s certainly a lot easier to implement.

    They would, if you futz with the balance like you're requesting. A lot of kills are gained at the 1gen/gates phase.

    But okay, let's assume this for the sake of the argument.

    BHVR implements your suggestion, verbatim, tomorrow.

    Kill rates go down...I'd predict maybe 10-15%.

    What do you think happens next? Remember, they just buffed killers pretty substantially because the rates were too low.

  • @Iron_Cutlass said:

    Dark Devotion. Mad Grit.

    Idk. There is just something about these perks that I really enjoy, Dark Devotion is just fun for both sides, and allows for dumb gimmick builds or for big brain TR plays. And Mad Grit is just a perk I enjoy a lot, even against SWFs this perk has gotten me a lot more pressure as killer.

    Self-Preservation.

    Behold, my favorite perk for Flashlight saves! I really feel like DBD players who just go for Flashlight saves really undervalue this perk since it has created so many opportunities for FSs.

    Dark Devotion is like Oppression. The design of the perk is great. The numbers on the perk make it craptacular.

    Oppression at 30 seconds? There's a fun, balanced park.

    Dark Devotion at a much longer duration, or able to work on anyone? There's a fun, balanced perk.

  • @Ryuhi said:

    Why would you come up with a hypothetical scenario involving 3 people working on 1 gen at the start of the match and not have it finish before the first hook?

    Dammit, beat me to it.

    @Predated said:

    So let say, you get an early hook, you run Pain Resonance and DMS and all 3 survivors were working on 1 gen. Congrats, you gained a ton of pressure and that is already a huge reward on its own.

    But now a teammate unsafely unhooks their teammate. 6 gens are without any realistic progress and the 1 gen with progress is still blocked for 10 seconds.

    What is the reason to not tunnel someone here? Its extremely low risk, and the rewards are huge. Just hit them ASAP in case of OtR, pick them up ASAP to eat their DS if they have any(which is not really likely), and hook them again.

    We have an extremely unpleasant action for a player that they have no control over, a situation that gives a huge benefit for the killer and practically 0 risk involved. The killer already got a huge reward, and now only gets more.

    I really feel like it would be healthy that survivors in the early game(first 2-3 gens) have a basekit DS, BUT to also reduce unsafe unhooking(as it would be hugely beneficial and abusable for SWF), give killers the ability to expose unhooker(or better yet, anyone within a 16 meter radius) for 60 seconds if they can hit the unhooked survivor during the basekit BT after an unhook. This way you still have a slowdown as the unhooked survivor has to mend, and a guaranteed short chase with the unhooker.

    It would add a deterrence for early tunneling, make games more enjoyable and give killers still the ability to snowball if they get an early hook, without negatively impacting the first hooked survivor.

    Okay, you're being a little cherry-picky here.

    • If 3 survivors are working on a gen, that gen is popping before you hook.
    • Unless they're playing Nurse, or maybe a very good Blight, OTR and the speedboost should be enough to get that survivor to safety, and if the killer persists, the team needs to intervene, bodyblock etc.
    • There is a risk. That survivor now runs you to shack with the BT speed, and by the time you get your second down on them, you've lost 2-3 more gens.
    • People have suggested basekit DS before. The problem is that then you've got someone who can 100% bodyblock and stay in the killer's face despite them trying not to tunnel. It would be a disaster.
    • Tunneling should be a viable strategy, because if you try to 2 hook everyone before killing anyone, you've already lost against a decent SWF. You can watch Otz and co play when they're serious - tunneling is a strategy to employ when you need it, and even then it's not always enough.
    • Similarly, go watch folks doing the HC survivor thing - even tunneling killers get 4 outed constantly. Survivor is a team role. If you're vulnerable, your team needs to compensate for that vulnerability.
    • The BT/OTR change was enough to make it a bit fairer, but at the end of the day, the best - and sometimes only path to victory for the killer is to eliminate one survivor as soon as possible.
    • Bleeding out and hard camping probably need some changes. As does Nurse. 'Tunneling' is honestly fine.

    But let's think this through rationally.

    BHVR makes it impossible to tunnel.

    Kill rates plummet, because some weaker killers rely on this style to be able to contest tough games.

