THE_Crazy_Hyena
THE_Crazy_Hyena
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@Wolf65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001041#Comment_4001041
Facecampimg does not exist anymore(!!!).
Ahem.. What do you think some killer players do as soon as the final gen pops?
The amount of times I have seen, or ended up in situations like this:
Now, this example is from the anniversary event, where I played with @HeroLives, but the point still stands. Killers will absolutely facecamp you.
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@Gibberish said:
When the latest PTB's patch notes came out, many people said right away that it would be a disaster, that these changes would be absolutely terrible. But others claimed "well, how can you tell it will be bad, the PTB isnt even out yet", or something along those lines.
So to all those people in the second group, here's some theoretical patch notes
*Windows are now blocked after only a single vault
*Increased The Nurse's movement speed to 115
*Hope reworked; now applies for the whole game and not just after the Generators are powered.
*Removed pallet from killer shack
*Dropped pallets are now blocked by the Entity for the Killer for 30 seconds after they've been dropped, preventing them from being broken right away.
*Sable Ward can now walk through walls.
Since you can't possibly tell how certain changes will affect the game without testing it first, we should make a PTB to test these changes, right? Or can you tell that these would be unhealthy for the game just by reading them, based on your existing experience of how the game is played?
Sable Ward can now walk through walls
That made me laugh too much
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000932#Comment_4000932
True gen-rushing would be to bring toolboxes with BNP's and builds specifically for doing gens as fast as possible. At least that is how I would define it
Which almost never seems to happen. I never see more than one person with a gen build in my killer lobbies, if even. It's all second chance and exhaustion. Yet this term is ubiquitous.
I feel like the usage really means "three gens got done while I wasted two minutes chasing the strongest looper instead of maintaining uniform pressure."
Exactly!
Couldn't have said it better myself -
@Brimp said:
"When I play killer, I usually don't even kill anyone. I get my eight hooks and then let them escape. I usually do it with 4 or 5 gens remaining. I main Daddy Myers and most matches I don't even use Tier III and I use the weakest addons I still have. I literally afk at the exit gate and wait for it to be powered so I can open it and scoot them along to next game. "
I can't tell if this is a troll post or not.
It's not a troll post.
I usually play pacifist killer as well, because I know the hardship of being a survivor main. Most of the time I am satisfied with my 8 hooks, and then I often just meme around with the survivors until the end.I do play seriously too at times, but I do so without cheesing my wins (i.e. zero tunneling, camping or excessive slugging)
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@ggsk said:
There are many anti-tunneling and anti-slugging perks,
But no one uses them.Wanna know why?
Because it is boring to always have to run second chance "meta" perks, that maybe gets you to another unsafe loop before you inevitably go down again.It shouldn't be a requirement at all.
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000925#Comment_4000925
Define gen rushing.
True gen-rushing would be to bring toolboxes with BNP's and builds specifically for doing gens as fast as possible. At least that is how I would define it
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000844#Comment_4000844
oufm, not hard to do the math:
vs decent survivors it takes ~25–40s to find and down someone, ~8–12s to carry and hook, plus a few seconds to pick up/position—call it ~40–55s per hook state before you even spend time patrolling or kicking. five gens are 450 survivor-seconds. if roughly three people are on gens most of the time (one kites, no goofy resets), that’s about 150s to finish. in that window a killer doing ~40–55s per state gets maybe 3–4 hook states. that’s not two deaths unless you snowball—stacked hooks, bad saves, refusing a 1-for-3, etc. even if it averages more like 2.5 on gens (some rotations/saves), you’re at ~180s, which still lands around 3–4 hooks before the gens are done. on Nurse/Blight the timing compresses; on M1s it stretches. with clean survivor macro (spread spawns, take the trade, minimal resets), gen throughput beats hook throughput—which is why “decent, cold-blooded survivors” feel favored against most of the roster until they hand you snowball windows (which many squads do).
and yup, that back-of-the-napkin ignores toolboxes, gen perks, and great skillchecks, yada yada —we’re using the raw 90s base. all of those only push gen speed further in survivors’ favor.
But that scenario would only play out if you hyperfocus too much on one survivor, instead trying to burn though some good pallets, and then switch your focus to pressure people off of gens instead of committing to a chase that you know is going to lose you a lot of time. @Pulsar definitely explained this very well.
As a killer you are at the weakest early, and getting exponentially stronger as the game goes on, since the area you need to cover is usually getting smaller, unless YOU make a blunder and allow the survivors to break your best 3-gen too soon.And don't over-rely on gen slowdown perks either. If you can do well with a more generalist killer build, then you are set for success.
For example, use Agitation to save some time on getting people to the hooks. Brutal Strength to get rid of pallets faster, and to save some time on gen-kicking. All these little time saves DOES add up in the long run. Speeding up actions further, with perks like Fire Up can also help, since you are bound to lose some gens, regardless.
And no, you don't have to resort to tunneling or camping to achieve a win (3K or more)I don't play killer that often, but this is my general knowledge of the role, and I sit at around a 60% average kill rate - Mostly because I often times feel bad for the survivors if I win too fast.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000901#Comment_4000901
Huge difference between squads that intentionally go into a match to bully with no intention of actually doing the gens or playing the game v a killer going into a match doing what they are supposed to be doing (killing). This is part of the game, part of the gameplay. its like survivor saying they dont like sitting on gens because its boring… dont play that role then? if i was frustrated with pallets then we should remove pallets? no, just dont play killer.
People do mind losing very much lol, survivors hated being slugged for 4min by toxic killers, understandably. They wanted a way out of that match and claimed for ages "i dont care i lost, i just want to go to the next match." They got exactly that….abandon option. Now people have that option, many have openly admitted they want a way to recover when slugged so they have a way to make a comeback. But people said they didnt mind losing when slugged as long as they can get out of the match penalty free.
