Tostapane
Tostapane
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@EmpireCity830 said:
Let me start off with saying that I am a killer main, (Blight, Spirit) but have played a ton more survivor over the last few months. When the new hud update came out for survivor it was a welcome change to buff solo queue. Solo queue needed it. But now that it has been out a month or so I've noticed some things that have me worried. First, for my region killer queue has the incentive for most of the day nowadays. This means (I think, correct me if I'm wrong) that there are less killers playing than survivors. Second, games in general have been a lot sweatier and WAY more stressful for killer. Survivors have gotten a lot better at looping and gens are faster than they've ever been. I think the general strat now is to each solo a gen and have 2-3 pop by the time a killer has found, chased, downed and hooked 1 survivor. Most games for me in both roles get to endgame with maybe 1 person dead if that. I feel like I am a lot worse of a killer than I actually am. I have just over 2k hours in this game and I have never had to deal with sweaty matches like this consistently every game. I feel like as the killer every decision needs to be perfect. Chases need to be 30 sec or less otherwise I lose the game. I can't waste time looking for people in the beginning and I can't try out new builds or experiment with some builds on my killers cause the game will be over before I have a chance to do anything. <- This point really makes me sad. I don't want to run slowdown every game but I feel like it is necessary now with how hard it is to get downs, hooks and kills. It takes less than 10 mins to pop 5 gens now so if you don't run slowdown you need to end chases really quick. Which is hard to do with survivors been so much better than before.
I genuinely think that most of the community has quit killer and I understand why. I need survivors to screw up in matches for me to get kills cause even in games where I play really well I might only get 2 kills. I literally had a game the other day where I got 9 hooks, 9!! and only 1 kill. Killer is really frustrating right now, I would even say unplayable.
I feel like there needs to be a mechanic that passively slows the game down for killer. Like have a mini Gift of Pain effect be basekit. This won't happen though cause the player base will complain that the Nurses, Blights, and Spirits are even stronger with this kind of change. The fact that this is the reason for not buffing killers is ridiculous. If you go against these killers all day then you are a pretty good player who is at high MMR. The rest of the player base deals with the weaker, more useless killers.
What do others think? I am the only one noticing this? Am I crazy? Do I sound like a salty killer main?
I would love to know.
tsk tsk, it's you that aren't putting enough pressure, jUst 4pplY pr3ssUr3!1!
now, talking seriously, this IS the norm on dbd nowdays: you don't have the time to do nothing as killer, especially if you are playing with a non meta killer (and sometimes even when you are playing with them). Each patch released from the devs is only driving me (and other people) away from this game.
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@TheSubstitute said:
I thought this was a pretty good video by @ScottJund and I agree with his take.
Scott jund Is extremely biased (and delusional). I don't even care to hear what he will say at this point, dead hard Is unhealthy for the game and need to go (i could stay here ages about explaining the reasons, but i'm tired of explaining them in every thread about dead hard that i found until now...)
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@Peanits said:
What purpose would this actually serve other than encouraging elitism? One person's opinion is no more valid than someone else's just because their MMR is higher. Both of you are people playing a video game, we should be doing what we can to ensure that both of you have a good time. To say that only someone who's among the best in the world should have a say would imply that the opinions of the vast majority of people playing in the middle of the pack don't matter, which is incredibly selfish.
I really can't begin to stress how rare it is for someone to be near or above the matchmaking softcap for MMR. Far more people claim to be 'max MMR' when in reality, there's nowhere near that many people up there.
That said, that's what the community team is here for; to take feedback from everyone, including the people who are up there.
maybe because at a certain point the game become literally unplayable? After all there's a reason that after gaining some experience most people are complaining about killers that can't do nothing with the exception of nurse and blight (the pattern is the same in every match: start the trial, start chasing someone, 3 gens pop, search another guy to chase down, another gen done and the survivor on the hook saved, at that point the killer will tunnel that guy because he won't have the time to go for mixed hooks, win the chase aganist said survivor, last gen pop, survivor put gates at 99% so they can easily avoid an eventual blood warden, 2 survivors bodyblock while the 3rd do the save, 4 escape... throw into the equation eventual dead hard, off the records, bodyblock, adrenaline and decisive strikes paired with map offerings and busted items and you'll get the idea)
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@[Deleted User] said:
There's never really been an indication that BHVR focuses on the competitive/high level aspects of the game. In many cases they seem to have a blind spot for it more than anything else. Matchmaking alone is evidence of this. Yes, on occasion they mention high MMR, but they release multiple perks every year that are broken in the hands of good players on either side.
That being said, I think it's fine if the devs don't grind DbD for thousands of hours in their spare time. I certainly don't come home and do my day job for fun after work until I go to bed. But I think they need to be more receptive to input from high level players and reach out to them before they sink full content cycles into DOA content.
The mid-chapter UB/mori experiment should be happening regularly. You don't need to dedicate a mid-chapter PTB to that. Actually use high MMR Fog Whisperers to play on test builds and provide feedback. You could have saved yourself a whole lot of headache with Background Player months ago, for example.
Am i the only one to remember that they nerfed 2 of the twins best addons for that reason (brown and green addons that reduced the time to charge victor, the brown one from 0,25 to 0,20 seconds and the green one from 0,75 to 0,60 seconds)? in the patchnotes they literally wrote that they saw those 2 addons overused in the HIGH mmr (not to mention that they put the stun after a pounce from victor from 3 to 5 seconds, but that was in a another patch if i remember correctly). I can do a similar example about the nurse: it's well know that a casual nurse will be awful at chasing/downing people and will result probably in a 4 escape since that killer is tremendously hard to learn in the beginning, while in high mmr she can kill people quite easily because people know how to play her well... in the meantime they don't consider that the basekit BT (and now the basekit unbrekable) can be overkill for HIGH mmr...
Yep, they know what they are doing without doubts /s
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@Kerkvlerk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358367#Comment_3358367
Lets hope your right about this. :) The last time i had games like this was when they where testing out the sbmm and there was 1 or 2 days it was basicly unplayable thats how it feels now again.
@Piruluk Thats what happened to me also since yesterday.
I'm glad i am not the only one that experiences because i tought i was goin crazy
remember, for certain people on this forum high mmr isn't a thing... anyway, usually those kind of teams are common in the monday (afternoon) and sunday
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@Chocolate_Cosmos said:
I agree. Dead Hard is the most played, most strongest perk for Survivors. How many times it turned chase from ~40 seconds chase to ~80+ seconds chase. There are situtations where it is lose/lose for the killer and can't be "waited out". It's annoying to wait and suspect every single survivor that they have this perk. It counters many killers powers as well because they are predictible. It's unhealthy perk and only needs rework, because nerfing it in any meaningfull way would trow that perk into trash.
And no, I don't think "once per trial" on this perk would make it fair. All you need is one good dead hard on each Survivor and it's gg for the Killer.
this. Imo it needs to be COMPLETELY reworked from the ground since it's extremely unhealthy and obnoxious for the game
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@nfochairman said:
https://forums.bhvr.com/dead-by-daylight/discussion/366403/so-hows-this-perk-fair-again
The bigger problem is this game is too survivor friendly. You could literally play survivor and watch a movie at the same time. Try that as a killer and they're escaping in 5 seconds.