    Killers get buffed again, and the complaints start up again.

    @Rulebreaker said:

    While we sorta like the idea of the base DS, sometimes the tunnel is the only productive option. We leave the hook, unhook happens, come back, look and behold the injured prey is the only one in sight. We could spend time and maybe find someone, or we can go after the easy one in sight right now and get more points and pressure.

    As for the exposed idea, it seems kinda useless for best case and detrimental to solos at worst. If the condition is to hit the unhooker, then whats the point of exposed? The unhooker would be injured and probably either downed or safely healed by the time its up. If survivors know their gona be exposed they're just gona hide for the duration which will make solos curse their teammates to the heavens.

    Basekit DS would be awful for killers, even those who don't want to tunnel.

    Otherwise, yeah.

    For instance, I had a nightmare game on Myers yesterday - 4man sends me to Eyrie, and I can barely find anyone, let alone catch them...except for a Jake, who was a bit too aggressive, and I managed to get a 2k at the end of the day, the first 3 being on him. If I couldn't have hooked him, it would have been a complete loss, and his own bad play wouldn't have meant anything.

  • @lagosta said:

    Fogwise. It's so relaxing to work on a gen while keeping track of the killer.

    Fogwise is not a terrible perk XD. I run it almost baseline now, it's honestly about as strong as prenerf OoO if you can reliably hit greats.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296526#Comment_3296526

    I'm not interested in supporting unhealthy game practices. The shrine was introduced as a way to give everyone access to DLC perks. It is clearly not living up to that purpose.

    Why is the shrine not a random fixed rotation that can't repeat until everything has been in the shrine before a repeat? Perks could still take 6 months or longer to appear given how many perks there are in the game.

    Eh.

    Here's the thing.

    I've spent, in total, maybe the same amount on DbD as I would on your average AAA release - perhaps a touch more.

    I've gotten over 1,000 hours of fun out of DbD.

    While I certainly disagree with some of their decisions, I don't begrudge BHVR 10 bucks every few months.

  • @MeltingPenguins said:

    (Cause I keep seeing that meme and people wholeheartedly agreeing. Plus threads bemoaning boons in general)

    People, please. Just... play survivor for a match or two and bring a boon, especially a healing one. You'll find that shattered hope is not necessary, even against swfs on coms because when it comes to using boons the majority of players are Patrick trying to open a jar of pickles...

    As someone who plays both sides - it depends on the map.

    Some spots, such as the top of the tower on IWOM or between the lockers upstairs on Midwich are an incredible time commitment to snuff, even if you know where it is, and covers 2/3 of the map.

  • @LeeONE said:

    Except freddy addons, but still, parental guidance, flashbang and etc. are useless because killer can hear where are you running and just follow sound, and I do not understand why there are 0 perks that affect it?

    Except for, you know, the crouch button.

  • @tippy2k2 said:

    Oppression

    I get there are much better slowdown perks. But for some reason, basically every killer I run has Oppression on them. It's just nice to know that if the survivors aren't paying too close attention, there's a chance that I might take three gens down with one single kick...

    ...I forgot Oppression. Especially on Doctor - oh man can it be funny to kick a gen and hear 2-3 explosions a second after.

  • @Tsela said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296826#Comment_3296826

    well it had a reason for being too popular, don't you think?

    Because, especially for newer survivors that can't reliably find totems/don't have CoH, it gives a lot more self sufficiency in solo queue. Honestly, I still see it a lot - only now, I know that it's almost better to let that survivor go heal because it takes approximately forever.

    75% would be silly. 50% was absolutely fine.

  • @Unimatrix00 said:

    As the titles states: Killers, what frustrates you about the game?

    I'll go first. One thing I find really frustrating me as of late is speed hackers and the difficulty in knowing whether they are actually hacking, as it tends to be somewhat subtle. I know they are still in the game because I know for certain I ran into at least one last night and possibly one today. That's far too many.

    Another thing that frustrates me is the number of vaults and pallets survivors get in a match to gain distance from a killer. I do think that maps should have pallets and vaults, but I question the number on many of the maps.

    It's not so much 'things' as 'attitudes'.

    Here's what I mean.