As far as im concerned if people cant counter being tunneled thats on them. As others have pointed out, its a tactic and sometimes it doesnt work. if it worked EVERY single time then yes nerf it but it doesnt work EVERY time. Its exactly the same as loops, some are very strong and cant be mind gamed, have to force the pallet drop. do these strong loops work for the survivor EVERY time? no. Should we nerf them because they can be strong and unfun for the killer to deal with?
Anything that enables toxic behavior should be removed in my opinion. Doesn't matter the side, but the amount of toxicity I have been facing lately has been almost unbearable.
Mostly by the killers, in the form of bleeding out while being constantly humped.
And you know you can easily play around bully squads, right?The "abandon" option is only a band-aid fix on a broken bone. It doesn't make the experience any better.
And no, it shouldn't be a requirement to always run perks like DS, Unbreakable and other anti-tunnel perks every single game because you always assume the killer to be tunneling. That's just anti-fun -
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000814#Comment_4000814
This
Its quite an easy fix as well, just make it so while charging a blink and blinking, she cant see auras.
bada bing bada boom
Add a blindness effect that only takes place when charging a blink. That is the simplest solution I can think of
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Nurse with stacked aura reading is like riding a bike with training wheels.
It really isn't hard at all. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000528#Comment_4000528
I play as mid and lower tier killers and have a 60% KR and I've never needed to tunnel to win.
You and me both. I have an average of 60% too. And I don't tunnel either
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DBD used to have ranks in the past.
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@MaTtRoSiTy said:
I mostly gave up on this, talking about it can and will get you banned on Steam if you link to videos about the subject and Google seem to have no issue with cheat sellers peddling their wares on their sites. I tried reporting but Google completely ignores reports.
All you can do is report them in game and hope they get banned and don't ruin too many of your matches.
It is actually becoming a plague in gaming in general though, anyone who played something like Rust recently (also EAC lol) knows how out of control the cheater infestation is
At least in Rust, they have a bunch of active admins who patrol the servers. You should look up camomo10 on Youtube, who is one such admin. His videos are hilarious, in the ways he punishes cheaters.
But yes, I have been actively playing a lot of games like Call of Duty and Counter-Strike in the past, where cheating was almost a daily sight. Especially in Counter-Strike on the European servers. VAC did absolutely nothing to prevent cheaters at the time, and the higher you climbed the ranks in that game, the more intense the cheating got, even up to a point where you got into one of these HvH (hack vs hack) lobbies, where there was at least one cheater per team, duking it out over who's paid more for their cheat. It was anything but fun for anyone who played normally.
Not to go off topic here, but it's actually been a few weeks or so since the last time I saw a cheater in DBD. So the cheating problem do exist, but not to a great extent. Like this example where I was playing with @cogsturning and we had a random Sable on our team who was cheating, making one of the survivors stuck in the ground, while completely disabling the killer. This was on the US East server.
I had another game a week prior where a David was noclipping behind a locker, to the point where he appeared inside, but was actually stuck behind it, where the killer could not get to him.
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@Amanova said:
I have AoT skins and they are great, also they are very rare to face because it was fomo, one survivor is even asked where did I get that skin for Spirit :)
I remember buying the entire pack when it was announced to be retired. It was when it sold for like 50% off or something like that.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000165#Comment_4000165
I don't "main" either roles, I play them evenly AND I solo queue like half the time I play surv. As to when it comes to my non existent biases, I stand up for the little guy, which at the moment happens to be killers. I care about nothing but balance for DBD, I'm literally trying to join the balance team once I'm done school. You're crazy if you thought that update was balanced, of course I'm not gonna tell you what I and others have told other survivor players already, its getting tiring.
I'm literally trying to join the balance team once I'm done school.
Mandy confirmed that there isn't a "balance team" at BHVR, so that statement is actually not true.
And no, the killer is not "the little guy" anymore, as we can clearly see from the general state of the game at the moment. I am pretty sure there wouldn't be a survivor uproar if the game was actually balanced in a more fair manner for both sides. A manner that didn't promote excessive BM -
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000019#Comment_4000019
I don’t think everyone is trying to construct a victim narrative, I think people are just upset. In the same way people were upset about these changes possibly coming to live. And while yes, thankfully they did say they plan on tweaking the changes and that it isn’t totally scrapped, it doesn’t mean that those changes will come in a decent timeframe (like SM) or that the changes won’t be poorly received.
I think a big fear is that the tweaks will go into the opposite direction, where the original was too strong so the addition will be way too weak, a common trend that we’ve seen when changes come to past perks, maps, or killer reworks, even as recent as Fog Vials. Especially when there is a part of the player base that doesn’t want any changes at all because they don’t agree that these are even issues. But tunneling has been possibly the #1 pain point for survivor role since the game came out like 9 years ago. I don’t think it’s unreasonable for people to be disappointed that it’s been pushed back— again. I understand you may feel differently, and that’s okay, but thought I would actively engage in your post as it seems to be annoying you that some people aren’t (which is totally valid).
While true that tunneling has been (and likely will continue to be) the #1 pain point for survivors, it wasn't always as prevalent as it is today. I remember back in around 2019/2020, when I was hovering around the red ranks for most of the time, I rarely saw tunneling. Maybe a few instances in maybe 1/15 games or so, but not as much as it is today, where you see it in at least 50% of the games you play.
It got worse after 6.7.2 when healing got nerfed, since killers could now abuse the fact that healing was MUCH slower, and it was also a side-product of the gen-kick limit being put into place, thanks to some very unfun strategies, involving a certain Chess Merchant.
Also, the finisher mori certainly didn't help the cause either, since now, the killers often tunnel out two people as fast as possible, goes for the third one, to get them hooked, after slugging the fourth survivor, while humping them as they wait for the sacrifice. - I have seen this too much lately in my games, especially by killers like Ghoul and Blight, but also instadown killers like Bubba is very prone to use this tactic. And this trend has increased a lot lately, since the PTB details became known. -
@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999841#Comment_3999841
you do realise a lot of skill and precision is required to land curves with doom engravings right? its really quite simple to out play, you just have to think outside of the box and predict their curve before they do it. dont give them pallet priority (or do i love when people greed against billy), flare loops when you think you're in a bad spot/crouch tech, leave the loop when you lose LoS and billy is revving up inside the pallet etc…
billy is one of my fav killers to play and play against. he's in a perfect spot right now and i think nerfing his only add ons that make him viable at a high level is not the way to go. i might be biased since he is one of my favs but i dont think he requires anymore changes.
i also agree that he got nerfed too hard like someone above me says,. if he got nerfed anymore i think we'd never see any of them ever again. i know i probably wouldnt play him since he's already hard enough against good players.