Finishing gens is too simple.
generators are fine par se, the problems are mainly 2:
1 maps too much safe for the survivors (too many pallets, too many windows or too many god loops)
2 the lack of a secondary object for survivors to do (honestly i doubt that people found pressing m1 all the time on generators entertaining...), paired with a lot of stuff to speed up generators (from perks to toolboxes)
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Are you sure that you want killers adapting to this perk? I want to remember you that the only counter to avoid a possible dead hard is hard tunneling... you are literally saying to killers to adapt to this perk by hard tunneling. Do you really want a game like this? Honestly i doubt it...
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@Akumakaji said:
Hello everyone. I will try my hand at one of this rants, too, just to talk it off my soul
Today I tried a couple interesting non- meta builds and I failed miserable. Unless MMR throws you a bone and you get a full team of potatoes, losing two gens first chase is now the norm, often with the 3rd one following shortly after.
I then tried a couple of games were I hard-core tunneled from gen 5 on, which sometimes stalled the game slightly due to altruism. But someone would always stay sticky to the gens, no matter what happened and every single game proceeded to the end-game or 1 gen remaining with massive progress on that one.
I won those few games, where I managed to down two survivors at the same time and got an early kill, but even games were one survivor DCed at 4 gens, when they realised that they were tunneled weren't a walk in the park and still had me to play devious or perish.
And DH is literally everywhere and hard-carries a lot of games. A lot has been said and discussed about DH this last couple of weeks, but it has become so oppressive that it basically feels like pre-6.1 Yes, in theory it's "much fairer" and you can "bait it out", but by now all the good survivors have adapted to DHs new rules and know exactly how to bait out hits or put the killer in lose/lose situations.
Heck, most of the time I can call out when a survivor is going to use a DH pre-vault and often it's still a 50/50. And at palettes this game sense doesn't give you any advantage at all, as survivors can drop the palette the instances their "parry window" closes. The killer has literally 0.1s to hit the survivor or get stunned
and this is such a dangerous gamble, as if you fail your are left with nothing to show and the survivor doesn't even have to mend.
DH once again has a stranglehold on the game and the killers are mostly relegated to survivors playthings. Many claim that killers have it at their easiest, but that was the week or two after 6.1 dropped; this times are long gone and survivor's can greed palettes with impunity again, having so many resources that they basically can never run out.
I know I sound like "just one more salty killer main who got rekt", but I don't consider myself a bad killer and it really pains me to see the game in this state again. It feels like pre-6.1 all over again, were 3/4 of the games are just torture and you have to play in your most unfun and unsavory way, just to get a foothold, while sniffing each and every survivors butt.
I think that the problem is more complex then a single perk or a couple or overtuned numbers: some players have literally thousands of hours and know this game inside out. They can run every single tile absolutely perfectly and greed every single palette, no matter how unsafe, to its absolute max. This might indeed be the hallmarks of a great survivor, but against such opposition the game mechanics just break down, and you get multiple safety nets like DH, BT basekit and now hyper efficiency via HUD on top!
In the past the game was meant as a desperate war of attrition: you chase, get a couple of palettes out of the way, you eventually win the chase, hook and repeat, while slowly gen after gen was done. Now most of the time it's chase, greed, greed, greed, maybe get one palette out of the way, DH, t-bag, 3 gens pop.
I won't be leaving the game, but soldier on and suffer, and I am aware that few will have any sympathy or empathy for my plight, but: DH needs to go asap, for each match that it stands, it's sucking more and more joy out of the game. And maybe we need more dynamic trials. Let the Entity work as a game director and help the side that has fallen behind and gets stomped a little bit out, it would even be lore accurate. Let The Entity block windows or destroy a couple paletts if 3 gens pop at zero hooks, or hide the survivors scratch marks and maybe respawn a shack palette, if the survivor in chase is on death hook at 5 gens.
I don't know, maybe I am just worn out and burned out by this game, but it doesn't feel like a skill issue, as I was fine till just a couple of weeks ago. Could be that it's mostly the HUD change? Well everyone, you can now shoot me down.
i feel your pain... especially when certain premades will also abuse map offerings and bad hook spawn
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@Saiph said:
Contrary to killers, who have 10+ good regression perks, survivors don't have the luxury of choice, there are only 3-4 exhaustion perks that are good. So one would expect the pick rate of any exhaustion perk to be naturally high (around 25%) just because of lack of competition.
Maybe BHVR should increase competition to Dead Hard by introducing new OP perks and Dead Hard's pickrate will magically decrease. Is that what you want?
Comparing DH and Eruption is silly as one perk requires high skill to use while the other requires exactly zero.
lmao are you joking right?
1 survivors doesn't necessarily need an exhaustion perk in their builds (i played without them and did quite fine)
2 gen regression perks currently are trash, the good ones were nerfed into the ground (hello pop, hello ruin) and the few viable ones are either situational/random (scourge hooks having a random spawn on the map giving you scenarios where you aren't even able to use them) or are too much weak/depend from survivors (a decent survivor will never miss an overcharge skill check, a smart survivor will tap the gen in order to stop CoB, etc etc...)
3 you right, dead hard doesn't require skill because it's literally learning to press E near pallets and windows, while eruption needed various actions in order to be activated (kick the gen and mostly winning a chase, which require a certain level of skill in my book)
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@bluemyst42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355583#Comment_3355583
I think thats the point of the thread. Its not so much to learn which killer to avoid playing, but to see which ones should be improved. BHVR is VERY tight lipped about these statistics because they dont want people seeing what should be improved. They want to keep releasing new chapter DLCs and new store skins. If they took the bottom tier killers (or perks) and tweaked them slightly every few months, not only would the meta and game feel fresh, but most killers would be viable.
This.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356059#Comment_3356059
Again, get your squad, and I'll just show you. Perform all these things you claim counters Trappy boy and I'll show you. But I won't explain my methods that I developed myself. The number of your posts tells me you probably know what you're talking about, so no disrespect: let me show you.
Also, know any good Blights? :)
I don't have to prove nothing because it's blatant... Why I need to prove logic that was already aknowledged from EVERYONE? Even from streamers... Let me make an example: trapper with decent addons (green ones), you are against a full expert premade on comm, you found one of them even before putting down a single trap, you have 2 choices:
1 ignoring that survivor and place your traps (it won't work because the one that saw you is telling to the others the position of your traps and where you are going, so literally a waste of time by putting down your traps just to see them deactivated and in the meantime generators will fly)
2 forget the traps due for the previous point and start chasing said survivor as a PURE M1 killer, without any kind of antiloop at your disposal
The Trapper is a old relic of the past days of dbd, if you want to get him BARELY decent, aside the tactic that involve trapping the basement with someone inside (how curious it involves camping uh?) he needs the Trapper bag and the red addon that allows you to have your traps automatically settled every 30 seconds, but even then, that killer should be completely reworked because it's doesn't belong to the actual dbd.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355567#Comment_3355567
Yeah let's play the weakest possible killers against survivors that play with the best loadout possible, you see where your argument is flawed? Those who really want to win are going to. If you want to win as killer play a killer with a strong power and loadout on the survivor side a SWF with a strong loadout. By playing trapper you are already going to play with a weak power so what's your point? That weak killers should be buffed? I agree but that doesn't mean that killer is only possible because of altruism. I'm a Billy main and whenever I get sent on Eyrie I know I will get 5 hook stages maximum but you know that's what happens when you play on a map that makes your power less useful. I just accepted the fact that Billy is just not amongst the strongest powers in the game so it would be sily if every game would be a walk in the park for me.
