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Thusly_Boned

Thusly_Boned

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  • They suck, but I've seen like 3 or 4 in my 3K+ hours of play, and none in months, maybe even a year.

  • @tungpunchmyfarter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425522#Comment_3425522

    Defo first game after the update it appeared for me and it has been since, it's not every lunge but defo involves some interactive elements of the maps.

    (Ps4 here)

    I've put hours in on PS4/PS5 and PC (mostly on console), and killer is definitely handicapped on console when compared to PC. Aim dressing is waaaay more obtrusive on console, and getting FOV'd is definitely more of an issue, for reasons other than skill. That has always been true.

    Any new bug is just gonna compound that.

  • @MikaelaWantsYourBoon said:

    Project W saved the last year. We got fun killer and decent survivors with it.

    Other chapters were terrible tho.

    Roots of Dread: Dredge is meh-tier killer and Haddie is very bad survivor. I don't like both of them. Map is terrible, i hate play killer on this map.

    Forged in Fog: Boring killer. Survivor is good at least, i liked Vittorio, he has different style. Another terrible map.

    Tools of Torment: Another boring killer. SM is terrible. Survivors are also soooooooo boring and bad. Probably the worst DbD chapter ever.

    I am hoping the next chapter is good but i am expecting another bad chapter honestly.

    Roots of Dread was fine. Dredge is good/unique, Haddie is a great survivor with trash tier cosmetics.

    The last two, however...woof.

    Another one like those and BHVR might really, truly have a problem. It would be very bad if any hypothetical leaks indicating another original for the anniversary were actually true. One would hope such a reported leak was a misdirection or hoax.

    The anniversary needs to hit.

  • @Shroompy said:

    I really dont wanna say this but...

    skill issue

    On console, it really isn't though

    It's always been that way, however. Though the other night it felt particularly bad, so maybe there's something to it

  • @Pulsar said:

    Yeah, it's getting pretty ridiculous

    Give P100's a skin and give us the option to hide Prestige Levels.

    For sure. There should absolutely be a cosmetic reward for that dedication to a character.

    As it is, rather than be rewarded, you're kinda punished for hitting P100.

    Of course the funny thing is that a lot of P100s aren't even that good, they just love their main.

  • It's fight sometimes, but it's totally possible. I may just play way too much, but I've done it almost every month in recent memory, and I only play solo queue. I've only really had to make a late push for it recently because I have been playing a lot more killer (I usually just play whatever role has the incentive, and it's been mostly killer for a while).

    The challenge doesn't really start to set in until you get to golds. The pipping system needs a lot of work (one easy change would be to disable de-pipping when there is a disconnect), but it's far from "impossible". For me the key is recognizing early when your team is cheeks and re-calibrating from playing for escape to salvaging a safety pip. If you can avoid de-pipping too much, getting to iri 1 becomes mostly a function of play time.

    All that said, if you only play a few hours a week, then yeah, it's a tall order.

  • Like more survivor sided than before? Good god no. Not even close.

    It's imbalanced, but the balance pendulum can go either way depending on how a game plays out.

    Old Haddonfield was a joke it was so easy to exploit as a surv.

  • @DarkMyst said:

    Hey everyone, I realize this is a heated topic, but let's try and reign this thread in a bit okay?

    Let's please try and keep the focus here on the game and the topic at hand, and not let that topic of discussion shift to other players, or arguments between players.

    Going forward, let's ensure this thread follows the rules, and that the discussion is constructive.

    Thanks!

    This entire topic was a rhetorical device from the start. Probably best to kill it.

  • @DBD78 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419925#Comment_3419925

    All I can say is I have every right to ignore David from now on for whatever reason I have just as others might now play David for the reasons they have.

    The "grow up" and stuff from some people well keep on being intolerant.

    Of course you're free to ignore David, but coming in here just to announce (in not so many words, but clearly) that it is because he is gay, your intolerance is the the clearest of all.

    You could have kept it to yourself, but you just had to. Don't act persecuted here. That dog won't hunt.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420598#Comment_3420598

    It does for me? I am playing her because i am assuming she is straight. But if they change this and reveal her as lesbian, then i will drop to play her. I don't know why this is so big problem for you? Am i forced to play with LGBT characters? That's what you are saying?

    I am playing female characters because they are attractive for me. Because i like them as straight. If they are not, then i have no reason to play as them anymore. Because i am not interested with lesbian women since i am not female.