// i dont think this is a hot take
You and me both. I love playing against Billy. Almost as much as I love playing against Wesker.
You can clearly tell a skilled Billy from a bad one, and going against a skilled one is really a phenomenal experience, because it feels so rewarding to outplay his mind-game.Billy has clear counterplay, something that many other killers lack, which makes him much more interesting to go against.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000012#Comment_4000012
some updates look a bit killer-sided because that role needed catch-up. The goal is balance, not favoritism.
That role has gotten its fair share of catch-ups already. To the point where power creep has gotten out of hand. Just look at killers like Ghoul, and the buffed clown. Is that the kind of power level you want from all killers?
Hint: that would be incredibly unfun and unbalanced, aside from the competitive scene, where certain perks are forbidden. -
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999523#Comment_3999523
Absolutely not lol
-20 second cooldown (yes cooldown, exhaustion wasnt a thing yet) Sprint Burst
-True facecamping
-Perma sabo hooks
-Perma sabo traps (and also taking 3 business days to set down only to be screwed over by several perks and items)
-We'll Make It stacking with it self and applying to personal healing as well. Pair it up with Botany and Self Care and you were able to heal yourself before the killer had time to finish the blade wipe animation
-60 second gens and no way to slow them down. There were no gen regression perks at the time, unless you count Unnerving Presence which only made skill checks a measly 15% smaller. Gen kicking also wasnt in the game yet.
-Traps under hooks
-True infinites due to no entity blockers or bloodlust
-Insta gen complete with BNP
-Insta heals
-Insta blinds
And thats all I can think of at the moment. Now you might say "oh well just remove all of these!"
But at that point, its not dbd classic is it?
I didn't say that they needed to make the 1.0 patch a true 1:1, did I?
Of course a classic mode could be a true 1:1, but hopefully, some thoughts and QoL would need to be put in for it to be a better experience. -
@cogsturning said:
https://us.v-cdn.net/6030815/uploads/BRI4N5OTBPWD/1992c94283544-screenshoturl.jpg
Another fun one from today. This killer downed me early and camped until I went second stage, then slugged everyone. Went AFK and left us all to bleed out for the whole timer. I got 5k BP for this match. The abandon feature is bs. You should be able to have some potential comeback from this behavior, especially with a flat-out refusal to hook.
This is an ever growing problem.
Same for other kinds of BM, where the killer leaves people on the ground, humping them to death, or just repeatedly hitting them on the hook.
By the way @cogsturning, you are allowed to use my name in the screenshots, because I was in this game too. That Sable-outline is too regognizable to not be mine
For the record, I had around 12k points that round. The killer was Hag, who were intentionally trapping multiple times around hooked survivors, just to camp with them, and to circumvent anti-camp. -
Meanwhile on the survivor side: "Escape the match using the Hatch"
That is not a guaranteed outcome either -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999659#Comment_3999659
Except it won't. People have been threatening this for eight years now, and its yet to materialise into anything consequential. It's clear at this point that threats to quit or boycott are largely meaningless — most of the people who do so will be back within several weeks.
I think at some stage, the survivors will eventually reach a breaking point, and there will be no turning back from that point onwards.
I mean, case in point, we saw what happened with the first new survivor item that got added in like 9 years. It got gutted to the point where it is pretty much meaningless. It was supposed to be an incentive to reduce the usage of toolboxes and medkits, but look what happened, and you still see mostly toolboxes and medkits.
Meanwhile, there has been a huge uptick in killers "protesting" by slugging all 4 survivors, bleeding them out while humping on them. Is that defined as fun for the receiving end?
And people still question why survivor players are quitting? -
@PyramidFootLicker said:
Please don't say distortion, literally tokens now burn out completely for me during chase as I get them and the moment they start recharging the killer breaks chase and goes somewhere else and the process repeats itself, I spend the game constantly recharging one token that gets destroyed the instant I have it again.
it's getting to a point where solo-queue just seems unfun against pure aura reading builds, no suspense, just the assumption that the killer knows where you are thank god for scene partner sometimes but at least with stealth killers having aura reading built into their kit makes sense but plague for example? aura vomit with lethal and other aura perks? might as well just rush the gens before she can even walk to the other side of the map or hope you don't play around loops with large walls.
Run aura builds yourself, or put on Object of Obsession. Any time your aura is revealed to the killer, their aura is also revealed to you.
Try this build if you want wallhacks on the killer: - I call it the "All-seeing Survivor build"
- Eyes of Belmont - Basically Lethal Pursuer for survivors, where you see the killer's aura for 3 seconds (5 total) everytime a gen is completed, and you get +2 seconds to all form of aura reading (does also work with maps and keys).
- Alert - Get a 5 second aura read on the killer (7 seconds with Eyes of Belmont) whenever they perform a break-action (kicking gens, pallets or breakable doors), along with an audible notification whenever they perform the action.
- Scene Partner (optional, but fun) - Whenever you are within the killer's terror radius, you scream when you are looking at them and gain 5 seconds (7 seconds with Eyes of Belmont) of aura read whenever you trigger it. This effect can re-trigger up to 6 more times at random intervals, where it is possible to get an absurd amount of aura read.
- Wiretap - After completing 40% of a generator's progress, you can "trap" the generator with a Wiretap that permanently reveals the killer's aura whenever they are 14 meters or closer to the affected generator. This effect lasts for 2 minutes, and is best used in conjunction with Blast Mine.