It was an example ffs! If we want to see the pattern only good blight and nurses can do something against those people... After all there's a reason why at a certain point you'll see only those 2 killers...
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356053#Comment_3356053
If there were actual high MMR matches then the queues would be insufferable. Witness how Dowsey took up to 45 minutes to find a game when MMR was brought in initially. To make queues bearable the softcap was lowered to 1600 MMR with a 200 point variance if queue times got too long.
That's why there is no high MMR. We don't know what percentage of the playerbase is at 1600 MMR+ but, as most large inclusive groups have roughly 30 to 40% of their players at 1600 or up, I'm assuming that's similar here. 35% of the playerbase, as an example, is not defined to me as high MMR. It doesn't exist.
You might be at the soft cap or over; it's not a really exclusive group. If Killers start at 1100 MMR they can probably camp first down for a few hundred point rise. If you're saying you run into SWF death squads all the time what could easily be happening is that you're at the soft cap or a bit above it and many of the survivors past the soft cap are maybe at 1700 or 1800. Those would be really tough games for someone at 1600.
A soft cap exists. A significant amount of Killers are probably at the soft cap. Very few people are at high MMR but they can be matched with anyone at the soft cap to keep queue times down since there aren't enough people at high MMR to match with them and have tolerable queues. That's why high MMR doesn’t exist; if anyone is at high MMR in a match its normally only one side.
Who knows at this point? Only devs can clear this thing once and for all by showing us our mmr... Until then those are all speculations (like that one that I think that streamers have a different mmr, matched on purpose with other kind of survivors... I'll let you imagine on that point)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356053#Comment_3356053
I will keep it real with you, that's mega copium. You're probably just not as good as you think.
MMR is real. High MMR, as you are meaning it, is not.
Did you have proof of your claims? No? Then you are the one that think to be the keep per of the truth... As I said DEVS STATED THAT MMR EXISTS, so if you keep saying this, the options available are 2:
1 you are extremely biased towards one side
2 you are actually thinking that devs keep telling to us lies
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anyway, we are derailling from the main topic... i'm curious as well for those specific stats... the right question is: WHY they won't release those data?
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355567#Comment_3355567
You use his holiness one more time in this regard and Ill have the entity tunnel you're entire squad. Forever.
Trapper does fine against SWF Seal teams. The player usually doesn't. Thats you, a player. You dont seem to be doing well. So stop picking Trapper, his skill requirement is far above what you can offer. Try Bubba. Or perhaps Clown. You'll go far, kid!
Damn..
so if for you a trapper can deal with those squads then tell me: how did you counter a team with a survivor who follow you everytime at safe distance in order to deactivate EVERY SINGLE TRAP that you put on your way? how did you counter the fact that you are a pure m1 killer without your traps due to the previous point that i stated? how did you counter the fact that you waste more time putting down your traps than chasing someone? that's right, you CAN'T... said this i won't ever consider what will you say afterwards since you are saying dumb things that even a newcomer to the game can easily understand
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355591#Comment_3355591
There is no such thing as high MMR.
It's not real, you'd probably do better in your matches if you didn't attribute your losses to "high mmr is unfair"
this is BS otherwise i wouldn't have troubles to find matches suited for my usual gamestyle (brown addons and meme builds), not to mention that THE DEVS themselves stated that mmr exist
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355558#Comment_3355558
To answer the OP: because when the stats show that the game is way more balanced than people say, all the 'woe is me' killers come crawling out of the woodwork to discredit them.
like you did when it's something related to the survivors i guess
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355584#Comment_3355584
You're not adding anything useful by being entitled your whole point started with: "high mmr blah blah blah" how do you even know you're at high mmr, like high mmr in itself isn't even a thing
simple: because here people do gens and don't run aroud like headless chickens, because here people KNOW how to loop and last for more than 20 seconds in a chase, because here people use the strongest items at their disposal, because here people use the SAME DAMN CURSED PERKS EVERY BLOODY MATCH, that's how i know that i'm in high mmr
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355008#Comment_3355008
i said that it was reworked since they only decreased the % of effectiviness of the perk, not completely erase/nullified the utility/purpose of the perk (aka gutting)
So Iron Will made it so that you couldn't be heard before at all, and now you can be heard. That's not a total gutting, not at all. I mean, the one purpose the perk has is now undone by hitting the 'volume up' button, but that's not a total removal of functionality, not at all. And it now can't be used with exhaustion perks, that's not gutting it either. Sure.
The examples that i stated above were just examples of broken stuff that were rightfully fixed during those years, don't you understand?
Yes, and DS was not one of those, that was the entire bloody point! You're using your opinion as an argument here, in that YOU think that DS deserved to be cut by half because of a tangentially related thing.
if we wanna be picky then even those had a counter: stealth plays (he can't mori you on the spot if he's unable to put you in the dying state)
Stop. Doing. This.
You KNOW that what you are saying is dumb. You KNOW that this is not practically applicable. You KNOW that old NOED and Moris would be guaranteed to proc during a normal match, over the course of normal gameplay.
You KNOW that this is not the case for DS.
the point is that DS was easily abusable
After the conspic nerf, no, it wasn't.
I've only been hit with DS once, and it was 100% my own fault and perfectly avoidable.
DS is not abusable. People have tried abusing it against me, and they wound up stretched out on the floor while I ignored them and went for a target that wouldn't have DS, costing them more time than me.
even if you claimed that counters existed
You know, it's ever worse than that. It's not so much that counters existed.
It's that the killer needs to intentionally and actively, willingly and wittingly, invest time and effort to make DS work.
The KILLER is the one that activates DS. Nothing the survivors do can make DS trigger. ONLY the killer can make DS trigger. It's not even that there's counters to it, it's just that the killer can pretty much opt out of DS.
not to mention that the time wasted in order to counter it was more than sufficient for giving advantage to your team
Not if you're a competent killer.
But this also highlights a major problem with your attitude, and that of many others: You think tunnelling should be the baseline. You want everything to be balanced for tunnelling, only to then turn around and go 'WOE IS ME!' when you feel 'forced to tunnel'. You don't accept non-tunnelling as the balancing point.
It is YOUR fault that you can't win without tunnelling, no matter which way you try to argue it. Even if you want to argue that the game is not balanced around 12-hooking, that is also on you if you insist that the DS nerf was fair. That is YOU pushing the game to be balanced around tunnelling.
Don't cry when you get what you demanded and then it turns out that it wasn't what you wanted.
i'll tell you my personal anedocte: i was hitted by that perk when i was playing as legion without tunneling and camping
No, you still specifically went after the target that was pulled off the hook in the last 60 seconds before they had the chance to do anything else! You targeted them, you could've picked anyone else, especially as legion, but you went after a fresh unhook.