    • Load in.
    • Get an early chase.
    • That survivor tries something fancy at a pallet and gets downed.
    • I hook.

    I'd say that there is maybe a 25% chance that either that survivor DCs, suicides or AFKs and a 30% chance that another survivor DCs or AFKs.

    That annoys me.

    Also - giving the last survivor gate or hatch, and they gloat at me in postgame. Argh.

    @tippy2k2 said:

    People who DC/Suicide right away

    It sucks for the survivors but it sucks just as much for me as a killer because I play pretty much 50/50 so I'm well aware of how much it sucks for the survivors. So now it's on me to decide how to proceed. I don't really want to just kill everyone ASAP because that sucks as a survivor to just get curb stomped like that. But I don't really want to kill a bunch of time hoping the survivors hammer the gens. Then if the survivors do communicate that they want to farm, there are times where I'm just not interested anymore (either because I've maxed out my score at this point or it's been like....10 minutes and I'm just really looking to get to the next damn match at this point).

    Sucks. As someone above stated, anyone who tries to suicide on hook in my games as the killer get to play a game of "lie here on the floor and think about what you've done". If my match is going to be ruined by whatever baby reasons you had to try to quit at 5 gens, your time is going to equal mine.

    This. Because it means that, unless I want to DC myself, I've got to play out a slow, inevitable loss as a survivor or a tedious, unfun win as a killer. Plus everyone gets less BP.

    People will DC in games I bring flans to *and another* survivor brings streamers. It's...mindboggling.

    Honestly, if they tripled all DC penalties after the first and made them only decay by playing out non DC games, this game would be 50% better for everyone.

  • @Steel_Eyed said:

    He's a bad killer. Imagine doing a tome dedicated to him having to play challenges for him. Needs buffs and I don't know how to do that without making him overpowered.

    Ugh.

    Don't give them ideas. I still have nightmares about that Twins tome.

  • @barsw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296741#Comment_3296741

    No stacking buffs just normal speed 70-75 % its not that hard .

    Too strong.

    50% was fine.

    35% is pathetic.

  • @egg_ said:

    When you say good do you mean it in terms of strength or design?

    Because in terms of design, I have something to say about your grades given to the first 3 killers lol

    Both, honestly, but more design.

    Cenobite - incredibly thematically true to the films (especially once the voicing was back in). Chains are a bit tough to land, but powerful when combined with the Box. The Box is one of the most creative killer mechanics I've seen.

    He needs a bit of love, but he's not weak.

    Artist - brilliant killer. Some folks don't like her, I know, but I find her incredibly nuanced and a ton of fun to both face and play as. About the only area she loses points is her crap addons.

    Onryo - Okay visuals. Awful sound effect on striking, and I don't like her 'projectile'. Otherwise, her kit is a mess and she's really weak on top of it. It felt like she was a buggy beta version of Dredge. Her numbers are being buoyed by one or two very gimmicky builds, much like Myers.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296740#Comment_3296740

    At high mmr good vs good it’s mostly swf. Even in a full solo if the dice rng rolls well and you get good teammates it’s still easier for survivor. Your chance of good dice rolls on teammates also gets significantly higher as you go up in mmr. The game is currently balanced for solo, not swf, so even lumping them together doesn’t really change the point for what we’re talking about.

    Eh...I'd hesitate on that. I'm not sure if I'm high MMR, but I do face a few forum folks and known streamers on my better killers. I do pretty decently versus most solo groups or duos. SWFs give me all kinds of trouble, simply because of how they always know where I am and which gens are being worked on.

  • @OmniSkeptic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296758#Comment_3296758

    You've nailed my main concern which is the generators. It's a flat huge buff to survivors to have both exit gates open the moment generators are done. I'm not sure how deal with that. The reason it's in there is because generators become pointless if dying survivors power exit gates and you have to open the increased-time exit gates anyway. Unfortunately the only thing I could think of was taking the time it currently takes to do both exit gates (40s) and distributing it across all generators, increasing the time it takes to do a generator by 6s.

    Eh...

    Here's the thing.

    Survivors start strong but get weaker as the game goes on, both losing hook states and members, and also having less to work with.

    Killers start weaker, but get stronger as the game goes on.