    Are they less attractive because they're not straight? I mean nothing visually changes, and it's not like their orientation has any effect on you, since they're, you know, not real people.

    I am a straight male and there are plenty of lesbians out there who I find attractive, and the fact that they'd have absolutely no use for me sexually doesn't change that. You can still appreciate people that can or would never be available to you, and you can identify with people who aren't aligned exactly as you are. If you can't, then maybe it's time for some introspection.

    But hey, it's a video game, play whoever you want to.

  • Yeah, obviously there are some who won't play David for absurd, insecurity based reasons or straight up bigotry, and those losers can kick sand. I mean, I'm sure some people played David because they wanted to identify with their perception of what he was, but let's be honest most of those people were just tiny little half men fantasizing about being a badass, and their fragile masculinity couldn't take any association with anything gay, so they stopped playing him.

    These types are pathetic, of course.

    But there are other reasons we see fewer Davids:

    1. There are just more survs than before. The more characters are introduced, the smaller each slice of the pie gets.
    2. His perks have gotten less useful. Not just DH, but WGLF. He used to be a character you'd want to level first; not so much anymore.
    3. His most recent visual iteration isn't that great. His face vaguely reminds me of a kappa
  • I really only have one notable memory of having survs DC because of a mori. The surv team was a sweaty SWF, bordering on bully-ish, BM-ing, sobo-ing, bodyblocking, running Boil Over, etc. It was really hard fought (I was playing as Sadako on Garden of Joy).

    Once I got most of them to death hook and started the mori on the first one, they DC'd, and each subsequently DC'd as I downed them. Classic dish it but can't take it scenario. It was still super satisfying, though; to me a DC before a mori or third hook that is the ultimate submission.

    I've had lots of other survs DC rather than be mori'd, but never 3-4 in one match like that.

  • Personally, I don't feel like any of the metas I've played in (since 2019) have seen more or less tunneling/camping than another. It's like a baseline constant, if you look at a large enough sample size.

    But when someone has a bad run of getting camped/tunneled after a recent change, they almost always attribute that to the changes. Saw the same thing after 6.1.0, which some said precipitated an apocalyptic rice in camping and tunneling. It reactionary and correlational (not causal).

    But to me, it's just the same as it ever was. People who camped and tunneled before will continue to, and those who didn't aren't likely to start all of a sudden.

  • Everything Demo does mentioned here (putting down a portal, charging a shred, teleporting, etc.) takes time. As others have pointed out, if a surv sees you TP, they can almost always destroy the portal before Demo can make it back, unless the Demo tp's back immediately, which no one does. Putting portal down isn't instantaneous. Charging a shred isn't instantaneous. Nothing demo does is.

    The shred, like PH's Punishment of the Damned, is only really easy when a surv has nowhere else to go, and missing it has a time cost. Yes, there are abundant add-ons that mitigate this somewhat, but only somewhat (and if you want to use his portals to track, which is only marginally useful, you have to use an add-on slot). Demo is really pretty plodding and sluggish; nothing he does happens instantly or at the "tap of a button".

    I go back to the situation of using a shred in the killer shack; if the surv is coming through the door as the surv is approaching the window, even if the Demo cancels the shred as soon as the enter, you're not getting to the pallet before the surv. Isn't gonna happen (unless you were already close enough to M1, in which case the whole thing is moot).

    Using shred is a commitment, and it's not hard to dodge if you see it coming.

    Yeah, Demo is good at zoning, but no moreso than a few others. He's a very balanced, middle of the pack killer. Nothing about his kit is unfair.

  • Other than a bug or cheater, there is no good reason to DC. If you find the game to be in an unplayable state, don't play it. You don't get to cherry pick which matches to play out, because each DC is always at the expense of others (mostly your teammates).

    Increase the penalty.

  • Good lord, is this topic even serious?

    I have played a lot of killer and have never once gotten mad over a Lithe, BL, or Overcome usage. These are gonna be the new issue now?

    DH stood alone on its BS tier for years, but the rest of the exhaustion perks are fine. Come on.

  • What this streak is speaking to is the imbalance of the game on a fundamental level.

    Hypothetically, an absolute god of gaming could take each killer and play them to the absolute limits of their design, and they'd find wildly different levels of success with each one.

    No matter what you do, how skilled you are, or how much time you put in game or how absolutely ruthless your tactics, you're not winning 1000 games in a row with the Trapper. You can't tunnel your way to massive win streaks with just any killer; you're limited to varying degrees by their individual design.