Because there's literally no other way DS can hit you.
It is YOUR fault. YOU activated DS, not them.
I couldn't kill anyone partially for all the 2nd chances
How are you burning through all these second chances then, huh? Slapping folks off hook with BT, but you're not 'camping'? Getting hit with DS, but you're not 'tunnelling'? Folks standing up after you left them on the ground for too long, but you're not 'slugging'?
anyway the point is that i was hitted by that perk WITHOUT DESERVING IT
Right. Sure. Uh-huh.
a SMALL reduced cooldown of the main weapon won't do literally nothing for those killers, especially if we wanna look at the awful state of the maps... try to land a hatchet in the badham school right after hitting someone with a m1, try to do the same thing in a map like the game, lery, ormond, crotus... I dare you to try... Facts are DIFFERENT from what you stated unfortunately
So ONE of the six buffs that killers got may conditionally not be as valuable and that's reason for you to disregard ALL of them in their entirety under ANY situation?
you are derailing... i asked you a simple question: when survivors use their strongest items, did they get some negative effects/sides? Also if some of the best killer addons are brown/yellow this is sufficient to tell you how much weak are compared to the ones that survivors got, so my point still stand
You're the one trying to argue that killers DIDN'T get improved access to more powerful add-ons, by again, going into cherry-picked examples and using those to make a broad, sweeping statement.
EXACTLY, you can't... for that reason the build is broken since you can't be in more than 1 place at the same time... you can chase 1 survivor at time, not all of them. when you are busy with one of them, the others won't stay idle, waiting for being chased by you, they will do gens
No, they won't. Because after your first chase, someone's on hook, someone's getting chased, and someone HAS to go for the unhook. That leaves only one survivor on gens. ANY level of inefficiency on the part of ANY of those survivors drops progress rate down to 0%.
But that's also not addressing how the build is dependent on a ton of factors, is still somewhat unreliable, leaves the survivor a sitting duck for anything that isn't doing gens, it doesn't work against TR shenanigans, and it also doesn't address that this doesn't show the rest of the match.
In short, you're cherry-picking. Again.
i'll close our debate here (at least for now) since i'm tired to wrote entire essays just to prove simple points that people can easily aknowledge with experience playing both sides
Sure. If that'll help you sleep.
yes yes keep saying nosense. i'm done to speak with you since you are like all the people who main one side: dumb and happy with the actual state of the game... i could stay here to reply to everything that you said because you didn't understand how things goes on dbd, but it would be a waste of my time
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@shalo said:
Who wants to have some fun?
i want to have some fun.
Are you saying you wanna have fun, or do you really want to have fun?
I really wanna have fun.
But, no.
Do you want to have real fun? Better playing another game right now...
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355567#Comment_3355567
The gigachad tries to prove point by using extremes.
i went into a match as survivor with 2 yellow perks and i lost against a nurse on midwich ######### this game is LITERALLY unplayable for survivor i can't believe these killer biased devs would have done this
1 you were playing aganist the only killer that can virtually erasing any kind of defenses that survivors have (except endurance). If you went back in my post history i stated various times that this killer needed a complete rework due to her power and that the only time she was needed it was aganist full premades...
2 you were playing in a map where she's a lot more deadly than usual since she can move freely without the problem of using the stairs
3 unless you are a pro and want to challenge your skill, it's pointless going in matches with only 2 perks (even more in that case since they were yellow)
4 judging by the last thing that you wrote i guess that you aren't in the HIGH mmr bracket, nor you tried to play killer aganist those kind of people
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@GoodBoyKaru said:
Nobody is perfect but the closest one is absolutely Oni (shout out to Hillbilly you didn't deserve the changes except to InstaSaw)
he needs some slightly buff (especially the fact that his power depend too much from survivors playing safe in order to denying your power), but overall speaking i agree with you
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355583#Comment_3355583
You can play pretty much any Killer and do fine with them.
Provided you actually try
With casual people you can win even addonless i don't have troubles to admit this, but when aganist people that know how to play it's the inverse situation: most of the times even the strongest builds aren't enough to keep up the pace, you are forced only to use 2 killers, and since we were talking about HIGH mmr...
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355567#Comment_3355567
"It's bad playing a historically weak Killer who doesn't do well against SWF's into a 4-man SWF"
Uh....yeah, if you play a weak Killer into their worst-case scenario and refuse to use optimal tactics, you should lose. You are choosing to play Trapper. You are choosing not to tunnel. You are choosing not to camp.
This isn't a "Playing Killer at high MMR is terrible" this is, "I don't want to play optimally to win against other people who are also playing optimally."
i can assure you that even if that was the case things won't change much (maybe instead of a single hook you'll get 3 or 4)... plus it's not normal being FORCED to play only 2 killers in order to have a chance aganist those groups... ffs we have a lot of killers, dbd is fun for the variety, if devs erase even this aspect of the game then they shouldn't ask themself why people won't ever consider playing killer
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@chatgiraffe said:
its simple
see map offering in offering screen
alt tab to task manager
close dead by daylight
the Loading Screen Tech is the pinacle of killer techniques, allowing you to outplay the sweatiest survivors with ease
nah, i've too much pride for doing that (ngl i shold start doing it tho)... If i'm using bubba it will be their bad day...
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355558#Comment_3355558
It really isn't that bad.
Also, high MMR isn't really a thing.
it isn't that bad you say uh... try to play as a trapper aganist a well coordinated premade... it's impossible to get something done with your power unless you (how courious that everything will be reduced to the same 2 kind of gameplay in order to get something done) camp a hooked survivor and trap everything near the hook or tunnel to death someone (in this istance camping is a lot better since the trapper basekit is more suited for that kind of gameplay).
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@K_Nottie16 said:
For me I would get rid of Legion because the gameplay going against him is boring. Im tired of having to mend so much during the match. I dont think he'll be missed. For me the survivor would be Feng Min. Why because its controversial lol.
DAVID KING/nurse (i wrote it in that way on purpose since the 1st one has something that i hate from the deep of my heart... you can guess easily what it is tho)
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because this will convince killers at a certain mmr to leave once and for all the game, that's why... I'm talking for experience: playing killer at high mmr is MISERABLE, especially if you don't have the right killers (and most of the times i play with the weakest killers with mediocre addons so you can imagine what i must endure on a daily basis) and you are aganist sweaty SWF squads. If you are lucky aganist those squads you'll do only 3 hooks before all the gens wiil be completed. Sometimes you can get more hooks in the endgame, so if you look at the stats of hooks par game well, those aren't truthful regarding how it went a match... i can tell you a personal anedocte: once i was aganist a premade quite souspitious since they did all gens in so few time that i barely did a 2nd hook, but that match ended in a 4k due to the noed that i had and their excessive confidence/arrogance (for the stats i overperformed so killers need to be nerfed i guess /s)... all this teach us that stats aren't a thing that should be considered to be taken into balancing the game (or at least not a primary thing to consider) because you can play well your cards and win by camping a survivor that was catched before the last gen pop and keep downing the survivors, but again, these downs/hooks aren't made because of you, but because of their altruism (those groups usually want at all costs a 4 escape and this is their only weak point)
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354396#Comment_3354396
iron will was tweaked (i said tweaked because it won't work when exhausted)/nerfed
So it WAS nerfed! Why did you deny that in the first place if you're just going to circle back and sneak in a little admission that you were dead wrong later on?
then for your logic noed should be like it was once, without being related to a totem but a perk that wasn't disposable, with ALL the buffs that it had. old mori should be still in game, killing directly the downed survivors on the spot without hooks required because it should be "powerful" and not "useful" as you said... unrelenting should be like it was before... keys nerfs should be reverted, old loops should stay in the game... did you think at least of what are you saying? Just because something was broken/extremely strong doesn't mean that was funny/fair or right...
