Avatar

TicTac

TicTac

About

Username
TicTac
Joined
Visits
7,273
Last Active

Comments

  • The problem is that many people cant measure their own skill level. Both survivor and killer.

    And if you only complain and dont ask yourself, what could i have done differently, you will never improve.

  • I got tqo friends into dbd. So i as experienced survivor played with two beginner and one poor random.

    What i learned: every players improves differently. While one of them plays decent after some hundred hours, the other cant look behind and sometimes runs away from pallets.

    Helpful perks:

    Alert: i underestimated how much new players struggle to identify where the killer comes from. And where the map border is.

    I also play a combo of OOO and We see you to make me a target, call out the killer (hard to do with new players) and broadcast him every 2min for 15 seconds. And of course: call out every aura perk and explain it.

    Lithe: SB gets wasted too much. Lithe is simple and extends the chase.

    Windows: its also really good to understand the map layout.

    De ja vu: they find gens, do them faster and you can ask for the three gen. (So they feel useful)

    Protecting: using Shoulder and other protection works probably better in your 3man. For me it didnt feel worth it to taking hits (they never made it far) and they always forgot taking a down under a pallet bc they were in chase-panic-mode. Flashlight + WGLF had some success.

    Taking aggro: sometimes works and makes it easy, but most killer switch and search for a weak link. Taking an easier down and having full anti-tunnel works better, but not always.

    Their playstyle: you wouldnt think so, but most of the time i run full aggro at the killer at the start and bc of corrupt one of my friends was 2 meters ahead of me. You really need to babysit them again and again. Another mistake was sitting on the spawn gen. But its hard to teach stealth. Even now they get found in bad situations and i dont even know why bc i have not the killer pov.

  • @DodoSwarm said:

    I have close to 1,200 hours on this game which I know is dwarfed by some peoples playtime, but that is still a pretty substantial amount of hours IMO. and I am getting more and more frustrated with an apparent total disregard for players that play this game because its marketed as a game where people encounter and run from killers that has no real place in uniform competitive play. its the only game that has such an expansive list of killers in the asymmetric genre and it dwarfs the other titles and has outlasted them all. like yes, I do love the slasher series and DBD remains the only setting that has managed to bring so many of them to life. I think the concept of running from killers as a game idea is and has been great, unfortunately what we have in the current game state is less of that than it ever was.

    One by one cool parts of this game are being thrown out, when I started playing a long time ago I really liked myers because Halloween is my favorite of the slashers and at least at some level he felt to be himself in playstyle, I didn't really care about him being "Perfectly balanced" he was michael myers. but apparently he was too weak as a killer or too strong when given certain addons so they torched him entirely and now he's a soulless killer that doesn't even seem himself. there's almost no resemblance to the michael myers from Halloween in DBD lost to some bizarre drive to try and make a game perfectly suited to competitive play without a proper framework to even be competitive.

    I am the kind of person that just throws perks on that don't require much of a niche or driven gameplay style [Vigil, Lithe, Dance With Me, Fixated] and things in this vein and I do the objective and help teammates where I can. The game is fun with this mindset, someone is going to try to kill us and we have to survive this scenario is, as I said a compelling concept. what It has become is.. not that. its people who are furious they cannot get a high enough kill rate for their own liking or people on both sides going out of their way to BM, no clear direction in game besides Do Gens and Hold W away from killers.

    what kills me most is that its a constant balance war. Circle of Healing is too strong, it has to be nerfed, Pain res is too strong, nerf it… Please do something about this thing or that thing thats annoying. Perks are ruining this game. I would rather zero perks and a fun experience than a constant forced meta that is seeing perks that are actually fine gutted to being unusable or niche value compared to what they were. it was Circle, then it was Sprint Burst, DH, DS, ETC ETC and now its Vigil… i am tired of that being the focus. who CARES if one perk is stronger than another or one killer is stronger than another. why has this game become that and not the embodiment of a slasher/survival video game? even after all these years and all these licenses killers feel like a drag to even go against, and survivors are either horrible or great with almost nobody in between, one bad survivor ruins a whole matches chances, one bad chase and 5 gens pop… the whole "This and that isnt balanced we need to alter pallet amount and slugging and tunneling, etc" is killing this game. Yeah the entire current gameplay loop is toxic. if a good SWF is playing against an average killer it feels like driving nails through your brain, if a good killer is playing against an average SWF its a stomp, if a good killer and a good SWF are matched is the only time this game remains "Competitive" otherwise it almost never is, solo queue is usually a stomp, survivor feels soulless and samey, perks are getting thrashed one by one, the original gameplay loop is getting voided by newer killers with powers made to void the entire point of loops existing.

