Timmylaw
Timmylaw
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- Timmylaw
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Sometimes the game starts running with fps similar to a SNES game and it's rather odd to see that on a Series x
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407022#Comment_3407022
Exhaustion perks are fine vs Nurse and Blight but they have always been quite punishing to the killers like Trapper and Wraith who are completely turned off when a survivor drops a pallet in chase.
Wraith really doesn't care, cloak and catch right up.
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@jinx3d said:
i dont understand people who dc when theyre dead too, like mid mori or when theyre on death hook lol.like, boo hoo, youre losing
I like to believe those people just closed the game for the night.
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@Dennis1242 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407744#Comment_3407744
I know but even with nurse, every chase lasted for about 20 seconds and 1 gen was done every single chase
Then you're taking too long to find survivors, without toolboxes and gen perks even if all 4 survivors were on the gen it would take more than 20 seconds. Yes some lower tier killers and players will definitely be struggling without slowdown but hyperbole isn't helping the case.
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@hermitkermit said:
Thank you everyone who replied. It seems that this is normal which is both reasurring and disheartening at the same time. It's nice to know I'm not super bad and that my averages are normal like other people. It's also kind of shocking to me that it isn't 50% like I had previously thought. All the talk about balance I assumed they meant balance between killers wins and survivor wins. But it seems that balance is actually only around 28% success for survivor which stings a bit not gonna lie. In any case, I appreciate the information.
If it was 50% for solo queue, the game would be unplayable as killer against any half decent swf. Unfortunately the way the game is set up solos need to be the weakest link.
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@MerleDixon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401404#Comment_3401404
Your talking as if these "comp teams" make up more than about 5% of the player base. your not gonna be playing against full on comp teams every single game
Comp teams likely make up less than 1% of 1%. Comp squads and comp killers are such a miniscule portion of the player base and mostly play on kyf anyways. Regardless it's not healthy to have any team or any killer roll 99% of their matches. If blights and nurses can go on 500+ 4k kill streaks something is wrong
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401379#Comment_3401379
Uhhh. There are maybe 3 killer's with the potential to deal with extremely well coordinated teams. If you really think Wesker, Oni and Artist have the ability to deal with a efficient comp teams, you are simply wrong. If there are no killers in the game that can contest them whatsoever that's just awful game design.
It's not a cope, they simply don't have the capability to deal with these teams. Nurse has 80%+ of her power in base kit while being disgustingly strong, Blight has maybe half of his max power level in basekit and his disgusting add-ons bring him up to Nurse level.
I don't think Nurse in general is fair or Blights top 2 add-ons are fair but one sides top power level can't far exceed the others. If you disagree with me on that point unparticular, then all I can do is laugh in your face.
Efficient comp teams shouldn't even be considered for balance seeing as there isn't a ranked mode and everyone queues up together. No team should be able to queue up and wax every lobby they get until they happen to find a top 1% nurse or blight. That's also not balanced.
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@Ricardo170373 said:
unhealthy playstyle more and poor experiencie for killers and solo players, again. The healing was nerf for solo healing, so, solo player again will be suffer. Killer will suffer more to control gens. I think we will have more tunnel and more gen rush. Im afraid this game will be a competition between how many gens 3 people can do while another person will resist until die
Can't wait to see my teammates spend 2 minutes looking for a boon to set up then t bag until someone comes to heal them
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401543#Comment_3401543
Nope, you forgot important killers that are far better campers:
- Trickster
- Hillbilly
- Oni (with power ready to go)
- Plague (with power ready)
- Executioner (depends)
All you need to do is touch the hooked Survivor to remove his guard or one person take the guard away (bait), etc.
and how could I or you forget Hag lol...
And huntress. One cooldown add on and it's trivial to camp.
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Killers that already struggle against half decent teams (most killers anymore sadly) basically just lost their 3 best regression perks. Overcharge and CoB are near useless and if overcharge is getting you serious value from missed skillchecks you probably didn't need the help anyways if survivors are consistently missing skillchecks.
Pain resonance sounds good in theory with the 25% now but only once per survivor and still needing to be able to hook on a scourge hooks makes it a dead perk too often. You already have many games where you struggle to get a scourge hook due to bad rng and maps like swamp and Eyrie can be extra terrible.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401220#Comment_3401220
shouldnt you want a variety of killers though? i mean i guess i could just play nurse 24/7
That's what I do, I load up dbd randomizer and have it pick a random killer for me and I'll play them for a few games. It gets boring play the same killer and build 24/7 for me
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401947#Comment_3401947
It allowed playing more fair agains't lower players so I see it win/win for everyone else expect good survivors who actually had to bit work for the win but that's not fair they should have ez wins.