    If, as a killer, you've got 4 survivors up with 1 gen left, you've lost - if you're willing to be a bit cheesy, you can sometimes secure 1, maybe 2 kills in endgame. With your changes, there would be no endgame.

    If I absolutely had to suggest a catch-up mechanic it would be something like:

    • For every generator done, the killer gains a 2% stacking buff to speed and action speed. X stacks are removed for every dead or slugged survivor.
    • For every dead survivor, the remaining survivors gain a 3% stacking buff to repair speed and opening speed. This bonus is removed once all generators are completed.

    It's...inelegant, but the best I can do.

  • @OmniSkeptic said:

    The longer the game goes on the less pallets there are, the less survivors there are, and the less gens (ground) that the killer has to protect. The longer the game goes on the more the killer is favoured. The ONE anti-snowball mechanic is the hatch but it is poorly designed. Because the killer sees which generator is completed, if there are two survivors left the most optimal way to get an escape is to let your teammate die so you can get the hatch instead of doing a generator and revealing your position since the hatch still won't spawn after you finish a gen.

    From any one survivor's perspective, their chance to escape looks like this dependent on the number of survivors still alive:

    https://us.v-cdn.net/6030815/uploads/1BC8CYCAGMQJ/current.png

    When it should look like this:

    https://us.v-cdn.net/6030815/uploads/PMP6GO8ABXQU/desirable.png

    This is because the objectives (generators) never change to accommodate the number of survivors remaining, so if 3v1 is balanced the moment you add or subtract a survivor it becomes imbalanced. 1v1 was so imbalanced the devs noticed and added the hatch but they never addressed 2v1. The hatch is a band-aid solution.

    My preferred anti-snowball mechanic would be to add an additional generator/objective onto the map every time a player dies because it would mean every time a player dies the killer has to cover more ground to compensate for there being less survivors. It would still only take 5 gens to open the gates. However, this is too developer-resource intensive because they would have to find a balanced place for this generator to spawn. So instead, we use the exit gates which always already spawned as "fill-in" generators:

    Exit Gates: Whenever a survivor is sacrificed to the entity, an Exit Gate is powered. If both Exit Gates are already powered, an Exit Gate is opened. Powered exit gates now take (180s?) to open, up from 20s.

    Hatch: Removed. (An exit gate will already be open if 3 survivors die according to the prior change, replacing this mechanic)

    Generators: When 5 generators are completed, both Exit Gates become powered and opened.

    You could decrease the time it takes to open an exit gate from 180s (two gen's time) if you could make the progress on it regress as the killer.

    Short answer: No.

    Long answer: Noooooooooooooooooooooooooooo.

    Actual answer - this would be absolutely brutal for killers. It would mean that survivors have a pretty automatic way to get some escapes, and finishing all 5 gens is an instant 4 out. Killers...just screwed - especially considering how often games come down to the wire at the exit gate phase.

    Here's how things work in reality. The early game is massively survivor favored, which gradually becomes easier for the killer as resources get used up and the number of gens decreases.

    If you wanted to futz with things further in favor of survivors, you'd need to do more for killers after each gen is completed.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296114#Comment_3296114

    Really? Wow. You should tell that to everyone camping with him. I guess the memo didn’t get to you….

    Camping or trying to camp?

    Because he's mechanically not capable of it - unhooking immediately despawns the guard.

  • @barsw said:

    I think from your part was really stupid and unnecessary to touch this perk and make it useless.Why everything in this game you touch when you nerf you only destroy ? Like its a lot of perks that need buffs or reworks .

    In my case i think self -care speed must be 75% minimum . Its a perk that you are usuing for yourself thats all .Stop thinking that its imbalanced or something else .

    I even dont know how you consider balance in game that you even dont know how to play on your streams .

    'When you nerf, you destroy'.

    Welcome to playing killer, basically.

    That said, 75% would be absurd. Put it back to 50%, that was fine.

    Also...what?

    @Brimp said:

    They kinda dug themselves in a hole for this one. They buff self-care then suddenly CoH is back in meta permanently but if you nerf CoH lower than 50% then it just becomes a very situational perk.

