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  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197287#Comment_3197287

    It's as if....You don't get 10 seconds of BT, and 80 seconds of otr if you want to run it. It's as if YOU can't go to a tile of your choosing. Crazy, I know.

    Care to explain exactly what happens to base BT and OTR if you are immediately hit after being unhooked?

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194250#Comment_3194250

    Thanks Crowman. This is the best it's been explained. The community is likely about 50% split (which is fine and healthy) but some survivor mains have somehow twisted that into a "game is dying" mantra.

    50% split is fine and healthy?

    For every one Killer there is one Survivor, sounds perfect.

  • @DredgeyEdgey said:

    You also forgot to include how many people have been killing themselves on hook since the update.

    Where dead head became a dead head

    I don't think it's a lie I think it's just not correct

    As if no one EVER killed themselves on hook before this, apparently nerfing Dead Hard increased hook suicides exponentially.

    Stop posting your redundant drivel.

  • MMR has absolutely nothing to do with which role gets the bonus.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191643#Comment_3191643

    It might not even be more killer players, it could be an even 50/50 split and the incentives would still need to be trying to switch most of the killers over to survivor because it needs that 4 to 1 ratio.

    No.

    The sole reason why the bonus is on one side is simply because there are more players playing the other.

    That's it.

    Stop trying to come up with delusional reasons why.

  • @Ciabe said:

    Ok, this has got really off track. My point is NOT SWF vs SoloQ (although I am curious). My point IS low and mid mmr vs high mmr escape rates. There is no way low and mid tier are seeing 39% which tells me high tier is skewing the number and the truth for majority of survivors is ugly.

    I'm concerned about the longevity and health of this game post update as a fairly new player myself (4 months now). If you expect new players to stick with a game when their win rate is 15-25% at the low mmr tier...that is unlikely and you need new players to sustain long term.

    Their MMR system is trying to place players into a position of kill/escape at 50/50.

    Then, for whatever inexplicable reason, they want the kill/escape in an actual game to be 60/40.

    Wow, I wonder what could go wrong, this sounds perfect.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188820#Comment_3188820

    You're kidding.....Right ? This is the ONLY community I've seen that acts in these ways. Views things this way and actively tries to tell you how to play the game. Then berates you and says horrible things to you. If it's not to their liking.

    Madden - Literal tournament winners who go undefeated online as well. Spam the same cheesy glitchy plays they know will work due to game design. Arnt looked down on. Most people love them because they're known and "so good !" Despite running the same glitchy plays on offense and defense

    Nba2k -Same thing. Same glitchy shots and plays ran. But they're not looked down on. Nor do people rage quit when they play against someone using a broken team

    Mortal Kombat/injustice - People using certain characters because they're OP, and use the same combos over and over because it's easy and works....But they're considered "skilled" and not looked down on. Nor do people just rage quit because they don't like the character played. Or the match isn't going their way like they do here. See nurse/blight/any killer someone doesn't like. Not to mention if they go down first.

    COD - Camping is literally most of it's game modes. My team and I won a COD tournament off locking down points on the maps. We were viewed as good and champions. Not "scummy and campers and unfun !!!!!"

    DCUO - I won several tournaments there. Using the OP characters and playing in ways I needed to. To win the game and tournament. I was viewed as one of the best. Not "scummy and unfun !!!!"

    Why are you comparing Dead By Daylight to any of these games?

    How do you fail to realize they have nothing in common whatsoever?

  • How exactly do you get a bloodweb error in the middle of a game?

  • @Ghoste said:

    Simple math. 4 Survivors to every 1 Killer. Even if solo queue wasn't as bad as it is, the Survivor side would still get a BP bonus.

    I don't understand how someone can be this inept.

    Oh yes, I'm sure the Survivor side would still get a bonus before the 6.1 patch when the situation was completely flip flopped where Killer queues were instant and Survivor queues were 5+ minutes depending on the time.

    Let that sink in for a second before replying.

  • @Crowman said:

    Survivor might have the BP incentive up far more often than killer, but it doesn't show a lack of players. There are 4 survivors who are needed to start a game. Only 1 killer to start a game.