That would certainly be something if the majority of players went easy and played fair when paired against clearly lower skilled players.
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@squbax said:
Tbf it was his fault for choosing that killer, if you wan't to actually be able to compete with good players the game starts at the killer selection, if you choose a killer you know can be easily clapped there is nothing unfair when you get clapped.
There shouldn't be such an imbalance where over half the killer roster isn't viable against a strong team and then a handful of killers that rarely struggle and then a couple that basically auto win. Bhvr needs a fundamental core game change with killers, how can they possibly balance the game when nurse, blight, and spirit are treated the same as trapper and wraith.
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@shalo said:
A failure of matchmaking, again.
Like when you get a string of 4ks against super sweaty survivors and then a lobby of babies... This is fine. I know it's backfill but I personally don't agree with backfill
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Saw a content creator put a video out on it, saw merciless 1 time in 10 hours of gaming last night, I've seen in 3 times the past 2 hours.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401943#Comment_3401943
It's realistic.
It's been known for years that with the right tools and coordination a team can complete gens in as fast as 3mins. Even with the efficiency cut that happened to toolboxes a while back and the rework of brand new part to make it not auto finish gens a good team can still finish the game in sub 5 minutes. Now it isn't super common, but it can be done
It's not even that unrealistic, you get a 4 stack of solid survivors and this happens a few times a night.
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PC has shaders to make everything brighter and 120 fps. Ofc pc has advantages over console. Imo BHVR needs to either ban filters or put an in game scaler available to everyone to level the playing field and let next gen play at 120 fps.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369257#Comment_3369257
It could be worser. Borgo is map that I hate most on any killer 100 million safe pallets and weird stuff around loops so you can't even try to mindgame. Garden of misery is worser too.
Borgo, home of half the games pallets and 90% of the games red.
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@Phasmamain said:
No surprise there. Seriously has any map actually gotten better after the reworks. Either they ended up the same or ended up worse
Looking at you chapel
Lery's was a decent change, it lost its atmosphere but it's loads better to play on now
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@RhodosGuard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371026#Comment_3371026
Which side is currently so ridiculously underplayed, that they have that +100% Bloodpoints bonus almost 24/7?
Maybe it is time Survivors get nerfed?
I am just saying. Considering the fact that they got BT for free and have that really unfun to play against version of DH now, Survivors seem awefully insistent on getting even more basekit perks.
It's been so much harder since the hud update and killers pretty much have bonus nonstop when I play.
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@Veinslay said:
I saw someone burn Ormond just to do this, so I went AFK to make a sandwich. Didn't bother reporting because BHVR isn't going to do anything about it just like with auto dead hard scripts
I submitted a ticket with video evidence from my side and a ttvs stream showing them use ESP, this was over a week ago, they're still playing.
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I can play Microsoft jewel or play on my phone while on a gen and only kinda have to pay attention to the game, survivor is much more relaxed than killer.
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Yet another perk that can destroy a killer when used in a swf but it's useless in solo.
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@SkeletalElite said:
I've personally played less DBD in the past few months than I used too over the past couple years.
The 3 genning killer meta is so boring to face. It's not that its unbeatable or overpowered (for SWF at least, but I mostly play survivor in SWF) it's just boring. Killers don't go for chases anymore because they don't need to activate their primary gen slowdown perks.
Normally when I get tired of playing survivor I just play more killer, but I haven't really been enjoying killer either, Even running no slowdown on my blight (my main) I win almost every time with no challenge and I'm kind of tired of it. I have a 88.2% kill rate over the past few months with 0 slowdowns equipped. 92.4% of my matches were 3 or 4ks. I used to love playing blight so much but when most survivors I face just fall over without putting up an even close fight it just doesn't excite me anymore.
Almost like blight is OP... Shockingly winning the vast majority of games easily gets boring.
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She's incredibly under powered without a 3 gen setup, and they 3 gen because that's all they have. Try playing her as chase only and it won't be any kind of consistent
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I have 20-30 ping in other games and 80-100 ping on dbd, in NAE, it's ridiculous.
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@Nos37 said:
I don't enjoy being tunneled out of the match either, but it's the result of the game's core mechanics and the nature of assymetry.
As long as 3 survivors repair gens slower than 4 (incentivizing the killer to reduce the number quickly), and as long as 2 survivors are at the hook the moment of unhooking (strong reason to return to the hook), tunneling will be a part of the game.