- Fogwise (optional) - Whenever you get a great skill-check when repairing a generator, you can see the killer's aura for 6 seconds (8 with Eyes of Belmont).
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@Shroompy said:
ah yes... 2.7.0... the introduction of Ghost Face- I mean the Endgame Collapse.
I wouldnt mind it, but I feel like theres a lot of things at this point that are still fairly modern. I would say 1.9.3 or 2.0.0 would be better picks since theres a lot of things from those patches that simply arent in the game anymore.
Or they could do a historical approach like Overwatch did with their classic mode.
Started at version 1.0, and then went through the most beloved patches. -
@Wolf65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998999#Comment_3998999
So what are the most encountered killer? I don't know, because I do not enjoy playing survivor. Never did. And I don't own any killer past Oni.
Lately, I have run into so many Bubbas and Ghouls, and for some reason, Sadako and Myers
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999077#Comment_3999077
No, the Clown changes aren't the point, but they do provide context to mounting frustrations from survivor mains that have reached a boiling point with the delayed anti-tunnel and anti-slug. Because there's only so many times you can be tunnelled out by a Clown moving at 100k/h, or left to bleed out on the ground while humped by a killer, or have the shiny new item promised made largely useless almost immediately, before you get a little testy. Especially when BHVR kept telling us "just wait, anti-tunnel and anti-slugging are coming real soon!"
And then they're delayed.
Hence the vented frustrations all over the forums.
You are absolutely right.
I probably play survivor 80% of the time while in the game, and I can say that all of this is true.
I have made some posts highlighting the positives of the anti-slug and anti-tunnel changes, and also proposed changes to what could be made better and less punishing for the killers, but that always seems to get downvoted into oblivion.The current state of tunneling and slugging is not healthy at all for the game, and it was something that the PTB tried to rectify.
My own experience with playtesting the PTB was generally very positive, on both sides, since everything for once felt properly balanced. -
If it was supposed to be a competitive game, we'd still have ranks
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@[Deleted User] said:
Yeah, like you i try to be unbiased, the thing is when i argue in favor of survivors, all killers vote me down and yell at me. When i argue for killers, all survivors vote me down and yell at me. And both sides are holding grudges, as late as yesterday i tried to delete a comment, i could not so i deleted the text and put a "." and it still got down voted.
I really just want a fair game (not 50/50, as this is an asymmetric game, and the killer should be scary and dangerous).
I have played a lot both killer and survivor, and i have had my fair share of "unbeatable swf's" that were super toxic, but i also had my share of tunneling killers that were also super toxic.
The Patch :
So, my biggest issue with this patch, was the anti tunnel, i think as you said that the intentions were good, but i feel that it was not thought through, because it would only work on mid and low tier killers, the top tier killers would still be able to tunnel as they dont have to care for gens at all.
Balancing the game :
So i really think this game needs a way to get all killers closer to the same tier, because there is a huge difference in spending 3 seconds or 12 seconds on walking from A-B, both in chases and finding survivors. And i dont think the game can be balanced as long as there is this huge gap between killers, so either the super slow ones need a walking speed buff or the super fast ones need a walking/running speed nerf.
Tunneling :
How do we fight it? i really dont know, tunneling at 5 gens is crazy, and it it way too common.
But some swf's are so good that at some point (at 1-2 gens) the killer needs to tunnel to secure a kill.
Bully squads :
What is a bully squad? if you save your buddy are they then a bully?
Im not sure how to define this, but i have had people constantly fast vaulting a pallet while in a chase, i thought of that as bullying for sure.
Bully squads are those who go out of their way to make the games miserable for the killer.
All of them has some sort of blinding tool (flashlight, flashbang etc.) - No I don't count Blast Mines into this category, as they are generator-based, and cannot be used to save a picked up survivor.
Many use perks like Head-On, and purposefully guide the killer near lockers. This is super annoying to play against.
Flip-Flop + Power Struggle is another combo regularly used.
Background Player is a must have perk for them.
Sabo perk and sabo toolboxes are also commonly used.And the common denominator is that they are mostly good survivor players with many hours under their belt, who blames their behavior on "standard gameplay being boring"
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@Wolf65 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998921#Comment_3998921
Good. Keep doing that, but for gods sake, keep general killer alone. I like to play different killer than Billy, Nurse, Blight. So stop with nerfs for all killer. When I startet playing DBD back in the days, I was a TRAPPER MAIN. Absolutly not viable anymore.
Billy?
I hardly ever see any billys anymore. Like 9/10 times when I hear a chainsaw on the map, I see Bubba.
I do see the odd nurses and blights, but for the most part, I see killers that often play in more scummy ways.I find getting matched against Billy to be a breath of fresh air, and I never feel bad about losing against him, because he takes a considerable amout of skill to do well with.
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@DeBecker said:
Actually, this was to be excpected. They never go through with anything that would really benefit the gameplay for as long as killer mains cry a river without having any decent arguments.
So, the survivor side has actually seen a lot of nerfs since the early days where they were blatantly overpowered, and most killers were based around M1, aside from a very few.
Killers has seen a few of base-kit buffs over the years
- Bloodlust - Initially made to counter infinite loops. Now that infinite loops are gone, Bloodlust is basically there to give a guaranteed hit/down.
- Increased base regression on generators
- Greatly increased action speeds for most interactions.
Survivors has gotten one base-kit buff since the early days
- Borrowed Time endurance for 10 seconds. Which is easy to play around.
Now, for all the direct and indirect nerfs that has severely weakened survivors - Note: there might be more, but these were the ones I could think of right now.
- Removal of infinite loops
- Hatch reworks
- Sabotage reworks
- Maps losing 60-70% of all pallets, and being reduced in size
- Maps having a lot more deadzones
- Patch 6.1.0
- Patch 6.7.2
- Finisher Mori for killers, making hatch plays almost impossible, and completely at the killer's mercy.
And for general killer nerfs - This does not take individual killer changes into account:
- Increased hook stage timer to 70 seconds
- Regression events capped at 8 per generator (56 in total).