    As long as there's less than a 4:1 ratio of survivors, survivors will have the incentive up. When i've queued up as killer, my queue times were not honestly that run. People need to stop using the number itself as an indicator of anything.

    Ask yourself one simple question.

    Do you think it's more likely for four Survivors to switch to playing Killer or four Killers to switch to playing Survivor?

    Honestly, it's not that difficult to figure out why the bonus is almost exclusively on one side.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177876#Comment_3177876

    Fear mongering... lmfao what??? My guy no player in a video game should be able to IP trace somebody without consequence, it doesn't matter if they actually wind up doing it to one specific person or not

    Do any of you nuts realize the IP's of everyone were readily available the ENTIRE time when the Peer to Peer System was used for NEARLY FOUR YEARS????????

    Think about that for a second.

  • @Laluzi said:

    I like how they're accusing you of using the same build as everyone else. Yes, the no perks build is very, very threatening. Did they read the endgame screen at all or do they just have that one pre-typed every match?

    Try doing that on another Killer with no addons or perks?

    How difficult is that to understand?

    I have no idea why the OP is even posting this stupid experiment garbage in the first place.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167228#Comment_3167228

    It absolutely matters

    With just hyperfocus, hitting 8 great skill checks will remove 14 seconds from the generator.

    With Hyperfocus and stakeout, hitting 8 great skill checks will remove 29 seconds from the generator.

    I have two questions for you.

    Do you understand how the bonus is calculated?

    Have you ever used Hyperfocus in an actual game?

  • Not worth it.

    Doesn't increase the skill check zone enough to be reliable and on top of that you need to stay injured.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166928#Comment_3166928

    Stake out isn't about the stacks its about the bonus 1% progress.

    First thing you should know: Stake outs bonus 1% applies to all great skill checks, not just the ones converted by the tokens.

    Additionally,Stake out's bonus 1% increases the base amount for hyperfocus, causing each hyperfocus stack to grant an addition .6% to the generator instead of .3%.

    Stakeout is used to reliably hit the faster skill checks as you build up more stacks of Hyperfocus.

    The 1% is great and all but is not the reason you need it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166303#Comment_3166303

    Being biased and hateful towards a group of people based on the actions of one person of that group...there's a word for that, I think.

    And it's not a good one.

    In my six plus years of playing Dead By Daylight I've maybe seen one Hag that refused to trap the hook.

    More often than not, it's multiple traps.

    Are you living in some fantasy world insinuating this is not how Hag is played?

  • Used this build last night - Prove Thyself/Built To Last/Stakeout/Hyperfocus

    You need each of these three variables for it to be good.

    Toolbox with charges - for increased Skill checks

    Built to Last - To recharge your Toolbox for the Skill checks

    Stacks of Stakeout - To hit higher Skill checks on Hyperfocus

    Anyone saying they are reliably hitting skill checks above four (probably even three) on Hyperfocus without stacks of Stakeout has their head in the clouds.

    This build has minimal impact when playing against stealth and low terror radius Killers.

    Yes, it is good if all of these variables exist.

    Dedicating three out of four perks on the assumption that you are in the best case scenario each time is a bit silly.

  • You've now designated 3 (or 4 with Streetwise) out of your 4 perks and a Commodius Toolbox with Wire Spool/Scraps benefitting a single perk.

    In the ABSOLUTE best case scenario hitting all great skill checks, having a continuous flow of Stakeout stacks, uninterrupted for the entire duration, you'll complete two generators in 90 seconds.

    I guess?

  • @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165476#Comment_3165476

    It's really easy to do gens in 45 seconds with Hyperfocus builds. I'm sorry you're bad at hitting spacebar?

    How exactly are you doing another generator in 45 seconds when your Toolbox is depleted after the first?

    Do your extra skill checks just magically appear out of thin air?

    @Sonzaishinai said:

    You don't lose the progress you made if a killer interrupts you.