    There's just so much that could be great about this game, I would rather a total stop in the release of new content until they take a step back and actually look at how bad the all around experience has become and fix it. Maybe I just want to play a game that doesn't exist… but DBD remains the only consistently surviving title in Asymmetrical Horror, its just a shame it's a nightmare to play anymore. I just want the feeling of a slasher scenario that has to be survived through teamwork and ingenuity, instead its got nothing to do with that and everything to do with some bizarrely conjured PvP mentality when there's no rank to compete for and no listed winrate just a kill rate and escape rate. the game rewards you more for mixing it up than actually playing it to "win".

    I really dont understand the new Myers hate. I have him p100 and played him long before the change. Even then i had a 80% winrate (pwyf-build). Im really interested why people dont like him anymore. Can you explain?

    New Myers has an awful dash-bug, but if you take one addon he has the old exposed lunge. And with that he feels like a straight upgrade.

    Mode changing: changing between T1 and T2 gives you more options. Personally old T1 felt not like Myers. Being forced to use it, being no threat for the survivor and if you make it to T2, you can never use T1 again.

    Basekit buffs: better lunge, break and stun recovery is nice and feels like Movie Myers.

    T3: i dont like that i cant 99% T3 anymore to use the stealth to get a free instadown. Jumpscares are kinda gone from his basekit.

    Different playstyles: Mirror Myers is better. Higher movement speed and basekit lunge, i think. What kills him is the change to map offerings. But i still think map offerings are bad for the game. Mirror myers is more fun against friends anyway. Hearing them scream is the most fun personally. And tryharding with mirror on Lerys with proxy-camping was also a problem.

    Tombstone myers was never my favourite. Iridescent was just a noob stomper. Just a power-fantasy and zero fun for the survivor. And yes, thats kinda movie-accurate, but wanting to play a game and winning with no effort, makes no sense to me. And against good survivor you get maybe one kill. Piece was really strong, but just another way to achieve a 3vs1 as quick as possible aka the same as tunneling. But is that really Myers identity?

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110095#Comment_4110095

    Quick games = less hooks/less points/ not enough chases etc and people giving up = barely any emblem interaction much like an afk killer for survivors. Since mmr won't be about kills only. Another example is if the killer is afk and all the survivors get to do is gens, their mmr might not go up even if they escaped.

    But does the game detect if someone just takes it slow when they already won? Just get one dead and then play for 9 hooks. Its also the best way to get bp, you kinda force the survivor to farm.

    But thats only if you want to reach hig mmr. For winstreaks you want to stay low i guess.

  • Why cant you tunnel to reach high mmr?

  • I like 4vs1. Its what keeps me still playing after 5k hours and 8 years. I have everything, so farming bloodpoints or doing any challenge (dont care for trophies) is no incentive to keep playing. I simply play bc i like the gameplay.

    I still switch things up. Currently i play a lot of Oni and as survivor i use Object and We see you.

    2vs8 is boring for me. I like playing killer with a friend, but last week i needed to wait 45min every time. Survivor is completely rng. Sometimes gens fly, sometimes nobody wants to do them. Most killer cant touch you bc of the 2vs8 pallet strength, but your dead in seconds if both chase you.

  • I never dodge. I rarely even look at the players. Took me half a match in Lights Out to realize that i play against a comp player. So i never even read his name.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109050#Comment_4109050

    This is a great post. As a serial SoloQ I know my internal chronometer starts ticking really loud once a match has gone on too long and I reach a point where I'd rather be dead and the rest of my team be damned than keep competing in a gone-stale match. Often these are games where killers prioritize gen defense rather than engaging in chases.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109065#Comment_4109065

    How would you change tunneling without wrecking the game?