- Anti face-camp.
And now for the final point of this comparison:
Now, the killer side has seen a massive power creep over the years, with the release of several strong killers. Some exceptions of course, but most of the roster that came after Plague and Legion has been consistently seen as fairly strong or better.
Also not mentioning reworks of previously weak killers.Survivors on the other hand has been stuck in a weaker state since the big two patches, when the killer power creep has severely overtaken the average survivor level.
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That playstyle is a huge problem. As well as the slug + hump BM that is running rampant at the moment.
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@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997918#Comment_3997918
I get that but, the reason I say its a punishment is that if someone miss plays you're no longer able to use your build assuming you are running slow down perks which in this economy of dbd who isn't
It does need to be fine tuned, but the idea itself is good.
Punishment needs to be reduced. It can't be permanent, but instead re-apply on subsequent hooks after triggering it for the first time, with a duration of 35-40 seconds, to block perks like Pain Res, DMS and Deadlock from applying.
Now, there also needs to be checks in place for the system to know if a survivor is abusing it, like intentionally popping a Pig head-trap to trigger punishment. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998149#Comment_3998149
I had a Legion yesterday who I managed to run quite a bit and whack with a lot of pallets (you have to be bad if I can run you). When she finally got me she hit me on hook and then camped me into second stage, then humped the next down. Real class act. Funny thing is, the ptb was not addressing that sort of camping at all, and it will only become more prevalent if and when the other modified changes go through.
I was tunneled in a 2v8 match. The killer kept coming right to the cage locations and always went for me, despite two or three other people being present each time. Cheap players will always find a way.
That Legion was clearly angry about getting looped. I saw the whole ordeal, and they humped me too, once they finally caught me
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997596#Comment_3997596
And what if a 4K and playing for a clear win is the fun for some of us? Not everyone enjoys super “casual, I don’t care” matches
It's much more fun when it has been a constant battle to get it. Not just handed to you on a silver platter like it is today.
If you had to put in work to get the 4K, then hats off to you. But if cheese tactics was involved, then it really doesn't feel like a true win.That is what the whole debate is all about. Many killers gets undeserved wins because their tactics are cheap, and require minimal effort. But those who are actually playing well on the other hand, knowing how to outsmart their opponents, without resorting to cheese tactics, yeah they EARNED their win fair and square.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997366#Comment_3997366
balance aimed at “the majority” and vets should just watch? Or join the 2K-and-dip meta to keep lobbies cozy? Every PvP respects skill; DbD shouldn’t be the outlier.
That’s not how PvP works anywhere else. Why here?
In PvP you run into better players and you die.
Why should dbd be different?
Since when did tunneling, slugging and camping count as "skillful" play?
If you can't outsmart your opponent, you'd resort to cheap tactics, is that how you see "better players" on the killer side?
In any case, that should 100% count as an L for the killer player.
Skillful play on the other hand is outsmarting your opponents, without having to resort to cheese tactics.
You can't really compare DBD to other PvP games, since for the most part both parties in that situation would be duking it out on a level playing field. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997236#Comment_3997236
Oh hell yeah. Scene Partner for vocals too.
Yeah that's what I want, like a 4man all with instruments having a jam session. You just need to hope you land a lighthearted killer.
You know who's bringing out Scene Partner for that occasion 😇
looks the other way, whistling the tune of a certain lute
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At least, for those of us who got to test it out in a normal manner, the changes really didn't feel too bad.
I made a much more in-depth post about the anti-tunnel feature in the PTB feedback section if you want to read my verdict on the matter.
For what its worth, I really hope they don't scrap the idea, because there were a lot of good changes in this test patch.@THE_Crazy_Hyena said:
With the news of the update being pushed back, I will give my honest review of "the good, the bad, and the ugly" when it came to the PTB test patch, and more specifically, the anti-tunnel part
Anti-tunnel
Probably the biggest change out of all, and the most controversial in terms of balance shift.
The Good.
- Survivors in an early 3v1 scenario gets a much needed helping hand in the form of an increase to repair speed. This made most of the games I tested go from a surefire 4K for the killer to a 1-2 out. Matches felt A LOT more fair. Granted, if the killer did not tunnel anyone, the matches could go either way. Killers who played well was easily able to get all survivors for instance.
- Killers got the built-in BBQ (which stacked with Lethal Pursuer), and built-in 20% Pop Goes the Weasel that lasted 30 seconds, if they did not choose to tunnel. A very solid basekit buff that was very noticeable, especially when stacked with the actual perk. Definitely nothing to scoff at.
- A nice little BP incentive as well, for spreading hooks around. A much welcome addition.
- The new Elusive status effect in of itself. The aura/killer instinct block was great, as well as the hiding of scratch marks, blood and grunts of pain. Aggressive or conspicous play would take away the effect.
- Survivors who neglected the hooked teammate (from first stage) would not trigger a punishment for the killer.
The Bad.
- Elusive coming with a "diet OTR endurance" that also lasts for 30 seconds, as well as ignoring collision for the same duration. This needs to be toned down to the same duration as the Haste and current Endurance, which is 10 seconds.
- Hook state being hidden for the killer, and delayed. This could also make finding the unhooker more difficult, unless you were physically watching the hook. - Now, the removal of the loud noise notification was fine.
- In some cases, Elusive could be abused by SWF to get easy body-blocks.
- 6 hook states was maybe too much. Reduce it to 5 states. If a survivor is dead at 5 hook states, then the punishment should be put into effect. It would still not fully get rid of staggered tunneling (juggling two survivors on the hooks), but it would make it a less effective tactic.
The Ugly.
- Certain killer powers trigger punishment way too easily. Such as Sadako's Condemn and Pig's head traps. This needs to be adjusted and made exceptions for in the code, so that it cannot be abused by co-ordinated survivors (SWF intentionally popping the head-trap for example).