    It you can do a gen in 45 seconds and the killer interrupts you after 30 seconds you still did ~2/3ths of the gen in half the time

    Also it sounds like you blame a lot of your and your solo teammates mistakes on the perk

    You letting people go to stage 2 or die on hook is you misjudging the distance. Not the perk

    PR and surge constantly messing you up is your teammates not lasting 10 seconds in a chase. Not the perk.

    Sticking to a gen for 45 seconds in a swf even without comms but just reliable teammates isn't hard

    Same question.

    Some of you honestly don't think things through at all.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/344401/hyperfocus-isnt-worth-the-perk-slot

    If you run it with a toolbox it turns a 90 second gen into a 40 second one. It is extremely overpowered.

    I guarantee this person doesn't even understand how the perk works.

    Stacks are lost the second you get off the generator for ANY reason.

    Even with a toolbox, hitting every single skill great skill check meanwhile not being interrupted by a perk, the Killer, or god forbid another Survivor is a pipedream.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164161#Comment_3164161

    What do you mean?

    https://forum.deadbydaylight.com/en/discussion/comment/3164166#Comment_3164166

    How so?

    I'm definitely seeing different incentives to the streamers I watch, so it does seem to be working right now.

    Keep in mind that it's also somewhat tied to region.

    It is solely tied to the region you are playing in.

    You can literally see the bonus that is being applied on the main screen without even being in a lobby.

    MMR has zero effect on the bonus.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158132#Comment_3158132

    When everyone's always questioning your MMR and skill level, yes gaining MMR is important. If I faced nothing but baby survivors, my opinions would cease to be valid, because I wouldn't be experiencing the level that I'm talking about.

    So all I have to do to get an extra kill is SIMPLY camp or tunnel? Why didn't I think of that before?

    I know the spawn logic of hatch quite well. It just seems like it's always spawning near the survivors for me, and allows them to jump through anyway when they screwed up and waited too long before I got close enough to close it.

    Perhaps you're the baby Killer here?

    The hatch ALWAYS spawns next to the last Survivor in the game.

    Let that sink in for a second.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157590#Comment_3157590

    Closed-mindedness. On this issue, I can understand people screaming "killer biased", because it's affecting situations in which the killer has most likely got 3 kills already. But my argument is: that isn't a good enough excuse to ignore the issue entirely.

    On other issues though, like Pop getting nerfed multiple times, Ruin getting nerfed multiple times, Wraith nerf, Deathslinger nerf, Pinhead nerf (why?), people just don't give you anything.

    "It's OP."

    "Why?"

    "Killer main, get good."

    That kind of stuff. And people have agreed with what I've said before, sometimes in droves, but they show their support through upvotes rather than comments, which kind of makes me look like an outsider who is the only one arguing about a certain issue. If the forums are full of killer mains, I'm the sugar plum fairy.

    Ah yes, it's apparently an issue with everyone and everything else?

    Not surprised in the least.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156210#Comment_3156210

    It's common sense to me, but I know that others won't see it that way. It is my opinion, not exactly fact, although I've used facts to justify what I've said. I was feeling somewhat confident in making an actual post after a long time, but seeing how little constructive criticism I'm getting, I think I'll stop putting my ideas out there, because it always results in this.

    Perhaps there's a reason for this result?

  • @RedPlll said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150492#Comment_3150492

    They would be some outliers, but the majority wouldn’t be forced to tunnel anymore. Map size, gen/pallet positioning, and god loops. Has made average chases for m1 killers last up to 1-2 mins against a well organized 4 man swf at high mmr. That could mean 3 gens done within that chase if you decide to commit. This pressures most if not all killers into finding the weakest link and tunneling them out to make the team easier to deal with. Camping on the other hand is also a strategy, but has massive downsides being loosing gens in the process.

    Noone is forced to do anything in this game, this hasn't changed in OVER SIX YEARS.

    The notion of incentivizing players to not do something is made by those that have no interest in stopping the behavior in the first place.

    They're complete idiots.

  • @Coffeecrashing said:

    Killers also camp because BHVR doesn’t want them to know where the survivors are when a killer hooks someone. Instead of being shown a direction to go in when a survivor is hooked, killers are expected to just wander around the map and hope for the best. This is why awakened awareness just got nerfed.