You realise you're talking about post-conspic DS, right? A perk that, in well over 90% of matches, would never fire, right? A perk that sat in the majority of survivors loadouts, slowing them down without activating, right?
I can't understand how you think that anti-tunnel DS is in any way comparable to non-totem NOED, old moris, infinites or keys.
I will remind you of what I said: "The perk is dead weight in any situation in which the killer uses any of the plethora of ways to circumvent it. "
NOED could not be circumvented. Old moris could not be circumvented. Keys could not be circumvented.
DS? Just don't hit spacebar on anyone that was unhooked in the last 60 seconds, unless they did anything to help the survivor side. It was the easiest perk to counterplay, to completely flatline its value. I have been hit with DS literally only -once-, when I was a dumb newbie and fell for a bait. After that, even though DS was in every match, it never fired again. At all. Ever. Not for a lack of trying on the survivors' part, either, but DS is a survivor perk that can only be activated by the killer.
If a perk is so phenomenally conditional that it may fire once every fifty matches, it better bring some fireworks when it does.
NOED does not fit that description. Old moris don't fit that description. Old keys don't fit that description.
Seriously evaluate your biases, Tostapane, if you think that post-conspic nerf DS is in any way comparable to old moris.
only the fact that you mentioned that huntress and trickster can hit right after hitting someone with their power is the proof that you gave me right since only newcomers to the game will stay near the killer after being hit from their powers in order to get the 2nd hit from a m1 or another use of their power...
I'm not talking about survivors staying near after getting hit by Trickster or Huntress' powers. I'm talking about the on-hit cooldown being reduced, allowing these killers to ready their powers quicker after the hit and being able to score downs that they wouldn't before the killer buffs.
Did you forget the topic?
i want to ask you something... when survivors use their strongest items, did they get some negative effects/sides? NO, while most of the killers out there have certain condictions/negative effects on their powers (iri hatches reduced to 1, clown bottles reduced by 2, etc etc). this is related also with the weakest stuff: while survivors have brown medkits and addons that are still useful somewhat, the killers have NERFING addons that will only improve the bp gained for certain events or even the strongest addons at their disposal (knight and map of the realm for example), just to tell you how much "fine" are the killer's addons compared to the survivor's ones...
Most killer add-ons don't tack on penalties either though...
you can't be on 4 places at once, period. you can't stop all the survivors to do gens, period...
Game would be fundamentally broken if you could.
did i denied that was nerfed? i don't remember to say that it wasn't, i said that it was reworked since they only decreased the % of effectiviness of the perk, not completely erase/nullified the utility/purpose of the perk (aka gutting)... i said that it was modified for the simple reasons that i stated above, so don't put words into my mouth that i didn't say thanks
The examples that i stated above were just examples of broken stuff that were rightfully fixed during those years, don't you understand?... if we wanna be picky then even those had a counter: stealth plays (he can't mori you on the spot if he's unable to put you in the dying state) and escape through the hatch/exit gates (the latter was for noed) but they were nerfed for RIGHTFULLY REASONS... the point is that DS was easily abusable even if you claimed that counters existed, not to mention that the time wasted in order to counter it was more than sufficient for giving advantage to your team: shall i remember to you the times that survivors forced it through lockers on purpose in order to waste the killer's time? should i remember to you that they could pick up themself thanks to unbrekable? Please, this isn't a anti tunneling perk, this is another 2nd chance for correcting bad plays, even now that it was tweaked several times (i'll tell you my personal anedocte: i was hitted by that perk when i was playing as legion without tunneling and camping and guess what? I couldn't kill anyone partially for all the 2nd chances that they used aganist me and partially because i played "fair" until the end despite they didn't deserve it... anyway the point is that i was hitted by that perk WITHOUT DESERVING IT and the times that they got from it allowed them to a full team escape... this is how much "weak" that perk becomes after all the tweaks received). You call me biased when you are the one that is refusing to see the issues of the game it seems
a SMALL reduced cooldown of the main weapon won't do literally nothing for those killers, especially if we wanna look at the awful state of the maps... try to land a hatchet in the badham school right after hitting someone with a m1, try to do the same thing in a map like the game, lery, ormond, crotus... I dare you to try... Facts are DIFFERENT from what you stated unfortunately
you are derailing... i asked you a simple question: when survivors use their strongest items, did they get some negative effects/sides? Also if some of the best killer addons are brown/yellow this is sufficient to tell you how much weak are compared to the ones that survivors got, so my point still stand
EXACTLY, you can't... for that reason the build is broken since you can't be in more than 1 place at the same time... you can chase 1 survivor at time, not all of them. when you are busy with one of them, the others won't stay idle, waiting for being chased by you, they will do gens
i'll close our debate here (at least for now) since i'm tired to wrote entire essays just to prove simple points that people can easily aknowledge with experience playing both sides
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reassurance and selfcare (yes, i still found people who use it)
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353876#Comment_3353876
instead of telling me that's nosense explain to me why it's nosense and why it was changed for your opinion... Iron will was tweaked mainly for that reason since people complained that survivors with that perk alone completely countered the spirit, without counterplays (plus stridor received the same treatment if not worse)
You're saying it's not a nerf, but a 'rework' to fix how it interacts with one (1) killer, while completely disregarding that this invalidates the perk against ALL killers.
That's like saying Eruption isn't getting nerfed, it's just getting reworked because it was broken on Blight only. No, it's getting nerfed. It's going to perform worse in all situations.
It's a direct, downward numerical adjustment. That is a nerf, not a rework. Iron Will still functions the same way, it just does a worse job of it, that's a nerf. You know it's a nerf.
DS as i already said was tweaked but it's still useful... remember that you still have the basekit bt that allow you to reach a safe zone, and even in the case you can't reach it in time due for being too much far, DS will help you in that regard... it's still a 2nd chance perk pretty much effective if you know how to gain the maximum advantage from it
It's not supposed to be 'useful' when it fires, it's supposed to be 'powerful' when it fires, because the perk is dead weight in any situation in which the killer uses any of the plethora of ways to circumvent it. The perk was tailored for one specific situation, it needs to be powerful in that situation, not 'okay'.
Again, though, you are tying your brain into a knot in order to try and avoid having to admit that a survivor perk was nerfed. DS was gutted. It lost half of its effective value.