    We know by looking at comp matches that at that level tunneling is a very necessary mechanic in the game. Even in normal public matches if a group of 4 good survivors get a good map like Springwood against many killers it might be necessary for a killer to tunnel if they want to win. Anyone who's played killer any significant amount has been in a match where if they didn't tunnel at a certain point they were throwing the game.

    Yes, hard tunneling at 5 gens is bad but how do you solve that problem without wrecking what is a necessary comeback mechanic for killers when 4 good survivors are still alive and only 1-2 gens are left?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109070#Comment_4109070

    We have a massive roster of extremely varied killers of quite unbalanced strengths. Why is it so out of line in your opinion that maps should still generate the same way for all killers all the time?

    I think it would be much easier to make it so a few less pallets spawn and a bit more distance generates between loops for killers like Trapper, Ghostface and Pig because they are always a slow 4.6 m/s or slower and have to actually kick every pallet with the 2.7 second animation. More pallets should spawn for killers like Billy and Blight who have great mobility AND the ability to break pallets as fast as a wood chipper. And I don't think it has to be drastically more or less pallets it could be as little as -3 for the D tier killers and +3 for S tier.

    Rebalancing map generations based on the killer played is much more feasible than reworking killers. How do you buff Trapper, Ghostface and Pig without completely changing their identities?

    But is it really that simple to change maps for a balanced experience?

    Main problem is the mmr or more like the skill involved. A bad survivor against a bad Legion needs more pallets than a good survivor against a good Legion.

    Then theres perks, items and addons. You could say that everyone can freely decide to not bring the strongest stuff and if they do, its their problem. So the map strength shouldnt take it into account. But with that reasoning you are also free to pick a stronger killer. Example: a legion with a normal build and pallet shredder legion who just wants to get rid of all pallets.

    Lastly you would need to change it for every killer. Groups are not that easy. Jason and Billy have both good mobility, but Billy struggles a lot more with Lerys. You would even need to take the tiles into account. For Trickster and other ranged killer it matters if the loop is short and you can throw over it.

    Dont get me wrong: it would be really nice, but it takes a lot of work.

  • Its depends. For everyone the optimal length of a trial is subjective. I dont want 5min rounds, but everything over 15min can also be annoying. But everything depends on the different stages of the trial.

    A normal long match is better than 4 fast gens + 15min trying to break a 3gen. Or in most trials the endgame should be short, but a long endgame can be fun if the match was short.

    But for the game speed in general: gen speed is not the problem (not counting some combos), its chase speed. As soon as a chase takes too long (without the killer making big mistakes or the survivor playing really good), there isnt enough slowdown. In talking about things like: closing the distance, forcing a drop and breaking safe pallets, etc.

    Thats not a general problem, there are killer which can quick enough downs. It would be great if every map would be automatically balanced depending on the killer, the skill of the players and even depending on the perks. But thats pretty diificult. So the easier solution is to choose a killer which matches the skill of the survivors (i know how dropping mains feels), accept that good and bad maps hopefully even out and that you should bring your best perks if you want to win. And if you get survivor who cant keep up, you kinda need to find a fun way to deal with that (like going for 8 hooks).

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108771#Comment_4108771

    The reason for making her a 115 is because of how much faster the game has gotten around her maps are bigger and she would still need to set up well and think about how she directed a chase. If we were still in the slow era of dbd I would agree having her not be as good in chase would make more sense but sadly we aren't gens fly insanly fast and she has to spend time setting up her traps making her 115 would help so much with setting up her traps but wouldnt make her broken it would push her from d teir to around b tier she still would have her normal counter play but she could get going in less time.

    She would still be C-tier. The option to play normal m1 isnt really that great like you see with Trapper. It would help with using distance traps, but overall the impact would be small.

    The problem is that her traps are easily countered. Wiping is fine, but then theirs S-tech. It would also help if a survivor with bt couldnt destroy half the web without a big risk, even worse if you dont want to tunnel anyway.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107504#Comment_4107504

    Where are you finding that they don’t spawn? Iirc, he just can’t see them, but they still spawn.

    They shouldnt spawn. But im confused that its not mentioned in the wiki.

  • We shouldnt forget how incredible weak he is out of power. If you reduce his time in power, he is useless. 2vs8 loops are so strong, that there is no chance that an Oni gets a hit alone.