    To be fair, so long as it stacks with other healing stuff, CoH is, was and will always be in the meta. I'd say I see it in at least 50% of my games, probably slightly more.

  • @Blueberry said:

    I disagrees with his take. If the survivors are even semi decent killer is significantly harder and more skill demanding. At low mmr levels of skill is the only time I’d say killer is easier. However we don’t determine objectivity by bad players or even the average match, we determine it by good vs good. In other words, saying saying dbd is easier for killer and saying that it’s easier for killer in the “average” match are two completely different statements. In “most” matches it’s easier for killer but “objectively”, which is decided by good vs good, the game is very much easier for survivor.

    As I've said, 'Survivor' isn't a side.

    SWF and Solo can't really be compared.

    I can melt a group of survivors. Get those same survivors into voicecoms and let them coordinate perks, offerings, saves and gens and they'll give me trouble.

  • @Moxie said:

    I feel Knight is similar to Twins. They wanted to be ambitious, allowing the Killer to "be in multiple places at once". I think it was a really cool concept on paper.

    Unfortunately, the most efficient way to play the game does not coincide with how to play these Killers.

    That is taking the massive bugs out of the equation.

    It's not even 'most efficient'.

    It would work if the summons could actually catch someone, or came out faster/activated faster, or he had some other aspect to his kit.

  • @Rulebreaker said:

    Every post bout the knight we've bothered to look at has a hag profile pic and a name with S. We thought it was you each time X}

    Haha, I try not to - but the other thread I had up didn't really fit well with what I wanted to say here.

    If you're good though, I'll make a 4th tomorrow, just for you :)

  • @supersonic853 said:

    So for the past 2.5 months i haven't been playing because of a RL accident that rendered me hospitalized. I won't go into much detail but its good to be back. I had a daily for spirit so i thought "hey its been over 2 months i can handle a game since my MMR won't be that high". Well, First game back in was a PC 4man 5k hour team who proceeded to just destroy me. And Second match was pretty equivalent. Now i could handle these matches before the accident but now its just getting my face beat in i guess until MMR decides "hey he's not that good anymore" . I just thought there was gonna eventually be a decay system so this didn't happen. Maybe im wrong in that though.

    There is definitely MMR decay - I came back after maybe 3 months and was facing easier opponents for sure. You must just have had a really high MMR?

    That said, I'm not sure if this is in or not yet, but there's a change where, after coming back from a break, your MMR will be more volatile. So if you lose, you'll drop much faster.

  • @JustAnotherNewbie said:

    Lately I've been thinking about comeback mechanics on DBD and whether they exist or not. Many games have implemented them either to the annoyance of more hardcore players and perhaps delight to casual players.

    From what I understand comeback mechanics are usually added when there's a strong snowball potential in the game. So it's only fair to also discuss snowballing in DBD.

    Some examples from other games that offer comeback mechanics to the side that is behind are:

    1) League of Legends: Bounty rewards were introduced a while ago. Basically if a player is doing too well, their worth increases (in gold). So if they play recklessly he can essentially award gold to the opposite team and gold is usually translated as advantage (through items).

    Snowballing: over the years there have been many champions with great snowball potential that can single-handedly affect the result of the game if left unchecked (some of which are Master Yi, Riven, Draven) because they can verse many people at once.

    2) Fighting games: example being Tekken 7. Basically when you are getting beat up and you have less than 40% HP, your life bar flashes red and you do a lot more damage with your normal attacks. On top of that you get access to 2 more moves that do a lot of damage each, meaning you have an easier time to turn around the match. This mechanic is called Rage.

    Snowballing: Tekken is a very combo-heavy game with a lot of strings and it can sometimes deal as much as 40% of your lifebar with a mistake. The game has seen more ridiculous times in the past with absolutely broken stuff in it as well as not having the Rage mechanic mentioned above.

    So I would like to ask you as well, do you think DBD suffers from snowballing whether that's killer or survivor and do you think there are comeback mechanics for killer or survivor if behind? Also should there be more comeback mechanics? Why or why not?

    Discuss.

    No. The exact opposite.

    This isn't a game of draws. It's a game of snowballs.