The 'tweak' part was the EGC disable, that one everyone was fine with, but the stun duration absolutely did not deserve to be touched. That was gutted.
no it won't depend from the build and the killer... this it could be considered valid only with blight and nurse, everyone else rely too much of the mistakes that survivors do paired wth the fact of being extremely map dependant (a trickster/huntress/deathslinger for example won't do much in maps with high walls and obstacles due to the impossibility of using their powers; ghostface, myers, pig and wraith can't do much when in maps like ormond, haddonfield, badham, corn maps due to being easily spotted/unable to stalk properly). Btw if a killer like twins will down someone in a short amount of time as you said then the twins are facing awfully bad survivors imo.
Blight, Nurse, Wesker, Dredge, Spirit, Nemesis, loads of killers have way more options than you are trying to claim here. Pallets aren't really safe around a lot of killers too. That's also not mentioning how Trickster/Huntress/Deathslinger can act faster after a hit and might be able to score downs they couldn't otherwise. This stuff interacts in varying ways with varying killers, so yes, it strongly depends on killer and build.
And we're talking about post-first-hit instances. Twins can down injured survivors unbelievably quickly and efficiently. That's their entire thing.
i never said that it wasn't from both sides, but i wanted to point out that survivors have the upper hand since their items/addons are ALL useful (except the ones for the keys minus the one that reveal the killer's aura to you), not to mention that killers have those items available even before the rework of the bloodweb (i stil have A LOT of those items wth various killers that i don't even use anymore, leveled up BEFORE the bloodweb changes), while the killers usually have ONLY a couple of addons that are worth to be taken
ARE they all useful? Toolbox greens for example are terrible. As are most offerings. Keys and maps are pointless. I'd say survivors suffer more bloat than killers do.
regarding the last point do you like doing gens? That's the reason why it's not popular, but it's busted af, especially when aganist competent survivors... shall i post a video that show to you how much strong this can be? https://www.youtube.com/watch?v=nco8WCnAziE
And how much of that is due to changes post 6.1? Shall I tell you how much?
10.5 seconds. That's all that was added after 6.1. And that does require hitting those consistent great skillchecks on top of Stakeout. And a fully kitted toolbox with Streetwise. And if you want to do it more than once, you need Built to Last. And you need to hope there is no interruption of any kind.
But when everything's lined up, sure, you can do a gen fast. Not that much faster than what you used to be able to before 6.1, I mean, it's half a second faster. But it IS technically faster.
How did the rest of the match go?
now you are the one that's saying nosense... then for your logic it's like saying that the scourge hooks should be buffed because a single perk (sabotateur) can counter them (3 perks: flood of rage, pain resonance and gift of pain)... iron will was tweaked (i said tweaked because it won't work when exhausted)/nerfed (reduced the effectiviness) because it countered a NECESSARY mechaninc for that single killer (this and of course the overuse of that perk, but this is a secondary factor imo), you like it or not that's the truth about it... we can always ask directly to the devs if you aren't convinced...
then for your logic noed should be like it was once, without being related to a totem but a perk that wasn't disposable, with ALL the buffs that it had. old mori should be still in game, killing directly the downed survivors on the spot without hooks required because it should be "powerful" and not "useful" as you said... unrelenting should be like it was before... keys nerfs should be reverted, old loops should stay in the game... did you think at least of what are you saying? Just because something was broken/extremely strong doesn't mean that was funny/fair or right...
only the fact that you mentioned that huntress and trickster can hit right after hitting someone with their power is the proof that you gave me right since only newcomers to the game will stay near the killer after being hit from their powers in order to get the 2nd hit from a m1 or another use of their power...
i want to ask you something... when survivors use their strongest items, did they get some negative effects/sides? NO, while most of the killers out there have certain condictions/negative effects on their powers (iri hatches reduced to 1, clown bottles reduced by 2, etc etc). this is related also with the weakest stuff: while survivors have brown medkits and addons that are still useful somewhat, the killers have NERFING addons that will only improve the bp gained for certain events or even the strongest addons at their disposal (knight and map of the realm for example), just to tell you how much "fine" are the killer's addons compared to the survivor's ones...
you can't be on 4 places at once, period. you can't stop all the survivors to do gens, period...
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352758#Comment_3352758
Iron will wasn't gutted but reworked since this single perk could completely counter the power of a certain killer (spirit), so it was a needed thing to do.
That reclassification is nonsense and you -know- it is nonsense.
DS wasn't nerfed but fixed since it was supposed to stun for 3 seconds
That one may actually be true, but it's also turning a blind eye to the entire state of the game, and the perk itself. It was 3 seconds back when it was on-demand. It became 5 seconds, then it got tied to getting unhooked, then it got the conspic action nerf.
The bottom line is that the DS that was 3 seconds but needed to be 5 seconds because of Enduring is not the same perk as the DS that got its stun duration axed from 5 to 3. It's blatantly disregarding the state of the game with a 'well, technically' that you KNOW is just a rationalisation.
Both Iron Will and DS were gutted.
Good luck trying to catch someone then in the maps that are present nowdays with a killer that isn't a blight or nurse then (maps full of pallets, most of them extremely safe due to the fact that they are near jungle gyms and strong loops make impossible to end a chase in few time if the chased survivor is decent at looping)
That depends entirely on the killer and the build. Y'all act like you're playing adept Twins all the time.
And even those can secure a quick down, at least.
improvements? Are you talking to red addons that are gimmick or awfully bad perhaps? the only killers with decent red addons are blight and trapper (and despite this he need to waste an addon slot for the trapper bag to be somewhat viable), everyone else has red addons that are mediocre or bad. As i said if you see the entire picture you'll see that survivors have the upper hand regarding items and addons
You also get improved access to yellows and greens that ARE competent, and you need fewer BP to build up a stock of these add-ons so you can afford to be less frugal with them. The bloodweb improvement was for both sides.
so for you seeing the classic hyperfocus/stake out/build to last combo paired with green toolboxes isn't troublesome and won't definitely boost the genspeed uh? Please, try to be impartial, even certain survivor mains that i personally know told me that this combo is BUSTED af
It's got a 2% pickrate. If it was that brutally busted, why is almost no one running it?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353145#Comment_3353145
What, because of freebie kills? Because of how the EGC can shove in an extra undeserved kill here and there? Doesn't really help your argument though, does it? And no, the regression buff did not get reverted at all.
I'd be interested to see where you get these 'statistics', because we didn't get any since October. Unless you count Azhimovs' community thing, but those statistics definitely don't support your argument.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353160#Comment_3353160
It's an extra 2 seconds every time you kick a gen. Whenever you injure a survivor, you shave off .3 seconds. Get ten hits throughout the game, that's 3 seconds off. Then add the reduced on-hit sprint, taking away some extra distance, combined with the reduced on-hit cooldown to take away even more distance.
If you combine all of the buffs killers got, on an average match, you're probably saving way more time than any of you are willing to admit.
Gen completion times having ten seconds added was rendered completely inconsequential from hyperfocus/stakeout (which enables gens to be completed faster than ever except for original BNP).
And very few people are actually using that, for some reason.