    So you could reduce his buffs for blood fury, but you shouldnt make him play a lot of m1.

  • The thing is: you will never make Trapper good against experienced survivor. Either they make a big mistake (basement hook, etc.) or you are just the entire match behind. Even if you had enough traps to cover every loop in a 3 gen and they couldnt disarm, they could just take the hit, run out of the trap area and reset.

    And its certainly not helping that you cant hide your traps on most maps. But even if there are spots, survivor can just run around and even take a hit instead if healthy.

    With that said: You still cant overbuff him. Some basekit addons and a recall mechanic is good QOL, but with further buffs you need to have weaker player in mind. There is no point to turn him into a noob stomper if he cant reach top tier anyway.

  • While i agree that most discussions are pointless without knowing the dbd experience, gameplay wouldnt really matter.

    From my experience almost nobody here wants to take input which could change their opinion.

    But gameplay could help with improving. If someone nitpicks your gameplay to show why a nerf is not needed, you could use that info to get better. But most people dont want that, they just want to complain.

    And yh some would be rude, but there are also many people who would give genuine advice.

    That said what about starting every discussion with a clocktower 1vs1.

  • There is a bug from last year in the game which makes dash-killer (Chucky, Myers) switch their direction mid-dash.

    Its so annoying that i just dont play them.

    I hope your posting helps, maybe thats the better way. But i gave up.

  • Its a good thing imo. Most players should use Lithe anyways, bc they dont use SB to its fullest potential.

    I thought it would be a good perk for beginner, but my friends struggled with it. They didnt fall for the beginner trap (walking all the time) bc i told them, but now they were often exhausted when the killer showed up. They got far more value from lithe.

  • @AVoiceOfReason said:

    Springtrap is one of my favorite killers and he's one of the better range killers too. He can ignore most objects if you know the projectory of his axe. I think Jason is worse than Springtrap. Springtrap is one of the few who can throw over stuff like cars so I disagree. He doesn't need buffs.

    Thats kinda true, but also isnt. I think Springtraps axe is fine, but it isnt better than Jasons spear.

    Throwing above is really fun, but its annoying that you have maps with trees/ceilings or other objects. So its a bit rng if you can use it. Many of those loops have small gaps where you cant fit the spear through but with Springtrap you just claim the pallet and use Foxys hook to mindgame the survivor. Its still better than Huntress.

  • @SAWII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100691#Comment_4100691

    I think it would be a more fair perk if killers couldn't use their power until after the initial aura read finishes. It feels so bad to get hit with a hatchet or hillbillly chainsaw or blight rush, etc. before even getting your bearings or checking your teammates perks. Make killers walk for ~10 seconds and THEN they can murder us.

    But its easily countered. If a Huntress immediately readies a hatchet, she has lethal. If you hear an approaching killer (Billy/Blight) get into a safe position (they cant move freely with their power).

    I know exactly what you mean. I play with a "new" player with around 100 hours. I need to call it out bc otherwise he gets hit. If you dont pay attention, the perk seems stronger than it is.

  • You can use perks like PWYF or Coupé to increase the lethality.

    I mean i had the idea a while ago that you could fill an additional power with frenzy hits which makes you faster for a short time. I dont think its that great anymore bc i played with weaker players a lot which would suffer. But its better than your idea of free downs (something old legion had after release and got removed for a good reason).

  • @Your_Dad_Playing_DbD said:

    Legion are weak but only against experienced survivors. They are a noob-stompers against survivors who refuse to play injured, so they heal to full all match and never touch gens. Even though they are weak against experienced survivors who are comfortable playing injured, I still hate going against Legion. Those matches are extremely boring mend simulators that take way too long. I don’t want there to be any more incentive for people to pick Legion.

    On a higher level there is no mend simulator. Multi-hits are avoided with bodyblocking/good positioning, so you only need to mend a few times.

  • It was pretty common on Playstation before Crossplay. I even disabled messages for a year or so (2018-2020).