    Regardless of the player, only a handful of the killer roster could be used to that much effect.

    Now of course there are very few who could use even the Blight well enough to win 1K games in a row, for sure. But make no mistake, no one is winning 1K games in a row with any killer outside of maybe 3-4.

    For most players in DBD, the limits of design aren't being pushed. Like cars on the highway, most of the traffic in DBD is moving at a similar pace, either being limited by the traffic around them, or not being pushed. But killers like Blight/Nurse are like F1 racecars in a field of consumer cars: in the hands of a proper driver, they're simply capable of much greater things than the other cars on the road.

    Not just any driver can effectively drive an F1 car, but those who can have a massive advantage. And even the world's best driver isn't going to drive a Toyota Camry to victory over a racecar, even being driven by lesser drivers.

    So the end of the day, player skill in DBD is probably only the second or third most important variable in determining outcome (for killer or survivor). This is a difficult pill to swallow for those who think they're just constantly outplaying their competition, but it's true.

    The discussion about tunneling and the discussion about imbalanced killer design can be mutually exclusive.

  • @KateMain86 said:

    I think the challenge right now is creating a new survivor that we see as often as Feng, Kate and Yui. The only recent one that has come close to this is Vittorio. They did something right with him. Characters like Haddie and others we hardly see should be thrown into the void and forgotten. Use your most popular characters as blueprints for the next one.

    As for cosmetics, I feel the same. The most used cosmetics should also be used as blueprints for future ones. Its one thing for a character to have a lot of cosmetics, but do they have a lot of good cosmetics? That is what matters.

    There's no mystery, no secret formula. There's nothing special about the most popular characters. People are just like birds with shiny objects, and those objects are new cosmetics.

    Vittorio, like Mikaela and a select handful of others, was immediately prioritized for frequent cosmetics, and has received a steady flow of them. That's why he's popular.

    I would bet one of my kidneys that if, say, Jeff or Quentin (hypothetically) got a payload of 20+ new unique cosmetics dropped tomorrow, they'd be top 5-10 in surv pickrate in very short order.

    The "unpopular" characters are only so because they got few or no cosmetics at the beginning of their life. That's it, nothing more.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410883#Comment_3410883

    But nothing changes. I am still not seeing them even after new costumes. They can add million costumes for them and everyone will still play Feng, Kate, Meg, Nea, Mikaela, Dwight etc.

    I have seen a lot more Haddies in the last week or so, so I don't really agree there. Part of the reason unpopular characters are unpopular is because they got shafted on cosmetics at the beginning of their life cycle, not because there is something inherently wrong with them.

    Haddie is a great example, the only thing boring about her is the set of cosmetics she launched with. Lore/character-wise, she probably one of the least boring characters in the game.

    Conversely, Mikaela is a boring, half-baked character, but one who had a pipeline of cosmetic support from the minute she dropped.

    People love cosmetics, but if you only give cosmetics to characters who already have a ton, you might as well just delete like 2/3 of the roster because you're never going to get engagement there.

    I would bet if there was a massive cosmetic dump tomorrow for "unpopular" characters, you'd instantly see their pickrate skyrocket.

    What they've done is create a cycle where they favor certain characters with lots of cosmetics, but only because they are popular, which is almost exclusively because they already have a ton of cosmetics.

    I think BHVR needs to release each new character with a standard minimum number of cosmetic options, or they might as well not release them at all.

    Kate and Mikaela absolutely don't need more cosmetics than they're already getting. Zarina, maybe.

  • Pretty much avoid the projectile killers on console, if you're trying to narrow things down. Especially Trickster, as others have already noted. Because I am obstinate, I have managed to get to a decent state with Huntress, but the controller is really limiting. Same with Slinger.

    I even avoid Oni and other killers who at least somewhat rely on flicks. Also kinda limited on controller.

    Maybe at some point we'll get some more controller options/settings, but for now it can really be a hindrance with some killers.

  • Yeah, there are definitely three types of three gen:

    1. The totally self-inflicted variety, which is kind of a tough shite scenario for survs
    2. The killer half defending a three gen, but generally playing normally
    3. The killer picking a three gen right away and just defending it to the exclusion of all else

    #1 is complete fine, imo. Survs just have to take their medicine, and pay more attention. Similar for #2.