- The punishment is too harsh. A good compromise would be to keep the Entity-blocker, but for 40 seconds after a hook instead of it being permanent. This would still block perks like Pain Resonance, Dead Man's Switch, Ruin and Grim Embrace from triggering, but after the grace period is over, the killer could still instill regression by kicking or Ruin would take effect.
The Final Verdict, and a short summary of my testing.
Overall, the anti-tunnel is a GREAT addition, and promotes fair play. But there are definitely things that needs to be adjusted accordingly, as stated in my bullet points.
And for the love of God.. DO NOT SCRAP THE IDEA!
It has been the best experience I have had as survivor in DBD since 6.1.0, and the introduction of the finisher mori.
And since I am a fair player as killer to begin with, I found the basekit buffs to be amazing. It freed up a lot of perk slots that could be used for more creative builds, not having to religiously rely on slowdown.
I did not find my killer matches to be any harder than normal.So the final verdict is: Make small changes to the anti-tunnel system, push it onto a new PTB soon, and hopefully onto the live servers in a more polished state, so that more people can properly test it out.
Here is my breakdown of the anti-tunnel, after 20+ matches worth of observing how it played out.
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@TheGoone said:
Survivor crying they couldn't abuse a totally broken system
I would have thought YOU of all people who makes a ton of posts were unbiased.
The MAJORITY of survivors won't abuse a system like this, and in reality, it is the killer side who has been crying about a system that would not let them have easy 4K's anymore. - As has been the case ever since the finisher mori got introduced.
I even went through like 20 PTB matches during these days, on both sides testing the changes, and it gave survivors in a 3v1 scenario a much better chance. It was mostly 1-2 outs despite the increased gen speed. So no, it was not insanely broken.
Yes, the permanent gen block is stupid, but the speed increase is enough to offset an early tunnel out. And yes, it was before 6 hook-stages, because of staggered tunneling (juggling two survivors). -
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996819#Comment_3996819
For sure, I brought up the fact there's tons of perks (on free killers no less) that counter or mitigate pallets and they just sorta ignored it because it kinda ruined their argument. Like… if you are bad in chase you bring chase perks to cover your weakness just seems like common sense?
Exactly. There are so many ways to play around chases.
Now, with gen-slowdown built in, you are also free to run more creative builds -
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996813#Comment_3996813
100% there with you. But we are getting off track. Do you think the OP has any reasonable point here? Honestly which killers have no ways to deal with pallets? Ghostface but his thing is getting people exposed before they can get to pallets and maybe Onreo but she has passive phasing. It just seems like a non issue really.
I don't think there will be too much of a problem, regardless of killer. And with perk slots freed up from the basekit changes, I think we might see more usage of perks like Brutal Strength.
Besides, if killers can play fine on maps like "The Game" and Hawkins today, with all the pallets there, I can't see too many problems with adding more pallets to other maps. Especially those that needed it like Coldwind and Haddonfield. -
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996805#Comment_3996805
Yeah I try to be conservative on new killers powers. I'd rather we have a killer that is underpowered for a month and then buffed rather than a ghoul situation where it's a nightmare that gets the equivalent of a papercut for nerfs. I think the new killer will be fine, not gonna break A tier but we need more balanced B tier killers.
Very true. All they need to do with her is to smoothen out the animation between the two forms, and the transition between the charge and the standard head form, and she will be a much better performing killer imo.
Definitely not S or A-tier, but a good B-tier like you said. -
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996799#Comment_3996799
Yeah I did see that and it's pretty clear the killer made major misplays there. The survivor faked the pallet and the killer fell for it instead of trying to play around it.
Also the new killer is pretty clunky to play, and is feeling on the weaker side (for now). Plus, the PTB is fresh out of the oven, so most players has not been racking up enough time with her.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996793#Comment_3996793
pallets being unsafe doesn't matter if you don't play them and just predrop them for distance holding w
Tell me, how much distance do you actually make on an edge-filler?
The reason why these were added was to give survivors a slightly better chance of using the edge-map. But in no way, shape or form are these tiles safe to use, and you are certainly not making much distance from using them.
I know for a fact that you usually don't make it to a safer loop in time. -
You do realize that most of the pallet spawns added to the maps are filler tiles that are pretty unsafe, right?
Like this example from the Coldwind Farm maps, with other realm-specific variants of these
MacMillan example here. Same general style of filler, but mirrored.
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Add PH and Dracula, and for the love of 2v8, remove Legion from it.
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@Skeleton23 said:
Uhm I just want to tell people this actually has nothing to do with the patch notes or what's going on in the game this is actually a personal thing
Quiting DBD and gaming in general.
The reason is that something in my personal life outside of DBD has made me in a possible homeless situation and this could be my actual very last post on the website.
I want to say before I go is that thank you for giving me a game to get my mind off the world that's been crumbling down around me.
This does have something to do with me becoming homeless very soon and will most possibly never be able to play again.
Regardless of the games problems its a amazing game
I started playing sense The Lichs release and I Main The Unknown P33 which this means im canceling my road for P100 and this is where ill stop playing 100%
I know most people don't care but I do have a very strong bond to DBD because of the years I spent on the game. Just seeing the game go just breaks me as I speak.
Im now going to step into the Fog where I belong.
Thank you all for everything.
To : The DBD community and Devs
Really sorry to hear this.
I know what hardships life can throw at you, especially if you are seen as an "odd-ball" in the society's eyes.
But never give up, and never be afraid of asking for help when times are tough.
I don't usually tell my life-story, but I felt like sharing because seeing what kind of situation you are in, made me think of my own.
So, I have Aspergers (some might call it the Einstein syndrome). It has made working a normal job a nightmare for me. I've been in and out of different jobs throughout my years, and I also had a 6-year battle with the system to finally get the financial help I required.
Today I am living a somewhat normal life, but looking back 10-15 years ago, it really wasn't easy.
Just never give up. Keep on pushing for a better life situation. That is my best advice.
And remember, we, the DBD community got your back -
@Jacknalls_Paw said:
Many of these pallets are not strong. I personally checked all the maps affected by the change several times, and now they spawn like ≈ 18 pallets on each one, but many of them are unsafe and on the edge of the map.