    But from my experience, toxic behaviour is more common for mid-experience player (1000-2000 hours). When i was a new killer they could beat me and spam ez afterwards, after a while they just lost. If i lose now, the people are more civil, maybe bc they are better/older/more mature? But if i try out new killer, sometimes people get cocky quickly. Cant really compare it to my early days bc im now on PC with crossplay on.

  • One problem with more viable perks would be that its hard to understand for newer players (under 1000 hours) to understand whats going on. Everybody learns what Pain res, Corrupt, Ruin, Sprintboost, Lithe does. And for some perks it doesnt matter bc you cant/dont need to counter them. But if some survivor needs to keep track of 20 viable aura reveals or a Killer of every stealth perk, there will be huge knowledge disadvantage.

    Honestly some perks just need to be combined or completely cut.

  • The important thing is to be ready to cleanse Penti. Many people cleanse Plaything and then forget about it.

  • And it only goes away if you get hooked.

  • @Eleghost said:

    Does MMR even exist? my lobbies always differ. i think it's just like new player mmr then everyone else after a certain point.

    There is an mmr, but it vastly depends on how many players are available at the time.

    I had a pretty good example for mmr last weekend. I was trying out killer (5 matches per killer) and for most it was an easy game and then harder games. But with Blight i lost the first game badly. After that i got 3 unlosable matches. First match everyone tried to hide in plain sight or ran into walls. Nr.2 and 3 had average players. But they didnt do gens at all. I missed like 15 rushes per chase, got zero pressure, but after 20min only 4 gens were done. They were not bad, but they had no intention to do gens.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097372#Comment_4097372

    Your argument is getting pretty weak if you've got to just assume that anyone who can't pull a safe unhook under the killers nose is automatically bad at the game.

    Have you ever considered that killers who can't counterplay this situation might have a skill issue? Like i said before. I very rarely lose an endgame hook without securing another down. And my mmr throws some pretty solid teams at me, I regularly get ttv squads, 4 man stacks, and teams of high skill survivors. I'm not just bullying soloq wet blankets. I get co-ordinated teams who are damn good at the game, they have to be good to get me to 5 gens when I'm running a solid build and not just messing around with sub par killers and meme builds. And i still regularly punish them in endgame situations.

    It will happen, I've pulled it off before as surv and had it pulled against me too. But it isn't a forgone conclusion in the way you're making out, you have to manage a perfect sequence of actions and have the killer not counterplsy properly for it to work. And if you lose a lot of survivors like this then you need to look at how you counterplay these situations.

    @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097407#Comment_4097407

    we can 3v1 if you want, play 100 rounds

    you as trapper and me and my friends as survs trying to unhook, i guarantee we will get 3out 100 times out of that 100

    I personally dont think the bt-timer is a problem. If you have no kill and survivor are smart enough to not go down far from the gates + have enough time to reset and open a gate, they should have an almost guaranteed 4 out.

    That said against an average killer two-man-saving is completely free. It was one of the first things i showed to two new players. And in the rare case we reach the endgame (bc having a clear weak link is hard to play around), they have an easy time doing it.

    But the "average" killer is not as common like some years ago. In most of the matches you will play against a killer who has a tool against it. Lower cooldown like projectile killer, instadowns, slowdown like Clown or just fast movement speed, etc.

    So if you really want to argue you should probably clarify exactly which killer you mean. A team which fails against a trapper is just bad, against Huntress its her fault if you succeed and against Billy its a miracle.

    in End Game Comment by TicTac
  • @Mazoobi said:

    A stamina bar is the worst thing BHVR brought to this game. While I'm glad its only for the event, the poison alone ruins the fun for me.

    Wait for the first perks which uses it. My bet is on a stamina version of dragon grip.

  • It depends on the skill level.

    In general you could say low skill its killer-sided, while its survivor-sided on the higher end.

    Thats mostly bc of two reasons: An inexperienced killer doesnt need chase knowledge bc the survivor doesnt know how to loop. And being scared hurts the gen pressure.

    One the higher end its becomes more survivor-sided bc most killer lack the chase to apply enough pressure. But its just most killer. There is no reason to not choose the strongest options. So in the end the high end is really balanced, there is just not much variety.

    All said if you take the average of map balance. You can still have unwinnable matches on both sides bc of specific maps.