If they somehow prevent killers from tunneling, they need to also prevent survivors from tunneling (gens). A mini basekit Deadlock effect, where gens are blocked at 50% completion for a brief duration. If the killer is forced to chase someone else, the survivors should be forced to go repair a different gen.
If gens could post here in the forums, there'd be tons of posts about survivors camping and tunneling them.
Yesterday and the day before I had several games that were less than 5 minutes and a few that were only 4 because the gens were absolutely flying. If a team spreads out and applies pressure to multiple gens most killers do not stand a chance of winning. I have over 5k hours and regularly play both sides and am pretty good at both sides, when 4 survivors play safe and hard focus gens unless you're one of the top killers you lose. When I'm playing with my swf we might lose 1 or 2 games a night and that's usually because we mess up, survivors hold such a strong advantage in this game when played optimally and lately I've had to not play the killers I enjoy if I want to win.
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I would unironically pay 50$ for an INK chapter
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@MonsterDilf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367615#Comment_3367615
This.
Out of all the games I had against Skull Merchant, only one did not find 3 gens close to each other and camp them excessively.
In the end, I just drug the game out because in each situation the survivors were getting chased out, DC, etc,. These matches go on forever and its ridiculous these drones have Infinite + 4 at the start? I like the Knight's Guards because he gets haste now + they don't last forever, they move around, and it's a dope concept.
Skull Merchant is just really bad. Killer mains are not vibing at all with her kit being basically useless and her perks are subpart. Even the Twins perks are pretty lame: they need to stop releasing chapters, and start doing quality of life changes.
Loaded into Haddonfield with a SM running overcharge, COB, brutal, and PWYF. Aura add on and silent skill checks, immediately went to camping the 3 gen at main... We did not even play that match, we went next. I do not understand how some people want 45 minute wars of atrition.
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@CookieBaws said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366504#Comment_3366504
Yep she is VERY weak on basic maps. But on the Game(Meat Plant) and any 2+ level structure her drones are ultra potent.
But that's it, on any other map she is VERY bad.
I got adept on yamaoka estate just because of survivors being too altruistic.
On the game her drones might be able to keep survivors exposed, but she can't do anything about it until she breaks 30 pallets and by then the game is over.
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I see no reason to run current leverage over sloppy, and sloppy is a free perk. I found it super bizarre
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I woke up early to get her adept before survivors learned how to play against her, I player her for about 10 hours day 1 and tried multiple different builds. I think she's worse than trapper unless you're going to camp a 3 gen all game
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/367339/the-knight-nerf
I'd suggest playing him from both sides for yourself first before asking for nerfs/buffs. The speed buff could be because the killer is stretching the AI path to max and running two addons that I tend to use frequently. Cold Steel Manacles paired with light weight greaves give the knight the extra haste needed for most chases to close the gap. The counter to this is map awareness. Know where the knight is coming from, know where you are running next and do not get caught by the guards.
Exactly, he has plenty of counterplay in chase and he's not OP unless holding a strong 3 gen, but that's a map issue not a Knight issue.
When the guard spawns run thru where they spawn, they'll never catch you if you run straight or even run tight around any tile. I see people try to pallet stun the guards and try to 360 them and they're probably the ones wanting nerfs.
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I got my adapt when someone bled out, I don't think it matters how they die so long as they die. I agree however that disconnects shouldn't hurt achievements. If there's a dc just add +1 to the killers kill count.
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When I heard they were reworking Shelter woods I thought they'd condense it down and add more tiles, instead they just added more tiles.
Red forest added more LOS breakers and it feels like more pallets. Takes two of the biggest maps and makes them stronger, make it make sense.
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New shelter woods is doing my head in as killer, it's so big with so many safe loops and the building is crazy strong.
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This has sadly been a recurring bug for years.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337788#Comment_3337788
Works on all types of skill checks
Tbh this could've been a nice buff for it, since if the totem is cleansed with no Tokens then it has no effect, it's a shame this is a bug
It's still hardly worth a perk slot.
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@Pulsar said:
Not sure, it's rather odd.
Mangled is affecting FAR too many things and plenty of Killers are abusing it. It makes playing against Legion even worse, somehow. Doctor Tier 3 is impossible to Snap Out of at times.
Huntress Lullaby should be killswitched, but at least I'm not seeing it every game.
After over 100 games this weekend I haven't see it once. That's pretty telling how bad a perk is when people still won't run the hex when it can't be cleansed but every other killer has some for of sloppy thru add ons or the perk.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335220#Comment_3335220
Well for reference that kick is taking 4.5 seconds off the gen. When you account for time spent using your power to send the guard over and kick it you just saved what? Like 1.5 seconds off the gen? Quite bad.