    #3 is facecamp-tier, low skill, trash gameplay. It's your right as a killer to do it, and it's my right to think a whole lot of really impolite things about you doing it.

  • Escaping roughly a third of the time is my experience in solo, which doesn't feel awful to me, so long as most of those games are competitive.

    I also leave a fair number of escapes out there because I like attempting ill advised altruistic plays late game.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407058#Comment_3407058

    And if SM just ignores me and continues to moniter her 3 gen?

    Can’t bait and taunt someone who isn’t even focused on survivors period

    Yeah, that's the problem. It's pretty obvious to anyone with any time in game that the play is to bait the killer away. But the killer has to play along.

    Now I get just sitting on a three gen if they're the only three gens left and the entire game up tot that point has been normal. In those cases, the survs are usually just lying the bed they've made for themselves.

    But if a Skull Merchant just sits on them from the start, and will only chase you within the three gen radius (actively ignoring anyone outside of that zone), there's essentially nothing you can do as a surv. All she has to do is keep deploying drones around her three gen, occasionally smacking and hooking exposed survs and she will win the war of attrition.

    It's DBD at its most brainless (save maybe facecamping Bubba).

  • NGL, I've been playing almost exclusively on PS4/PS5 going on four years and it's been 99% error free.

    Sounds like maybe the issues are on your end. Have you had the same network setup this whole time?

  • I think having a negative impression of recent chapters (totally justified, they're bad) doesn't necessarily crapping on the came as a whole.

    Do I think the last couple chapters have been garbage tier? Yeah. But I like DBD as a whole, and would give it an overall positive review. Kind of a conundrum.

  • I had three consecutive 3-Gen Skull Merchant games the other night (my first three games of the day, too). When it was clear the second game was going the same as the first, I was like "again, really?", and as the third went the same, it filled me with an feeling of malice I have rarely experienced in DBD.

    With the Knight, you at least can play them another way. The SM was designed for it, and is totally ineffective at doing anything else.

    Trash.

  • @Pulsar said:

    That seems like my average Solo Q game, yeah.

    It's either that or nobody gets hooked. There's zero in-between.

    I play tons of solo queue, and games like that happen, but are rare. Like once every 2-3 weeks I'll see a rinsing like that. And it's usually a Nurse or Blight. 5 gen domination like that isn't common unless the survs are total potato sprouts or throwing the game.

    Even when I get teamed with bad players, or the killer is just sweaty af, at least 2-3 gens are getting done 90% of the time.

    OP says most of their games are like that. Unless they are playing as part of a SWF that throws games intentionally, I'm calling BS.

  • Holy wall of text, Batman

    1. Her skill ceiling isn't low, and neither is her skill floor. Her mechanics break the game, and once you hit that skill floor you're bringing a gun to a knife fight, but saying she's low skill is just trying to crap on Nurse players because they play Nurse.
    2. Her power itself is the problem, so the only way to fix her would be to remove her, which unfortunately isn't going to happen. We can toss this topic on the pile of the 978,798,216 other "nerf the Nurse" and "OMFG, Nurse too OP" threads.

    @HugTechLover said:

    Funny, we got one nurse last night and it was an easy 4 out.

    If you just started playing surv, that is probably why. Nurses who haven't met the skill floor range from bad to hella bad. I once faced a Nurse who barely know how to Blink and tried to play her as an M1 killer. Saddest thing I ever saw in game.

    @Meathammer said:

    Nurse is hard to play as against skilled survivors who know how to counter her. You just need to learn counters.

    People say that, and most of the Nurse counters work...up to a point. Against Nurses who are at or nearing that skill ceiling, well, to quote OhTofu, it's a matter of picking a direction to die in, regardless of how good your or your friends are.

  • It's only been one day, but it's been business as usual for me on the surv side. My typical build over the last few months is unchanged (Distortion/Lithe/Q&Q/Adrenaline). I did drop my usual OP green medkit for toolboxes in yesterday's matches.

    Again, small sample size, but the killers seemed sweatier yesterday, maybe because they realize they have no gen defense.

    I'm going to have to sort out my killer builds, though. CoB/Overcharge/Nowhere to Hide were entrenched on most of my killer builds, and two of those are dead, and the third synergized with them.

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404644#Comment_3404644

    Yeah, problem is I played almost every day for 3-4 hours and got to the end before two-weeks deadline.