    One bad chase early on, or just happen to go the wrong way on certain maps and survivors all got on one gen with PTS? 1, maybe 2 gens gone and you're going to struggle to recover.

    Two survivors get hooked at the same time? Killer probably wins right there.

  • @Rulebreaker said:

    ... not to be too rude but how many knight posts have you made within the last 2 weeks?

    To answer you BHVR wanted to do something complex and cool without it being overpowering. They therefore added alot of handicaps. Still, could've been worse.

    Three?

    One asking for tips, one outlining my experiences after substantially more time, and one giving feedback on the killer himself in relation to other recent killers.

    Why?

  • @DBD78 said:

    Protect three close gens with Eruption, Call of brine and never leave that area..heard that is very hard to play against. Have not tried it myself.

    It's not so much that this style is hard to play against, it's that this style is basically holding the game hostage. You won't 'win' unless survivors give up and DC, or you hit the match end timer.

    It's the killer version of 2 survivors playing hide and seek while avoiding crows to try and get the killer to DC.

    Not going to play like that.

  • @FlameGNG said:

    So first of all i dont think killers are "OP". However considering it takes 20 sec to find a match as survivor and 5 - 10 minutes to find a killer match. (this happens pretty often and yes sometimes there are longer queues for survivor than killer but for the most part it seems to be killer)

    If you go back a months and a few years it used to be long queues on survivor and short on killers (from my experience). I mean killer has literally become somewhat unplayable. (or not as "enjoyable") I run "weak" killers with meme builds and queue several minutes just to almost guarantee a win anyways. I cant play strong or fun killers either because guess what everyone DCs when they hear the twins sound or nurse screech^^

    I PERSONALLY think killers are pretty balanced (maybe a little weak but soloQ somewhat adds up for that) Anyways looking at the queues im not really sure if the community thinks so...

    So therefore my questions are:

    Do you have long killer queues when you play? (Region and time can play a big part)

    Do you think killer is way too easy, balanced or hard? (would prefer people who play killers opinion on their own games)

    For those who play nurse, twins (possibly blight) do you face A SH** TON OF DCs?

    10 minutes sounds like hyperbole. I know that even watching tip top streamers, likely MMR capped, they can find a game in less time than that.

    Even playing at the weird hours I do, the longest I've waited is...maybe 4 minutes.

    Here's the issue though. It's not a balance thing. It's a psychology thing.

    • Survivors were ridiculously overpowered for years, especially in SWFs.
    • It's only recently that some of the biggest exploits and busted perks (spots on the map where you can't be picked up, pseudo-infinites, DH etc.) have been fixed.
    • BHVR have a history of balancing survivor and killer perks on a different standard.
    • Survivors have always been notoriously BM, to the point that teabagging from the exit gates is more normal than not.

    So...yeah. Killers do tend to have a bit of a chip on their shoulders. It's not great, but it sort of is what it is.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296563#Comment_3296563

    Hm...you are claiming that most killers follow your train of thought though. (you did say "Killers would be willing to give hatch if survivors didn't feel the need to gloat about it in postgame." kind of implying players in the majority are following some code of honor). I am not arguing about whether you are a "nice" killer or not, merely that there are numerous killers you follow a different set of rules or don't even have rules to begin with. Not every killer has to have gotten "abused" to slug for the 4k🤣

    No. I'm saying that most killers are going to be less nice, and that most people tend to end up getting resentful when they lose, or be merciful only to have someone BM them after.

    In the future, there is a strong likelihood that they'll just take steps to prevent this next time.

  • @Emeal said:

    Shrug. We're splitting hairs at this point. You differentiated the two, and I explained why this was a bit tricky.

    A bit tricky? I'm sorry you are confused by the concept of sticking around. but you refusal to do so does not make it tricky.

    You literally proved my point though.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296354#Comment_3296354

    My point was that there are many people who have no access to chat. So saying slugging for the 4k or not giving hatch for gloating or tea-bagging is disingenuous because people slug even if no survivors are BM-ing.

    Not only that but you reinforce OP's that hatch is more in killer's control than survivors' as you can use it to either punish or reward survivor(s). Slugging takes away the 50/50 chance of hatch. It should not be happening imo.

    Shrug. I'm not telling you what to think, just maybe why killers would rather slug someone out than give them hatch.