However it actually gets worse than that because those roughly 3 seconds you spent kick also gave those 3 seconds to other survivors x3 (assuming one at the gen you’re kicking so we’re not counting that one). So you lost 9 seconds to survivors in order to save 4.5.
Not to mention you put your power on cool down for all this and aren’t pressuring anyone.
I think this really shows how bad kicking the gen with a guard is. I know people seem to be against it because of the whole 3 gen thing going on right now but I don’t think it would be overpowered at all if the guards kicks applied perks. Besides the kick perks are getting nerfed this next patch anyway.
It can be the difference between a gen popping or not if you know survivors have been pressuring a gen, that's what I'm talking about. Can also be very helpful for a corner gen to just send a guard over to see if anyone is on it, if not you know you don't have to go over there thus saving timing. And if someone is you can drop the guard or kick the gen depending on its progress and cut off any survivor trying to leave the tile. It's not so black and white a situation where math can determine if it's good or bad.
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@Blueberry said:
He definitely does feel better to play just still lacking a lot. Map of the realm and the pathing extension addon are essentially mandatory and should be basekit. As long as they’re addons there’s no flexibility to use any other addons for variety. On that note, most of his addons are really, really bad. Survivors still shouldn’t see the green circle around the guards and guards in generally should be faster in chase (make it even just based on distance placed again so you can’t just insta drop them). Using a guard to kick a gen even when it’s the jailer is 99% of the time a bad play. Wasting time to summon it, putting your power on cooldown and not getting perk effects on it make that kick a complete waste of time. Needs improvements here.
I find a lot of success using guards to kick gens you won't make it to before they pop, if it's the carnifex the kick is so fast they might still finish it before you get there, but jailer or assasin take a bit longer to kick then the 5% regression can be the difference between stopping s gen or not. Especially love it when I get there in time after sending in a slow kick to insta drop a carnifex on the gen and chase the survivor.
However I do 100% agree map of the realm feels like a requirement to play him if you want consistent hunts.
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@YOURFRIEND said:
I agree completely.
He also badly needs an add-on pass. Blight gets fun and interesting addons like soul chemical and summoning stone but knight gets like....."guards do mangled when they hit" and the one that gives you undetectable when survivors escape three times. It's just creatively bankrupt when there's so much cool stuff you can do with him. Just ask the community if yall can't come up with anything. People here are endlessly inventive. He doesn't even have a meme addon, for Christs sake.
The fact you need a guard to fail 3 chases for 25 seconds of undetectable with a green add on is ridiculously bad. Make it purple or iri and give guard undetectable while a hunt is going on and that'd be nasty. And before anyone thinks that'd be op, blights add ons haven't been touched and he has several add ons that are deadlier than what I just proposed.
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I haven't seen a survivor incentive in weeks, central US.
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Both sides struggle to pip when dcs are involved, at the least it should guarantee a safety pip when someone dcs
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Honesty your average pub lobby doesn't stand a chance against a good blight, if they're running any of his cracked add ones your average swf doesn't stand a chance. If you're solo don't expect to escape and just try to have some fun.
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@FellowKillerMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333486#Comment_3333486
Casuals won't get high enough in MMR to face challenging blights, so why would this be a concern?
Don't act like mmr keeps new players and vets separated all the time. I have over a 90% kill rate and still end up against survivors with hardly any play time and occasionally ones with less than a day. Mmr range is quickly expanded to keep queue times low
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333089#Comment_3333089
Dc:s are exluded from kill rates but if survivors would just do gens then they would be lower instead giving up. Survivors usually throw when killer tunnel/camps even when there is 1 gen left to do. They try to save that one survivor so badly that they all go down. Then there are teammates who just find totems to cleanse whole match. I ran console 81 prestige blight today 3 minutes and only 2,5 gens got done because both claudettes where too busy to bless totems. Well we lost that game at 2 gens left as blight downed them like flies. I wish I would face survivors like them if I ever commit to someone that long all gens get done. Even once 4 gens got done just in one minute when I tunneled wrong person with otr, ds, dh and adrealine. She was only one not hooked twice in that game.
I've had people give up at 1 gen left and it's almost done as soon as the first survivor dies. It's really absurd how frequently teams give up when they're winning.
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Badham is such an absurdly survivor sided realm that's rarely talked about. I'd easily take any other map over any of the Badham variations. The entire map is a safe zone of strong loops and pallets chained together.
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Oh come on now, I've only managed to get 20 in 4 bloodwebs as killer🤣 about 4 earned per match played. It's ridiculous