    But if rifts are only for people that play DbD 10 hours a day without weekends, fine by me, I just want to hear it officially.

    I play ~2 hours a day or less, if you average in the days I don't play at all, and I usually finish the rift with like two weeks left. The first deep rift, it was almost a month.

    Honestly, my biggest gripe is usually that all of the rift fragments I earn from the last part of the tome are being wasted because the rift is already complete.

    I mean you have to not play much or take a nice break in the middle in order to find yourself needing to grind hard to finish it.

    And sure, you have people who barely play, but I always figured those weren't the people dropping money on rift passes.

  • @MikaelaWantsYourBoon said:

    BHVR is balancing game around SWF now but they are not getting Solos into SWF level. So yeah solo and casual players will have pain in this game now. This game is not for them anymore. BHVR does not care about them.

    My suggestion is just play killer. At least you won't be stomped every match. Most of your matches you will chill and have fun.

    If you're playing with higher tier killers, you can make the case it might be easier, but there's no configuration in which killer is more "chill". You're the 1 in the 4v1, and as such as killer you're always going to be in "go" mode, even if you're facing bad survs, and/or not really trying all that hard.

    But generally speaking, I think how you experience DBD is mostly a result of the approach and expectations you bring.

    Are you expecting to escape more often than not as a solo queue player? Is meeting that expectation necessary for you to have fun? Is escape your sole win condition? If so, then you're not going to have a great time. At all.

    That said, the misery of solo queue is vastly overstated. And really, things aren't bad at all right now, compared to how they have been in the recent past (think the new surv HUD was a revelation). I have well over 1K hours in surv, almost exclusively solo queue (I can count the games I've played in SWF on one hand), and at no point have I ever felt like I got stomped "all the time".

    Do I die in streaks or maybe like 9 out of 10 times sometimes? Sure, but there's an ebb and flow. Sometimes I'll escape a bunch of times in a row. DBD is an unbalanced game dependent on a hot mess of variables and ineffective MMR (which is why calling it a comp game is absurd), and as such, your experience is going to be really uneven, unless you play exclusively as part of a SWF, or if you just sweat your metaphorical balls off as a killer every single match.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403726#Comment_3403726

    Survivors got a lot of the nerfs held back from the ptb so I would certainly say in the context of this patch, survivors got pampered.

    To be fair, the nerfs to altruistic healing were hella overkill and needed to be dialed back. The nerfs to self healing largely remained intact. I still think DH took a heavy blow here, but maybe I am being optimistic (I am sick to death of DH). I still see these changes leading to survs spending a lot more time healing each other than working on objectives.

    I think a lot of people don't aprreciate just how busted medkits were (especially the green one). They felt downright dirty to use. They'll still be used, but to much less effect.

    Is that enough so to balance cutting the legs out from the existing slowdown meta? No, probably certainly not. If we don't see some new slowdown perk buffs in the near future, in retrospect it will have clearly been a surv sided patch, but just not as one sided as they usually are.

  • @Crowman said:

    Dead Hard and CoH are hardly dead perks. Dead Hard is just as strong as before, just limited. CoH massively buffs healing speeds on other survivors.

    Whereas CoB and Overcharge got hard nerfs with no real upside to them.

    It's definitely not killers the one getting pampered.

    That limitation is going to stop a lot of people from running DH. That said, it's still usable if you want to gamble that you'll still get value out of it. CoH isn't dead, but it lost much of its bite.

    The nerfs to killers/slowdown is a lot clearer, for sure. As of now, there's barely a slowdown meta left. We'll have to see what follows, but I generally feel like this update is relatively even handed, as far as updates go.

  • @Brokenbones said:

    Give it a month

    You're still gonna see DH, and people are still gonna complain about it

    Some people won't be satisfied until the perk is ACTUALLY useless, even the original PTB version was still sort of useful

    While I think this is true to an extent, I don't think we'll see it rebound the very top like we saw after it dipped following the 6.1.0 nerf. This one is worse.

    If I'm wrong and it does, the next nerf might be fatal.

  • I run exhaustion perks all the time, but never run DH (usually Lithe). So for me, it'll be business as usual.

    I don't think it'll be a bloodbath for long, or at all. People will start using SB/Lithe/BL. Sprint Burst may be the strongest of the bunch.

  • I still have quite a few of them. I like to save a few on each character I use, and I had like 200+ on a few killers and survs. I still have like 50 on Plague.