    And also important: this discussion is not really relevant for public lobbies. The matchmaking is a mess. Quick tip: the non-event-que has always a higher chance for better player.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095917#Comment_4095917

    If a killer dedicates at least half their build to bringing survivors to basement, then they can get survivors into basement. The cost is that the killer is lacking perks that do anything when they are not carrying a survivor to basement.

    Basement Trapper can pretty much guarantee a kill, but securing 1 kill isn't unique to Trapper either. The other 3 survivors can just rush gens and leave. It's not difficult to figure out the killer is Trapper and noticing a survivor was hooked in basement in solo queue.

    Thats not true. There are some maps which are small and the basement is centralized, but on most maps its a survivor misplay.

    I always check basement against Trapper and then it doesnt work. But then someone else loops over the basement and the shitshow begins. Its just a plain survivor mistake.

  • @Lethal_premium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095702#Comment_4095702

    I'm looking at low B-teir and below, however I think A-teirs are struggling right now too against pre dropping and decent, keyword decent survivors. Don't bring up Nurse or Blight because they play a completely different game.

    They are too weak, correct. But thats a problem with killer balance, not which side is stronger. If you compare it to the strongest survivor builds, you also need to take the strongest killer option.

    Killer variance is a bit bad, but the last few killer are quite viable. So you should have atleast 10, where you are almost never without a chance in a match. (counting the rare chance you play against a strong comp team) But then it also depends on the map.

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095751#Comment_4095751

    If the gen is popping in 30 seconds solo from a solo build then no you don't have enough space for SB. If everyone SBs or Lithes away they don't have full gen rush builds and you have interrupted ALL of their gen progress, you are in a winning position and the match has just started. Complaints about WoO will never stop being funny to me, the survivor is just as bad as they were without it, if you can't down someone because they have WoO its a skill issue on your part. I would much rather every survivor have WoO than another perk that is likely to be significantly more impactful to the match.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095755#Comment_4095755

    Are you seriously ignoring that this took: a comp team, many attempts, a survivor sided map, full builds dedicated to just this, a bad killer (or at least a killer that played poorly in this match), and the killer to choose to sit on top of a slug while the survivors completed the gens? Ya, if the killer does nothing and is unable to down survivors the gens go quickly, is that news?

    To be fair it was many attempts for the wr. They won a lot of their matches in that stream in 3-5min.

    But it isnt a good tactic against a killer who is ready. Nobody used it in Hens unrestricted tournament.

  • It mostly depends how you look at the killer choice. Do you take the average of every killer or do you just compare the strongest killer? Choosing a B-tier-killer or lower is a choice like choosing weak perks. For context: my most hours are on low-tier-killer.

  • Interesting idea. Wont absolutely backfire if you play as the one random with no offering. A 3-man, 2-man or even solo player would not do anything bc of it. Even if they can see on the loadout screen which one didnt bring a cake. Good thing that dbd player are always nice.

  • But whats your point?

    Should they remove this 99% good feature bc theoretically 1% of bad actors could misuse it? Also going next gets apparently tracked. Never happened to me, so im not sure its still in the game.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094864#Comment_4094864

    I use mindbreaker on unknown rn so they don't see my apparitions and the range reduction

    Does that really work? Blindness shouldnt work on killer objects like Pig boxes.

  • Twins are one of the strongest killer. The only thing which stops them are the random bugs.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095117#Comment_4095117

    Many I found good here like bubba,billy,legion,jason,ghoul and some more are viable the main thing is time wasting or gaining build and killer which powers works well with poison.

    Henry has to hit multiple shots before his power activates and he can do actualy something which in here where survivors can become invisiable or get sprint or be invincible is bad.

    Key thing is the invincibility for 3 seconds has counter in many forms like many range attacks or some powers like weskers bounds bypass it and injure survivor still or effect them like plague who is another great killer who works well with poison.

    Still some effects when survivors arent potatoe tier are busted way more then some of these killers I named.

    You know you can poison, hit two times for the power and only then the first damage hit removes the poison?

  • @Wezqu said:

    Well that is odd question as to get 40k you need get all emblems to Iridescent.