The only kill rates that can truly be referenced for any accuracy when it comes to how lethal a killer really is are from the best vs the best, not a gaggle of varied skill levels/knowledge.
Sure, if you want DBD to turn into an unplayable spectator sport.
instead of telling me that's nosense explain to me why it's nosense and why it was changed for your opinion... Iron will was tweaked mainly for that reason since people complained that survivors with that perk alone completely countered the spirit, without counterplays (plus stridor received the same treatment if not worse)
DS as i already said was tweaked but it's still useful... remember that you still have the basekit bt that allow you to reach a safe zone, and even in the case you can't reach it in time due for being too much far, DS will help you in that regard... it's still a 2nd chance perk pretty much effective if you know how to gain the maximum advantage from it
no it won't depend from the build and the killer... this it could be considered valid only with blight and nurse, everyone else rely too much of the mistakes that survivors do paired wth the fact of being extremely map dependant (a trickster/huntress/deathslinger for example won't do much in maps with high walls and obstacles due to the impossibility of using their powers; ghostface, myers, pig and wraith can't do much when in maps like ormond, haddonfield, badham, corn maps due to being easily spotted/unable to stalk properly). Btw if a killer like twins will down someone in a short amount of time as you said then the twins are facing awfully bad survivors imo.
i never said that it wasn't from both sides, but i wanted to point out that survivors have the upper hand since their items/addons are ALL useful (except the ones for the keys minus the one that reveal the killer's aura to you), not to mention that killers have those items available even before the rework of the bloodweb (i stil have A LOT of those items wth various killers that i don't even use anymore, leveled up BEFORE the bloodweb changes), while the killers usually have ONLY a couple of addons that are worth to be taken
regarding the last point do you like doing gens? That's the reason why it's not popular, but it's busted af, especially when aganist competent survivors... shall i post a video that show to you how much strong this can be? https://www.youtube.com/watch?v=nco8WCnAziE
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@jamally093 said:
Stuff like NOED is basically an insta win on him because of it able to reel in survivors down them in one go and if it's because well he hits you with his weapon okay...so does Blight and so does Nurse to the point her blink attack is counted as a special attack. Also if oh well his power isn't really doing much but reeling survivors in okay Blight's power is just there for him to dash around he just hit survivors with it so his power isn't a waste of time. So shouldn't stuff like NOED not work on him if he's aiming or STBFL.
it's literally the only thing that he has that's good right now... Aren't you satysfied of the nerfs that he got previously? They already removed his peculiar ability of aiming without delay, making him clunky as hell and increased his TR to 32 despite he's a 4.4 MS killer... Leave alone this killer, he was nerfed too much already
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@Marc_123 said:
Man, you have problems.
I can´t remeber when i got a friendly farming killer the last time. I would be happy.
Also BP are never enough to have.
despite it's rare to find people that want to farm points, i'm with op, you can't force other people to farm...
This remind me of the match that i had yesterday: playing with pinhead with his 2 brown addons and a build for chilling, 1st chase a survivor was upset for being mindgamed twice, ending the chase in short time so she was self suiciding on hook on purpose (later she was saved before being completely killed by the entity tho, and despite i was near the hook i hitted her once, activating her basekit bt and ignored her on purpose, in order to show them that i was playing chill, not interested to kill, but that idiot didn't mend herself...), same after another survivor did a similar thing, the other 2 survivors weren't even trying to do gens at this point, they were spamming emotes... at that point i was just tired of the match since that wasn't fun and the thought of farm points wasn't even an option that i was considering (i wanted a normal match, plus i don't need bp right now) so i just hooked them both in order to end this farce. endgame chat was annoying since those 2 fools call me out for tryharding and not let them farm with 2 people in their team that were essencially trolling. Imagine complaining about the killer for not farming/playing the game instead of being angry toward the other 2 survivors that ruined the match for everyone (me included). Btw nice way to boost the killrate of the killers with those people around...
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352197#Comment_3352197
they gutted ruin, corrupt intervention (now it can be useful only for a couple of killers that need to set up their power since once you down someone the perk is gone) and pop
And Iron Will and DS were gutted on the survivor side. Corrupt isn't even gutted, it's still solid, it still does what it needs to do, it's just slightly less oppressive if the killer gets a strong start.
shortened cooldown after a hit and the sprint reduced for survivors after a hit are useless if they have extremely safe maps
No, they're not. The survivor gets to make less distance still, they're specifically less likely to make it to these strong loops, the killer wastes less time catching up, too. They're compounding buffs that, over the course of the average match, will shave off a lot of time, way more than people give it credit because the individual effects are quite subtle. But they add up.
again, on paper is increased, but the truth is completely different due to various factors to put into the equation: starting from the bloodweb rework, giving access to better items and addons for survivors
But killers got the same bloodweb rework so they got the same improved access to add-ons.
new perks that improve the genspeed, making the game overall shorter than before
None of them see any use though. Only Prove Thyself has gone up in usage rate, and that doesn't actually increase overall gen speeds, it just removes the co-op penalty.
Iron will wasn't gutted but reworked since this single perk could completely counter the power of a certain killer (spirit), so it was a needed thing to do. DS wasn't nerfed but fixed since it was supposed to stun for 3 seconds (was 5 due to the fact that enduring back in the days affected the stun mitigated ANY KIND of stun... after nerfing enduring and fixing the fact that it worked even on "special" stuns DS stayed in that way for A LONG TIME). People that claim that this perk is useless it's because they don't know how to use it properly since even 3 seconds are more than sufficient to reach a safe location like pallets and windows.
Good luck trying to catch someone then in the maps that are present nowdays with a killer that isn't a blight or nurse then (maps full of pallets, most of them extremely safe due to the fact that they are near jungle gyms and strong loops make impossible to end a chase in few time if the chased survivor is decent at looping)
improvements? Are you talking to red addons that are gimmick or awfully bad perhaps? the only killers with decent red addons are blight and trapper (and despite this he need to waste an addon slot for the trapper bag to be somewhat viable), everyone else has red addons that are mediocre or bad. As i said if you see the entire picture you'll see that survivors have the upper hand regarding items and addons
so for you seeing the classic hyperfocus/stake out/build to last combo paired with green toolboxes isn't troublesome and won't definitely boost the genspeed uh? Please, try to be impartial, even certain survivor mains that i personally know told me that this combo is BUSTED af
@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352197#Comment_3352197
I dont think your comparison is fair in some of your points.
In 1_ is true that they nerfed meta killer perks but that was the point of the perk overhaul. To remove perks that were staple in every build to give more variety to the game. In the same way pop, ruin were nerfed, survs also lost iron will, DS and self heal so it is not a valid point to take only one side's nerf to boast your argument.
2_ that is also an unfair comparison, really. Those killer buffs of hit cd reduction and surv hit distance speed reduction were never meant to intend survs to never get to any loop with them. I understand some maps are survivor sided but unless you play with constant map offerings you can also get screwed with maps like the swamp or the Mcmillan giant tree map that spawn like 9-10 pallets and barely any loops in.