They also removed some unique structures, such as the one on Dead Dawg Saloon, and replaced them with more classic fillers and less powerful tiles.
The only maps I've seen improved are Haddonfield and Coldwind, while some, such as Ormond and Family Residence, I believe have actually been penalised. Then again, I don't know, maybe I was lucky with the RNG and you were unlucky, anything is possible.I noticed on Ormond Resort specifically, the outdoor rock formations are larger again, like they used to be in the old version. This should help a bit more with LoS blocking and offer better protection against killers like Trickster.
For me it looked like Family Residence had slightly better spacing between the tiles, like there are much less deadzones to wander into. Also, there were new edge-fillers with pallets now
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Don't know if anyone saw all the map screenshots I made in my "first impressions" post yesterday, but I showcased some of the pallet changes there
@THE_Crazy_Hyena said:
[Warning - This will be a long post]
So, after sifting through the details of the PTB, mostly regarding the anti-slug / anti-tunnel features, and the map updates, I have some test data to decompress.
The Krasue
Seems decent overall. Not too strong, and not too weak.
I found her playing a lot like The Unknown, mixed in with Vecna and Dracula.
Power feels good and intuitive to use, at least in human form.
Head form feels a little clunky, but I am sure that will be rectified before the patch hit the live servers. Like the slow transition from first-person Head Rush to normal third-person mode. Third person takes some time to fully get used to as well.
But not a bad killer at all.
Her perks are interesting, that is for sure, and fits well with the anti-tunnel mindset.Vee Boonyasak
Well-made survivor. Not too loud, or not too quiet either.
Perks are fine, and interesting for different builds.
Other than that, she is well-designed and fits the theme.Anti-tunnel
https://us.v-cdn.net/6030815/uploads/FTRU5IONH7LU/20250903214122-1.jpg
Works as it is intended to do. If you sacrifice or kill a survivor before you have 6 hook stages, generators will be Entity-blocked and cannot be regressed.
However. There is a detail that I would like to mention, and that is if the survivor team does not unhook a hooked survivor in time, then the anti-tunnel will not trigger. Which is a good thing, because that would mean a mistake from the survivor team, which the killer is not punished for.https://us.v-cdn.net/6030815/uploads/4WS0D5NFUPKN/20250903214446-1.jpg
Elusive status effect in full force - The Feng-bot is vaulting ahead of me, and notice the lack of scratch marks.
There is also a base-kit OTR in place, just in case you decide to hit them within the 30-second window.
Now for the compensation buffs:
Kicking the gen is like having current Pop goes the Weasel, if you play a killer that is not regarded as high-A or S-tier. The 20% instant regression is very noticeable. And pair it with Pop for an instant 1/3 of a gen's progress. This is a huge buff to gen-kicking overall. You will notice that you have the buff when flames are shooting from the generators.
Basekit BBQ is just like the live BBQ perk, and it does stack with Lethal Pursuer, so that you get the same 6-second aura read.
The 10% haste buff is also quite noticeable, especially on M1 killers, meaning that you are much more likely to catch up to someone in time.Anti-Slug
Works perfectly as intended.
90 seconds first time is plenty of time to put more pressure on the map, and going for someone else in the meantime.
Anti-slug also works during the end-game, which means no more bleeding out of survivors while humping them to death.
Repeated slugging is like slugging a No Mither. They will pick themselves back up and carry on.
I am glad that this playstyle is getting removedMap changes
Now for the big one. As someone who has been making several posts and comments about map balance, this time BHVR is definitely shaking up the maps, mostly for the better.
General: Lockers are MUCH more consistent around the maps now, and will mostly spawn in pairs. This is good news for all of you Dredge mains out there.Coldwind Farm.
https://us.v-cdn.net/6030815/uploads/4SIBAE7Z3I3G/20250903222857-1.jpg
An example of the new edge-tile that is found on Rotten Fields
Coldwind has probably seen the biggest change with the new tile spawn system, and there are much more pallets available for survivors to use. Most of them are not the safest, but it is better than nothing.
There are several new tiles added, like the aforementioned edge-tile that has a pallet. It also has a pallet-less version.
A new U-wall tile is also added along the edges of the Coldwind maps.https://us.v-cdn.net/6030815/uploads/W4AJKDMK31RJ/20250903223045-1.jpg
Rotten Fields, with a lot more fillers and tiles to use.
https://us.v-cdn.net/6030815/uploads/508FZATVOWII/20250903225149-1.jpg
Rancid Abattoir now has a central jungle-gym, and more connecting loops near the main structure.
https://us.v-cdn.net/6030815/uploads/ZO938HE6KBPY/20250903225253-1.jpg
The new U-wall tile, and a pair of lockers next to it, found on Rancid Abattoir.
https://us.v-cdn.net/6030815/uploads/GBF4MBVJ31BC/20250903230233-1.jpg
An example of the pallet-less edge-filler, with a pair of lockers nearby. Found on Fractured Cowshed.
All in all, the new changes to Coldwind Farm looks to balance it in a much more fair way. Will have to test these maps extensively in regular gameplay to get a final verdict, but so far, my first-impressions are good.
MacMillan Estate
Not much is changed on MacMillan, other than a few more fillers in the previous dead-zones, and a new pallet spawn around the water tower tile. Pretty much what the maps needed to be more consistent, as they were fair enough to begin with.
A few new edge tiles are also present.https://us.v-cdn.net/6030815/uploads/Q2MA1Q5RX7A3/20250903220840-1.jpg
An example of the water tower, found on Suffocation Pit. Notice the better locker consistency as well.
Autohaven Wreckers
In general, these maps has been pretty well balanced, but I am glad that some tiles are shifted around to create less deadzones, especially on Blood Lodge.