    Evader is not effected by any of the perks as its just counting the time you are chased. Still as you get +50 points for every pallet stun you could run Any Means Necessary so you can get more oportunities to stun the killer

    Benevolent is the unhooking, healing and save survivor from killer grasp actions so any perk that makes those faster/easier. Still you can also use Saboteur as you can get points of sabotaging hook if the survivor wiggles off the killer 10 meters of it.

    Unbroken you just need to not get downed. So any perk that can help you prevent that most likely

    Lightbringer is in the end the only category where you can effect with perks as you can get points of cleansing totems, fixing generators, if someone else cleanses totem while you are chased and getting chased by the killer when others are fixing gens. So any perk that can help you to achieve those.

    So to looking that Lightbringer seems to be the only one that you can effect that much and Benevolent in some degree too.

    You have the wrong idea, so your post has nothing to do with the question.

    It has nothing to do with emblems. For example once getting downed reduces your emblem to gold, but it doesnt change your escape bps. Its even possible to get max bp while not escaping. Both (emblems and BP) profit, generally speaking, from playing well and having enough time, so they seem to depend on each other, but thats not the case.

  • @Rokku_Rorru said:

    Hyperfocus stake out as a combo are great for altruism and objective and survival (if using a medkit), it tends to get you the most, then you just have to be decent in chase, or could bring a boon with them and you have a well rounded bp build.

    Interesting idea. Does the combo also work with self care?

    I still get the feeling objective great skill checks (300BP) are worth it, but altruism and survival (150BP) take forever.

  • @Nazzzak said:

    Maybe Sabotage? I think sabo'ing hooks gives decent bp

    Its decent, but pallet resetting gives the same amount and any means has no cooldown.

  • It makes zero sense to give Wraith an additional power. If you want him as a stronger killer, you could just revert the nerf to his speed boost after uncloaking and make even more of Windstorm, Swift Hunt and Shadow Dance basekit.

    But right now he is a decent average killer. You need to be good at M1 and know his playstyle and of course you dont win against the rare good survivors.

    I know what im talking about, i have him P100, he is my most played killer and i have an over 80% killrate with him.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091552#Comment_4091552

    more pallets is a band aid solution.

    Instead of actually learning the proper counterplay and getting better at macro, you can just pre drop every pallet and run to yellow.

    And any that killer that comes out that can deal with the ludicrous amount of pallets (Vecna 2, Jason being a strong ranged killer) everyone cries overpowered and asks for more pallets as if that’s gonna anything besides make M1 killers lives even more miserable.

    Fewer pallets would reduce the chase skills (micro) for killer. If its an option to just break the pallet, players wont learn to play around it.

    But for that pallets would need to be playable and that means different things for different killer. Like you said M1 killer cant play those pallets, while others can. They are powercrept and outdated, theres a reason why no new killer releases like that anymore.

  • Thats kinda release legion with less steps. So we know that it would be awful gameplay.

    For new people: legion would moonwalk to avoid chase and the timer would tick down. Really boring.

  • If everyone is slugged/dead/on hook, survivor can abandon the match. Thats why the stat page shows wrong escape rates. Not sure anymore if it changes kill rates.

  • @Blueberry said:

    There's also been multiple shorts showing how it actually throws with a left tilt from where the aim actually is, so it's off center.

    Its really bad. I cant play with this weapon without a crosshair bc of that. I always think i will throw somewhere else.

  • The current fog vial is different than most people think. No wonder bc it got changed.

    The fog vial main purpose is not to make the surroundings harder to see, its just a simple fog wall. You cant look through the border. So your goal shouldnt be to pop it next to the killer bc if you are both in the fog area its useless. If you pop it the killer needs to be outside of the area and while they enter, you need to leave it.

  • Im using the code for anniversary cakes.

  • Comparing a chase power with a map traversal tool doesnt really make sense.

  • Aura is obviously really strong on Nurse. Nowhere to hide and Predator are pretty good to get hits. But you could start to rely too much on it.

    There are some websites (like Hens333) with killer builds tailored for beginner. But they mostly have free perks, so you can use the normal builds if you have more perks available.

    But in the end you should aim to get better at her. So free gen slowdown like Corrupt should give you the most time to practice. There are many good guides out there, so you can avoid beginner mistakes. Best tip imo is to tone down prediction blinking.

‹ 1 2 3 … 54