    People keep talking about addressing the reasons why killers camp and tunnel, but so far we just keep adding penalties for the killer, instead of giving killers ways to make it easier to find a new survivor to chase so they will have a motivation to leave a hooked survivor.

    When you hook a Survivor and take a look around the map do you see those things that are highlighted for you?

    They're called generators and most of the time you can find a Survivor around one of them.

    You're welcome.

  • @Devilishly_Rowdy said:

    So survivors rage quitting finally pays off as usual. Now they get a full on buffed version of BT as basekit. Which can pretty much guarantee an escape during endgame, if the survivor is unhooked anywhere near the exits. Go on, keep punishing killers for camping and tunneling, instead of looking into why MOST of the camping and tunneling is happening (survivor objective is much quicker than the killer's objective). So much for the kiLLeR siDeD pAtCh lol.

    Gen times were increased by 10 seconds with 6.1.

    Anyone that believes this would deter players from camping and tunneling is a complete dunce.

  • @ByeByeQ said:

    By BHVR's own logic in removing the bloodpoint bonus from BBQ and WGLF they should remove Prove Thyself's bloodpoint bonus. This would reduce its usage rate from players like myself who only run it to easily max out the Objective category and earn 10k BP easily. Hopefully they'd buff scoring in the Objective category to compensate.

    I agree on the maps. BHVR's last 4 outings in map creation are the worst maps in the game. Soon it'll be 5 when we get 2 awful RPDs.

    Why are you comparing Prove Thyself to BBQ and WGLF?

    Not only that, you also choose to omit the multitude of other perks ON BOTH SIDES that give bonus bloodpoints IN ONE SINGLE CATEGORY.

    Some people have really, really stupid logic here.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133451#Comment_3133451

    Gens are flying because Prove Thyself and toolboxes weren't touched, and neither was SWF, meanwhile survivors got even more gen speed things like Deja Vu, which I bring in all my solo matches. The gens have 10 seconds more, not 30.

    Here's a simple question for you:

    Why were there hardly any complaints about Prove Thyself at any point before this recent patch?

    Generators take longer than before with or without the perk equipped.

    Of course more players are going to be using the perk with the recent changes -- That's exactly what they wanted??????

    All I see is another Dead Hard that's going to spiral out of control with zero justification once the parroting starts.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130560#Comment_3130560

    Make tunneling out generators less rewarding. If survivors don't tunnel gens then killers might not tunnel survivors.

    The posts on this forum get stupider and stupider by the day.

  • With the old Thana you could simply tunnel someone out of the game and still keep the benefit of 15% slower gens which made the game near impossible with anything less than four Survivors.

    It's basically the same as Corrupt Intervention shutting off when a Survivor is downed.

    I'd guess this was the reason why it got the nerf that it did.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125947#Comment_3125947

    I take it you don't play her, nor many other killers? Or is it you don't understand the add-on less map traversal issue?

    You have to be next level stupid to think Nurse has mobility problems without add ons.

  • @AngryHobo2 said:

    My question about all of this stuff is would suiciding on hook (directly after the match has started/your first down) count as something that violates the Dead by Daylight EULA?

    Under the section "Rules of Conduct" all users of the BHVR software are prohibited from a great many number of things that make sense, as well as:

    "Interfere with the ability of others to enjoy playing a BHVR Service or take actions that interfere with or materially increase the cost to provide a BHVR Service for the enjoyment of all its users."

    I find it hard to argue for the second condition, unless sacrificing yourself puts a greater strain on BHVR's queue system and servers than if you had played out a match. I have zero evidence to back up that theory though so I cannot see it as a violation.

    However, leaving the match ASAP once it has started (via sacrificing yourself or DC'ing) most definitely interferes with the ability of others to enjoy playing a BHVR service. Granted, I'm not lawyer or a BHVR staff member so if such behavior actually does breach the agreement of the EULA I don't know that.