    I tend to be a rather nice killer for the most part and even then, every so often someone manages to get under my skin and then I'm less likely to be nice to groups for a few games.

  • @DBDVulture said:

    Sadako

    Nemesis

    Pinhead

    What do they have in common? They're premium killers with some of the best generator regression from the 6.0 update that are unfairly locked behind a year+ lockout.

    Pinhead was released on 7 September 2021

    Deadlock has appeared in the shrine 0 times since then.

    Nemesis was released on 15 June 2021

    Eruption has appeared in the shrine 0 times since then.

    Sadako was released on 8 March 2022

    The odds that Call of Brine appears in the shrine before March 8, 2022 is likely to be 100% because the "random" system is not in fact random.

    Please take all the "free" perks out of the shrine. The only reason they exist is to "water down" the chance of the premium perks from appearing in the shrine.

    I'm not a fan of it myself, but what's the answer? No good perks on licensed killers?

    That said, you can get all three of those killers for less than the price of a burger and fries.

  • @supersonic853 said:

    With the gen kick perks like call of brine overcharge eruption as well as hit and run a lot of my matches against him are actually very difficult. Since most of my swf doesn't play the game anymore most of my games are solo games. His movement speed and just general map control is very good when combined with the perks right now. And his addons are pretty amazing as well. It's good to see him again just not 5 games in a row with the same build. Now i don't care if they readjust him or the perks. Since those perks are just the meta on most killers right now. He just abuses them even more. But what do you think of his placement with the current meta?

    Wraith?

    Wraith?

    Ahahaha...no.

    Wraith is one of the most painful killers to play against people who know what they are doing. Just prepare to move to safety the second you hear his murmuring, he's basically an M1 killer.

    You can also melt him with flashlights.

  • @Grandpa_Crack_Pipe said:

    What do you do about her?

    If everyone was at about Blight levels of power, then Nurse would still stand out. She fundamentally plays a different game than everyone else.

    How would you change her? How could you change her? If you had to power her down to Blight's level, how could you reasonably do it while preserving her identity? Or is her identity worth preserving, and if not, what would you change her into?

    She honestly needs a top down, complete rework. She just doesn't work in DbD, as she essentially unplays the game.

    The problem is that her gross kill rates are extremely low, which makes the devs unwilling to change her.

    I actually enjoy playing against Nurse on most maps, but I still don't think she's good for the game as is.

    @Murgleïs said:

    Lmao another nurse thread complaining and not giving any constructive criticism.

    If you want to know how she can be "fixed" (she doesn’t need any rework btw), do a research…

    Nurse main spotted. XD

    No, but seriously, this thread was actually pretty constructive, from a generally constructive poster. Why the needless hostility?

    @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296210#Comment_3296210

    https://us.v-cdn.net/6030815/uploads/F2Q20GAFV48Z/33c34649-9c0e-45bd-9b31-9cf8969fc5d9.jpeg

    We have ton of nurse threads with survivors arguing with each other how nurse is broken and every part of her kit should be nerfed. You know it, because you post in every single one of them.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296217#Comment_3296217

    You are probably new here because we have already tons of rework nurse threads. It’s becoming boring at this point to see the same spam over and over on these forums.

    Don't be a forum cop.

    It's an issue that people want to discuss. If you don't want to engage with the discussion, don't. If you think the threads are violating forum rules - feel free to report it.

    Or have I been massively baited again?

  • @WeakestNurseMain said:

    I just watched a Scott Jund video where he talked about what role is easier, where he concluded that killer is easier at the moment, I disagree with this however, and that's really because of one reason:

    It's Dead By Daylight.

    The game is just too random, sometimes you can get the sweatiest players known to man, sometimes you face a 12 year old playing on switch with one side of their headphones not working. Combine this with the wide array of killers with different skill ceilings/floors, and you just can't say one side is harder. Tell me with a straight face that looping a Sadako on the game for 2 minutes is harder that playing as that Sadako. You can say that as a whole, most killers are easy to play if you stack gen regression and hardcore tunnel, but you can flip this on it's head by playing in a SWF and just having 2 players bring toolboxes, Built to Last, and Prove Thyself while sticking to gens like flea's while one player Shift W's to every pallet and pre-drops it.