The "Fun Bus" has also seen a drastic change, where the side window has been changed for an open "doorway", significantly reducing its strength.https://us.v-cdn.net/6030815/uploads/7OENM9K6RDS5/20250903221107-1.jpg
The new "fun bus" loop as seen on Blood Lodge.
https://us.v-cdn.net/6030815/uploads/4OOFQ893ERNN/20250903221337-1.jpg
More consistent pallet spawns near the front porch of the Blood Lodge.
Backwater Swamp
This realm has seen a substantial increase in pallet spawns, especially near the trees and the edge-tiles.
https://us.v-cdn.net/6030815/uploads/EOO4CVJZE16H/20250903224726-1.jpg
The middle areas looks roughly like they do today.
https://us.v-cdn.net/6030815/uploads/UH16WFFX7Q2Y/20250903224751-1.jpg
But the outskirts areas now has a lot more pallets, especially near the trees and on the edge-rim.
Crotus Prenn - Disturbed Ward
This map has seen a shift where the main structure has been made significantly weaker, by removing the two god-pallets that normally spawn on the upper floor, and moved them elsewhere, in the form of more burnt tiles scattered around the main building.
https://us.v-cdn.net/6030815/uploads/XGWQUUO2EWXH/20250903230652-1.jpg
A more questionable pallet spawn, where one jungle-gym connects straight into another.
https://us.v-cdn.net/6030815/uploads/9Y0B7LI6JGN3/20250903230743-1.jpg
Many more burnt-out tiles are now found around the main building.
https://us.v-cdn.net/6030815/uploads/YBRUG4APLX3C/20250903230714-1.jpg
The gazebo and the adjacent park tiles also spawn pallets more frequently.
https://us.v-cdn.net/6030815/uploads/X835KPO4S98D/20250903230817-1.jpg
Main building, upper floor. No god-pallets in sight, but more lockers instead.
https://us.v-cdn.net/6030815/uploads/ZSN3P0MZJQKS/20250903230843-1.jpg
The lower floor still has the god pallet in place though.
Ormond
Both Mt. Ormond Resort and the newer Ormond Lake Mine has seen a few changes, mostly to the height of loops around the outside areas.
https://us.v-cdn.net/6030815/uploads/JPAKNFNWWKOD/20250903224018-1.jpg
The new middle part of Ormond Lake Mine. Notice the much taller walls.
https://us.v-cdn.net/6030815/uploads/ZGR5UPDAMD8F/20250903224028-1.jpg
The double-pallet tile has been replaced with a single pallet with taller surrounding walls.
https://us.v-cdn.net/6030815/uploads/K0XFIOK970QR/20250903224206-1.jpg
More consistent cover in the middle areas.
Haddonfield
This map in particular has been screaming for more tiles, especially on the left hand side of the Myers house.
The street part is also much more consistent in terms of loops and pallets.https://us.v-cdn.net/6030815/uploads/7UM3NQAXHL1P/20250903212119-1.jpg
A new Z-wall hedge-window tile that has been added to the end of the street, to the left of the Myers house.
https://us.v-cdn.net/6030815/uploads/W1OO9ACUBFLV/20250903212125-1.jpg
More consistent car loops and pallets in the middle of the street. There is one to the left of my FOV as well.
https://us.v-cdn.net/6030815/uploads/6BB2YM48N3G5/20250903212133-1.jpg
More hedge tiles near the Myers house, some of which has pallets (yay).
Yamaoka Estate - Family Residence
This map has been decent as it was, but the middle area in front of the estate has always been a bit … lacking, so to say.
Now there are more resources for survivors to utilize, as well as a few new edge-tiles.https://us.v-cdn.net/6030815/uploads/IWITXMJGHNS9/20250903222332-1.jpg
Now, there are a bit more consistency in pallet and tile spawns in the middle.
https://us.v-cdn.net/6030815/uploads/70DK94T5DLOL/20250903222357-1.jpg
A bit better potential in terms of loops.
https://us.v-cdn.net/6030815/uploads/TZZ777KUXIG5/20250903222416-1.jpg
The back half of the map also sees a bit more pallets and rock formations.
Red Forest - Mother's Dwelling
The last map I tested was Mother's Dwelling, and it too has seen a few improvements to pallet spawns, mostly in between the trees, and the Stonehenge tile.
https://us.v-cdn.net/6030815/uploads/81803434WY6U/20250903223459-1.jpg
Much better pallet density in between main and the edges.
https://us.v-cdn.net/6030815/uploads/4VN0C3816SGN/20250903223617-1.jpg
Even the Stonehenge tile has seen some love.
Final words.
This wraps up my testing of the 9.2.0 PTB, and I am pretty happy with the changes so far, especially to the maps. Granted, more testing is needed, but so far it has been a pretty positive experience, on both sides.
I mean, before it got relegated to the PTB section.
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@Zuiphrode said:
Killer players have been tunneling a lot because a series of changes over the past year have made gens fly and healing be nearly instant, making it very difficult to keep pressure on survs, especially with non mobility killers. The fault is BHVR's,not killers who are simply trying to adapt to the meta as best they can.
That is very debatable.
Gens only fly if the killer can't put enough pressure on the map, or hyperfocuses on a single survivor for too long, allowing the others to sit on gens.
Knowing when to call off the chase is something many killer players has to accept. I had to learn that one the hard way myself. -
@jamally093 said:
So I might have a small brain or something but I don't know why people are upset about it. The idea is just saying "hey don't be sweaty and try to spread hooks around" I have played both killer and survivor and I will say I have tunneled once or twice when I was having a bad day. But I don't understand why people are upset about it when basically it's just learn your not gonna get a 4k all the time and a 3k is still technically a win 1k or 0 is a lose and 2 is a tie. So I might be missing something in all this but I really don't understand why so many people are upset with it.
I think it mostly stems from killer players has been having too easy of a time, and now that the easy cheese strategy is being nerfed, it won't be AS easy.
But the compensation buffs are really good in all honesty -
I guess it is a net buff to Scratched Mirror Myers, considering that you can move at 110% (with the new Memorial Flower) instead of being locked to 105%
And you don't have a tiny lunge anymore. Now it is like old tier 2