    Personally I'd just prefer we flag all accounts that DC at the start or die within a minute and a half of the match and then give them their own little queue where they get matched with all of the quitters, but that's just me.

    What are your thoughts on this everyone?

    The same could be said about camping, tunneling, whatever else anyone deems "interfering".

    Players suiciding and disconnecting have been happening for over six years now.

    Why this is such a big problem for some of you now is the better question you probably need to answer for yourself.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125771#Comment_3125771

    Because people want BOTH exposed nurse and range on her gone. They're ruining both my point and theirs really.. My point is. I want them to traverse a huge map..Go from chase to chase. Without range. WIthout camping and tunneling. Does that build scream that they traverse the map to you ? Or do they try to down as many as possible as fast as possible...? Because if you take exposed away(which they wont do because it takes away an entire genre of perks + it would require them basically recoding how her blinks work) that build doesnt work...That says more about the strength of the build then "nurse being ok on bigger maps with no add ons"...It sort of makes "nurse being ok on bigger maps with no range" a moot point. If i can just snowball quickly. Taking away exposed gets rid of that snowball potental

    Their point is you can do good on bigger maps without range. Sure with that build and staying close to the hook areas...Now take away the crazy snowball potential of instadowns...How do you think that match plays out ? She needs one or the other. Either range to traverse. Or huge snowball potential. Nor can we confirm anything about that match. It could of been on dead dawg for all i know. Or midwhich. It proves nothing.

    I have some really bad news for you.

    Large maps were a thing even before Starstruck.

    Nurse has always been the best Killer regardless of map.

    If you're having trouble traversing a map as Nurse I'm going to go out on a limb here and say you've got a whole slew of other skill issue problems playing her.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121364#Comment_3121364

    Absolutely not. Killers should not be expected or shamed into making poor game decisions, when the survivors are actively trying to force the killer into these situations.

    Toxic behavior is survivors that wiggle when they know there aren't any hooks in the area, and then complain if the killer drops them and lets them bleed out.

    4 generators left, 3 Survivors dead

    How dare you wiggle when I can't make it to a hook you get to bleed out!!!!!

    This is your fault!!!!

  • @LepewSurvivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119070#Comment_3119070

    Not standing still, I am pressing A or D to spin, but letting W off...

    Noticed this as well after a few times where it didn't work going the opposite direction or going sideways.

    I guess you have to be moving forward for the perk to work.

  • @Crowman said:

    Standing still dead hard was really dumb. Glad that got removed.

    Ah yes, the only way to prevent a hook trade.

    Rolls eyes

  • Being slugged is part of the game!

    The same person...

    Stop suiciding on hook you're ruining my games!

    Makes no sense.

    Decrease bleed out timer to two minutes (same as total hook stages).

    Problem solved.

  • @Ikalx said:

    I'm not much of a killer player and I don't use thanatophobia much, but what I'm really curious about is jumps in balancing. I've seen it in a lot of games, but honestly it's interesting to know the reason and number break down behind them.

    Like, why 5.5% to 2%? Why not 3%? Why is it 8%+12% and not say...10%+10%? Or just 15% overall? Is it because of other perk interactions that make up the percentages or..?

    For that matter I'm kinda curious about why so many percentages exist in odd forms in dbd, like a 2% action speed bonus in spine chill. Is that a holdover from something else, or just to make the ranks up?

    It's because of the 10 second in crease to generators, how is this so difficult for some of you to understand?

    Pre 6.1  gen time 1 Survivor injured - 84.2 seconds

    6.1  gen time 1 Survivor injured - 95.2 seconds

    6.1.2 gen time 1 Survivor injured - 91.8 seconds


    Pre 6.1  gen time 2 Survivor injured - 88.8 seconds

    6.1  gen time 2 Survivor injured - 101.1 seconds

    6.1.2 gen time 2 Survivor injured - 93.7 seconds


    Pre 6.1  gen time 3 Survivor injured - 94.1 seconds

    6.1  gen time 3 Survivor injured - 107.7 seconds

    6.1.2 gen time 3 Survivor injured - 95.7 seconds


    Pre 6.1  gen time 4 Survivor injured - 100 seconds

    6.1  gen time 4 Survivor injured - 115.3 seconds

    6.1.2 gen time 4 Survivor injured - 112.5 seconds

  • @Clockwork_Enigma said:

    There is a movement currently where players are deliberately either sacrificing themselves on hook, disconnecting or hacking in order to try to convince you, BHVR, into reverting the changes that were made back in 6.1.0.