    Assuming SWF (solo is another thing):

    At lower MMRs? Killer is much easier. It's a role that doesn't require coordination and it's objectives are a bit more intuitive.

    Intermediate MMR? I'd say that are about the same, but difficult in different ways.

    High MMR? I'd say that survivor is a bit easier. Watching Otz doing his HC survivor series was really illuminating regarding how hard a coordinated group can utterly humiliate even a decent killer.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296472#Comment_3296472

    I'm always paranoid when people might recognize me

    Maybe that's a game where I'm off and I look like I've never played the game in my life! Or maybe it was a night of frustration so some of the "rules" I've put in the forum aren't always fully followed because I'm just kind of tilted. Or maybe I'm going to find out that the super cool Starlost on the forum ends up being a complete tosser who messages Death Threats at me :D (of course you did not do that, just using your name as my example).

    Where much more likely, nobody even notices that I'm their opponent and they had no idea they just went up against me :D

    I feel you. I'm an Anon player now and oh man, it's so much better.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296461#Comment_3296461

    I know I played a few ghosties the last few days but I don't recall a Ghostie who hopped in the snowman. Though I may have just never noticed you doing that :D Or I forgot because I have the memory of a goldfish!

    I do go by Tippy2K on DBD (no second 2 in my user name). I've seen a lot of names similar to mine though (I'm guessing they're referring to Tippy as in drunk or whatnot where my Tippy is a nickname from Middle School that I've carried with me this entire time) but as long as that Tippy was super good and awesome at the game, I'll take credit for them being me! :D

    They were on...either Ash or Chris (which is what suddenly caught my attention) but yeah. I've also played against Aven and Tiuful recently.

    Not sure how the game went, I just remember failing to sneak up on people in a snowman on it.

  • @stvnhthr said:

    https://us.v-cdn.net/6030815/uploads/VL0X6E6CJMWW/clown.jpg

    AFter getting unhooked clownie hit me with a smoke grenade and downed me instantly after being unhooked. I had probably 3/4 of my endurance left on the borrowed time timer. What killer perk trumps the default unhook borrowed time?

    It's just Clown bottles being weird - as others have mentioned, for some reason the game detects it as a 'hit'.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296455#Comment_3296455

    Damn, that's a shame.

    I know Microsoft/Sony seem to get a bit of a bad rep because they are a little too overzealous when it comes to this kind of thing but that's an easy fix; don't be an ######### to people online over a video game :D

    Sony are the other extreme (also Ubisoft) where they'll ban people for being mildly critical of them, or even parodying them.

    Yeah, I still have a beef with Sony after they deliberately put malware on their CDs back in their day, which wound up ruining a PC of mine because I wanted to play that new Korn album.

    EDIT: Also, hah! Either you've got a doppelganger out there, or I played against you the other day. I was the Ghostface in the snowman ^^

  • @tippy2k2 said:

    Obviously that is not ok, I want to make sure that is perfectly clear

    But in a way, I'd think that this would end even worse for harassers being jerks. I guess I don't know exactly how Steam works but I would imagine getting yourself banned from Steam would be FAR worse than just getting banned from DBD.

    Steam really doesn't care. You'd have to do way worse than calling someone an epithet to get their attention.

  • @Grumblephant said:

    I've had a game on Midwich where there was literally like a total of 3 hooks upstairs. (I could be exaggerating a bit)

    Yeah Midwich had a bug with the spawn logic for a bit, but it got fixed. Which is why I wonder if something similar happened on Badham.

  • @HectorBrando said:

    If they werent using Sabotage or toolboxes it has to be a bug with the map and maybe the basement position. Havent experience it myself but I dont remember being sent to Badham since Knight patch (and if I was there wasnt anything weird with hooks because I would have noticed it and remember the situation).

    Yeah this is the first time I've ever seen this, I wonder if it's another Midwich situation and hook spawn logic is broken somewhere if basement spawns in a specific location.

    The offerings and how deliberately they acted by abusing that corner (near gates, behind school on Badham V) and how they came with 2 survivors with the sabo perk is definitely sus.

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