    Some of us just play way too much, I suppose

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402732#Comment_3402732

    I do. He could simply pick a tight 3 gen at the start of the match and turn it into a minefield. Add a couple of regression perks and you have an extremely unpleasant match.

    I tried this once on on eyrie when I was getting gen rushed. I only had a couple hooks and was getting gen rushed pretty hard. I shifted every trap on the map to killer shack corner because I had a good 3 gen there, including one gen inside shack, baited survs into clearing all the local pallets. Poor survs didn't stand a chance, I'd shuffle traps every so often to catch them off guard. And every time they disarmed a trap i chased them away, either into another trap or a dangerous spot where they couldnt get away. I was running overcharge and pop so if a gen eas left alone for long it just regressed.

    I do agree trapper should get some buff love. But carrying all his traps would make for some extremely unpleasant games

    I mean you could do that now with the Trapper Sack.

    In fact, I think that add on would encourage that even more than just letting him start the match with all his traps, since the sack doesn't let you move them. To me, that would make me want to get maximum value from the first placement (which to some people would be a three gen).

    Even if he has all of his traps, he's still going to be a risk/reward killer, and still relatively weak. Setup is still going to take time, and the only way to prevent a good team from just screwing with you is to run his other Iri/purple add ons every match.

    Unless the RNG of trap placement can be changed so they don't spawn in the far flung corners of the map, step one to helping the Trapper is letting him carry more, if not all of his traps from the beginning.

    And maybe I'm wrong, but I don't see most Trapper players being pressed enough to be consistent three genners. Trapper is really bad now, and even if you let him have all his traps, he'd still be bad. Just not hopelessly bad. If you're the type to employ sweaty ass strats for wins, you're probably not playing Trapper.

  • I don't see a reason (that holds up) not to let him start the match with all of his traps.

    @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402669#Comment_3402669

    let him spawn with them all but create a limit he can't pick up above (so he starts with them all, but can't pick them up till he has less than his Max)

    This would be a good compromise, but I don't think it's necessary. Going and picking up and resetting traps is enough of a timesink that he wouldn't be OP or anything.

  • I know it's on trend to say Spirit is brainless, but she's mid-tier, at least after her changes, with the directional sound in play. Wesker isn't all that hard to get a handle on, either.

    And if you're really being pedantic about your definition of skill ceiling, I'd say Huntress' is almost infinite.

    I'd drop Wesker and Artist down a tier or maybe two, and bump Nurse and Huntress to the top tier.

  • @MrSlayer said:

    Does this even spite survs in any way?

    Not really, especially late in the game. I've already got most of the BP I'm gonna get, and now the killer is just handing me the escape? Thanks!

    I've had killers DC as I was running through the exit gate. It's dumb, but only hurts the killer.

    DCing right away is a different story, but that very rarely happens with killers, in my experience.

    Survs DCing is definitely more annoying (and much more common), generally speaking.

  • Yeah, there are some good ones, but scratched mirror Myers is king. So fun.

  • The road is too wide fore sure, but that pales in comparison to absolute and comprehensive mess that old Haddonfield was. It was one of, if not the most busted map in the game's history. For sure since I started playing, at least.

    Old Haddonfield suuuccckked.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396868#Comment_3396868

    Dead Hard will drop usage for a few weeks then people will start bringing it again, because it's still a perk that provides on demand access to a 3rd health state. People are really fooling themselves if they believe this is a heavy nerf to the perk.

    True, but it will only provide that third health state two times in a match, and that's if you get hooked. It's not a dead perk, but its pickrate will absolutely drop, and not just temporarily.

    I'd prefer they stop with the half measures and just bury the damned thing like they have so many other perks, but this will definitely be the weakest state it'll ever have been in.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398796#Comment_3398796

    I agree with you on that one.

    The devs are pretty much saying "Even though the killer is already naturally faster than you, they're obligated to get free hits out of you just because".

    Like if you have the skill to catch me, good you deserve to catch me. If not, then you don't get to down me just because you're getting naturally faster and faster for not being able to smart me in a chase.

    I somewhat agree, but some tiles/tile chains can and often do totally nullify the killer's inherent speed advantage. That's usually down to crap RNG, but I think the presence of bloodlust is just as much to band aid bad RNG/map design as it is to close a skill gap.

    But generally speaking, going into bloodlust 1 is fine, but by the time you hit the higher levels, you should have already dropped chase.