    This is problematic for multiple reasons, including the fact that it's ruining the games of normal players and streamers. Seeing people--who are, quite frankly, unskillful if they resort to this--do this to try to either manipulate statistics or try to completely force your hand into reverting this patch is abhorrent and shouldn't be tolerated.

    That is why I made the title and put it in the main threads. This is an important message to the developers of the game, and I'm wishing this could be done as soon as possible.

    Two months

    • Two months where Survivors are incapable of doing the following actions:
      • The ability to attempt self-unhooks unless Deliverance is currently active.
      • The ability for skill checks to spawn in the Sacrifice Phase.
      • The ability to disconnect from the game using the in-game Leave Match option.

    This is a necessity in order to stop non-cheating players from attempting to ruin the match for everybody, and to catch people attempting to disconnect through other methods in order to get out of a match.

    This would stop the attempted manipulation of statistics and stop the average complainer from trying to force you to make a rash decision (such as reverting the changes you've made), and would give you the ability to better monitor games under most circumstances.

    Two months, too. Just disable these features for two months in an upcoming patch, maybe even longer. This game does not deserve what a vocal minority of people are attempting to do to it, so I'm urging this here.

    Or at least asking you to please do something before this gets way out of hand.

    I can almost guarantee if you compared disconnects or hook suicides between pre patch and post patch they would be almost identical.

    Want to know why?

    The players that do this simply STOP PLAYING for whatever reason they have before and after the patch.

    That's why Killer queue times have progressively gotten worse and worse over the last two weeks.

    Apparently for whatever reason these clueless buffoons have forgotten about evening queues for Survivor pre patch.

    Take off your tin foil hat if you are spouting this nonsense.

    The only thing it does is make you look like a complete fool.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099019#Comment_3099019

    Survivors are not held anywhere near the same standards as killer. "You lost? Must be you. Must be that mistake or 2 that you didn't capitalize on." Survivors are never told that, outside of talks about punishing camping and tunneling, which they reject as "not real counterplay" and "not our fault". This is the irony of this game.

    Just don't get hit?

    Just don't go down?

    Just do BONES?

    Stop using your crutch perk Dead Hard?

    Stop playing SWF?

    The hypocrisy here is absolutely ridiculous.

    That's irony alright, especially coming from someone like you.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099197#Comment_3099197

    Correct, pre-Nerf Dead Hard had zero effect on generator speed.

    What was the problem with Dead Hard then if it had zero effect on generator speed?

  • @xEmoGirlxAlexisx said:

    Some Survivor give up becausethey dont like the Update so they give up and increase the Killers killrate to Hope that the Devs revert the Changes like DH nerf or some Killer Buffs

    I'd like a tin foil hat if you have one, thanks.

  • How many games did you play on each of these Killers?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097455#Comment_3097455

    Besides Insidious, that's literally a meta Nurse build, Nurse being the best killer.

    Probably not using any add ons either, nothing to see here.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099023#Comment_3099023

    You are trying to attribute a base kit change as a buff to Thana.

    That is not how buffs work.

    By your illogical delusions pre nerf Dead Hard had zero effect on generator speed and the present Dead Hard has no effect either.

    Somehow that's not how buffs and nerfs work for Killer but thats how they work for Survivor?

    I cannot fathom how you could be that stupid.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097264#Comment_3097264

    But people askes specifially for a protection to face camping. Which the 5 second auto BT effectively is. You won´t go down instantly and your team has a better chance of saving you with that. Same goes for BT and OtR. Wasn´t the general census, that people were annoyed by SC users healing in the corner of the map? That was kinda solved, wasn´t it?

    Ruin isn´t a threat anymore to gens, even when everyone is alive. No one will go out of its way to cleanse it.

    Pop (you got that wrong here) not only got nerfed by 5%. It also only gives 20% reduction of the current progress. Not the overall progress. So before the nerf, a killer could hit a gen that was at 25% progress and reset it to 0. Now, the same kick to the gen will take 7 seconds away. Thats a huge thing and pop was also basically nullified, since the killer will most probably spend more time walking to the gen then the actual progress reduction he gets out of it.

    That aura debuff from NOED makes it much, much easier to find and therefore survivors are even less inclined to do bones than before.

    Who was Popping gens at 25% pre update? Lmao

    You are completely wrong about this perk being hard nerfed, the devs themselves even explained it.

    Let's take a look now at a generator that has 60 charges completed instead of 20:

    Pre pop gen is at 60 charges (out of 80)

    Pop removes 25% of total = 20 charges

    Gen is now at 40 charges (50% complete)


    Post pop gen is at 60 charges (out of 90)

    Pop removes 22.5% of current progress = 13.5 charges

    Gen is now at 46.5 charges (51.6% complete)

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096776#Comment_3096776

    Unless you are in a SWF, you are not part of a team. You are in a game with other players who may or may not help you. That is a key feature of DBD and has been a design decision since day 1. Stop thinking you are obligated to rescue a "teammate" in a game that has no metric of success for altruism in terms of matchmaking

    https://us.v-cdn.net/6030815/uploads/QIO4A7ZTS0FR/screenshot-2022-07-27-155419.png

    Two, you can extrapolate your argument to literally any other multiplayer video game. A team can easily get you into situations you as an individual cannot extract yourself from, no matter what the method of gameplay is (holding M1, scoring a kill, etc)

    Going down in 10 seconds is about the only way camping is going to work for a 3-4k barring some extreme misplays. Countering it is as easy as looping the killer long enough your team can attain gen pressure, which is probably less than 40 seconds if you are the first one being chased.

    So tough luck you got a bad teammate, but welcome to online video games

    The only thing I can infer from this post is that you are both the Killer and Survivor that everyone despises playing with and against.

    Good job.

  • @ACleverName4Me said:

    Okay...so 1 stack of thana and a gift of pain...and there has only been 2 hooks with the 3rd coming. 1 gen is left. This killer is clearly having a more tough match against these survivors so I don't see an issue. 1 that scourge hook debuff was gained by getting hooked and 2 can go away with a smack then a heal to get rid of thana.

    It is a 2% buff to thana. It's not 10 or even 5 it's 2. And the scourge hook can be denied if you don't get hooked or at the very least be removed quickly.

    This killer as I said is clearly having a tough match and most likely does need the slowdown as they aren't good in chase to have only gotten 2 hooks left with 1 gen remaining unless survivors were just predropping pallets and running main. I see NO issue with this. May not be fun but definitely manageable as clearly shown in the video how you can still push through gens even with slowdowns.

    It was not just a 2% buff to Thana.

    Stop disregarding the 10 seconds that were added to generators.

    It's astonishing how some of you simply cannot figure this out.

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094867#Comment_3094867

    I guess you have never lost a game because of poor performance by your team, before? It's not exactly unique to DBD. The effectiveness of camping is directly correlated to survivor performance.

    If survivors suck and go down in 10 seconds, then yes, camping is a very effective strategy. If they can loop well? The killer will be forced to leave the hook or lose the game because of gen pressure. Not a hard concept to understand.

    What exactly am I failing to understand?

    How to get better at holding M1 on a generator while another player that has gone down in 10 seconds is being camped?

    Do you not understand how stupid that sounds?

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094721#Comment_3094721

    And stealth killers are extra weak in chase? In addition to being able to be easily dove on with BT.

    If a survivor is going down so quickly to an M1 killer that they can just facecamp the hook and win, the survivor just needs to play better. That's all there is to it. If the chases are that much of a pushover the killer would win no matter what they did

    Is this what you tell the other three Survivors?

    Just play better at holding M1, right?

    Completely missed the entire point of the post, not really surprised.

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