  • @blmpride5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398841#Comment_3398841

    Its not a comp game. But they have mmr. And they are constantly balancing things. Sure sounds like a comp game to me. If it wasnt comp it'd be completely random matchmaking and they wouldnt worry about meta or balancing things

    It's being increasingly dressed up as a comp game, and some people badly want it to be, but it absolutely isn't.

    It's too imbalanced, and SBMM/MMR is just kind of there, but doesn't actually do much of anything. At least with enough consistency for it to matter.

    If a person is looking for a game that reflects their gaming skill, especially in relation to their opponent(s), DBD is the wrrrroooong place to go.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393960#Comment_3393960

    But that’s why I’m referring to. I’ve had a solid increase in survivors killing themselves first hook for going down first, or too fast.

    Like it or not, some of that is down to your killer of choice. Nurse and Blight are disproportionately strong killers. If the killer player really knows how to use them (which would be indicated by a lightning quick first down), you have a good idea of how the match is going to go.

    Now I am a fervent opponent of DCing for any reason (other than a glitch or hacker), but for many players, they just decide to opt out of what they see as a near guaranteed loss.

    I never DC, but if there is a super quick down at the beginning of a match and the killer is a Nurse or Blight, most of the time I pretty much tune out.

    I think any variance you're seeing now is probably just down to sample size and fluctuation. I don't think people are DCing or suiciding on hook any more now than any other time I can remember.

  • @H2H said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392408#Comment_3392408

    25% total regression on one generator once per survivor assuming hook RNG works out in your favor is, in fact, quite a lot to scoff at

    Yeah, it's gonna be pretty dead. I know I won't use it. At the very least I think that if uses are going to be limited, they should remove the Scourge Hook part, and have it trigger on any hook.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393091#Comment_3393091

    New DH is a huge buff compared to the PTB version.

    So killers were able to be excited for one week, because the PTB version of dead hard was a massive nerf that felt really impactful, but then dead hard got a huge un-nerf, and the new dead hard is a small nerf in comparison to what happened to Eruption, Call of Brine, and Overcharge.

    Eh, I would say it's a slight buff compared to the PTB version (it's still conditional, you don't get unlimited uses, which is going to turn a lot of people off of it), and still a heavy nerf compared to what it was. In fact, now that you can use it only after being unhooked, you'll get at most two uses per match (unless I'm misunderstanding something).

    And it was already a shell of what it was a year ago.

    Is it it a little frustrating that they just don't kill it like they have so many other perks? Absolutely. I'd be fine if they just deleted the damned thing because six+ years of being omnipresent is just enough already.

    But in its current form, it's not even the strongest exhaustion perk. I still think Sprint Burst and Lithe (and probably BL) will overtake it in pick rate.

  • There's too much of it, there always is. I'm an established proponent of ramping up penalties for chronic disconnectors. Some people just can't bring themselves to consider the other 4 players in the match if doing so inconveniences them in the slightest.

    But now it's nearly not as bad is it was immediately post 6.1.0, which was the worst period for survs giving up I've ever seen.

    It was absolutely out of control for a couple months there, but it passed. Things will change, people will have a hissy fit and quit (or talk loudly about quitting but not follow through), DC en masse for a while, and then they'll get over it or be replaced by new players.

    It's the circle of life.

    As a killer, I don't do anything. I will often avoid killing them if they obviously want out, but no slugging or anything. That's pointless. If I ignore them, many times they'll start actually playing, or they'll DC. If it's the latter, it's not something I have control over anyway.

    It bothers me much, much more as a surv. I will go out of my way to unhook someone trying to kill themselves, and usually drop some bags for good measure.

  • Anyone still mad about this update is hella biased one way or the other. This is about as even handed an update as you could hope for, even if you don't agree with all of it.

    As for DH, I thought people were on something when they said the 6.1.0 was a buff, but to say this is a buff? That's just lunacy. The old DH for distance version was by far the strongest version, it was op as hell. Now it's just tedious, and mostly because it's tired, not powerful.

    I won't be sad to see it go (and make no mistake, this is about getting it out of the meta, not "balancing" it. And that's fine), but it's not super strong any more.

    From the killer side, one aspect of the gen kick meta nerf that I haven't seen discussed much is that it will also kick Nowhere to Hide in its metaphorical balls. It's been pretty prevalent since Knight dropped, but it's use was tied heavily to Overcharge/CoB.

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