3_ the bloodweb went both ways also. Killers also got red addons more easily.
as i said above iron will was nerfed due for the simple reason that this perk alone could completely counter the spirit, so it was a necessary nerf (if wasn't for her that perk itself could be fine... if we don't consider boon: shadow step into the equation); DS stun time was fixed (again read above what i wrote) and selfcare well... they nerfed it because it was popular, but the perk itself was fine (again here you should blame bhvr for their poor decisions since NO ONE complained about that perk)... the difference was that survivor's perks were still useful after the nerf (except selfcare), while the killer perks were gutted (ruin became 100% instead of 200%, still a hex and deactivate itself once a survivor die... should i keep going or it's clear how much ######### those perks became?).
the swamp is one of the SAFEST maps in the entire game, are you sure that we are talking about the same game? regarding shelter woods it doesn't have many pallets, true, but those are all near jungle gyms (and this map has a lot of them), making loops strong enough to kept busy every killer in the game except nurse (for obvious reasons i might add), not to mention that the size of the map is really big, so really hard to defend generators... add the fact that now a new building will be implemented in that map due for the new chapter and you have every maps of the game UNPLAYABLE for weak killers like trapper, pig, myers, etc etc
for the last point see what i wrote above
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@Tjiani said:
I do not understand why tunneling and facecamping is not considered "taking the game hostage".. I paid for this game to actually be able to play.. Not to be tunneled out of every other match before I get to even touch a gen, or get facecamped the entire match , provide the killer with points while being beaten repeadetly on hook and get almost no BP for the "trouble".
I have very limited time to play between work and family-life and having to waste so much time on being held hostage on hook or being tunneled out of the game just to wait 5-10 mins for it to happen again is simply not acceptable. People are paying for a game they are being denied to play in way too many matches and I really don't understand this is considered a "valid strategy"? If it was only a match here and there I would be okay with it, but it's more common than not . I can't speak for the American servers, but on the EU servers, it's really really bad.
"We tunnel and camp cause we get genrushed".. No.. you tunnel and camp cause it's easy and the points makes it worth it. Almost every killer starts hardcore tunneling and facecamping at 5 gens.. before they even know what kind of team they are dealing with. I think there is a difference between camping and tunneling towards the end-game if you have a hard time keeping pressure, and I understand that it can be neccesary to keep the last gens from popping.. But if the team is down to 3 survivors after one gen the balance is no longer fair, especially in solo que.
Killers are always complaing about SWF, but it's the only option to counter the camping and tunneling.. I have been playing Solo Survivor my entire DBD career and I find myself playing killer more and more often to actually be able to play the game and for the first time I find myself searching online for SWF to play with, cause I get tired of people not doing gens while I get camped or loop the killer.. Is killing solo que entirely really the goal here DEVS? Cause it's beginning to look like it's where we are heading.
play killer then so you won't have those troubles
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352115#Comment_3352115
59-61%.
How is the game supposed to be in a 'lot more unbalanced state'? You forget that in 6.1, killers had their regression buffed, they had their on-hit cooldown reduced, survivors had their hit-sprint reduced, and gentime was increased by a total of fifty seconds.
Why should killers receive buffs if y'all are just gonna show up here a month later pretending you didn't get anything?
on paper... in practice it's another story:
1 they gutted ruin, corrupt intervention (now it can be useful only for a couple of killers that need to set up their power since once you down someone the perk is gone) and pop, buffing overcharge (moot point since the previous perks that i mentioned worked aganist people who were able to play, while overcharge is simply countered by tapping the gen and hitting the skill check) and later eruption, only to be nerfed again into the oblivion (so overall the perks for defending gens were NERFED)
2 shortened cooldown after a hit and the sprint reduced for survivors after a hit are useless if they have extremely safe maps (just for instance it's extremely common finding double pallets in a small zone or pallets and windows so close that you can link those loops, making an already safe loop even more powerful), so even this is a moot point (i could have gave you a point on this one IF the maps weren't so safe tho)
3 again, on paper is increased, but the truth is completely different due to various factors to put into the equation: starting from the bloodweb rework, giving access to better items and addons for survivors (extremely strong medkits/toolboxes paired with instaheals, brand new parts and styptic agents) to new perks that improve the genspeed, making the game overall shorter than before
regarding killer buffs having deerstalker and shadowborn as basekit wouldn't be so bad for a good start (those perks are more QoL changes than real and proper buffs since they won't gave you advantages regarding gen defense or chases tho)
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@Cannolinator said:
i feel that tunneling and camping wont go anywhere unless you remove the mechanic and impact of killing survivors. the game would have to change from getting kills to hooks. but i thought of a way taking aspects from competitive dbd to do this. you can make it a hook based point system, here's what i came up with that in mind:
-2 points for 1st hooks
-1 point for every other hook on the same survivor
-.5 point if hooks are back to back on the same survivor
-10 total hook points to end the game (as a placeholder value, would need to be tested)
-gens slowed down if survivor is on hook to make up for survivors not dying (% decided after testing)
2 points on fresh hooks to reward the killer for chasing everyone. to deincentivize tunneling you reward half a point (.5) instead of 1 point so a killer CAN tunnel but they're less rewarded for doing it so it'd take longer to reach their goal and since there's no death then the survivors can still play and help their team by distracting the killer. since survivors cant die new survivors wouldn't feel as bad starting out.
but there's a problem, not being able to kill survivors makes it very difficult for killer since you cant massively reduce their productivity. so there would need to be a debuff, maybe if a survivor is currently hooked the gens get slowed down till the survivor is unhooked (at least 30 - 50% or more, something that's impactful enough to make survivors need to unhook their teammate but not broken. idk yet). possibly if a survivor is hooked back to back times the gen slow down would be lessened to again disincentive tunneling (idea thanks to TheWheelOfCheese)
with these factors the bleedout and hook timer would be removed since survivors cant die, thus making camping worthless. unhooking yourself would still be on first hook and maybe if the unhook attempt fails maybe a debuff happens so there's a risk still ( 3 attempts only, slightly additional slower gens maybe until unhooked?). also maybe making it so that killers powers cant be used or deactived within 8 meters of a hook so hook trading isnt as easy (bubba obviously). but once the hook total is reached, all remaining survivors in the trial die. so if any survivor escapes they wont die if the total is reached. of course some perks would need a rework. i would love to hear any suggestions to this idea and will edit my post
You won't get rid of tunneling unless you COMPLETELY change the mechanics of the game (so not gonna happen in any case because devs didn't choose to do so when they were still in time). Even when a killer is rewarded more to do hooks instead of kills, for a killer it's always better having 3 survivors than 4 to deal with cause they are more manageable regarding gen defense... (aka you'll get more time available to do HOOKS by removing a survivor asap from the match...)
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Sprint burst, hit, adrenaline, BL, sprint burst and another hit... This Will be game breaking when in a swf, bur very situational for solo queue
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@Basement_Bubba420 said:
Accounts that have such a ban have already been caught cheating in another game. Therefore, we know that the user has cheated in multiplayer games before to such a degree that they caught and banned for it.
Riot Games who develops LoL and Valorant estimates that only 9% of caught cheaters actually reform and stop cheating. Additionally, they estimate that it takes on average 5.1 bans before a player uninstalls the games. For the overwhelming majority of cheaters, once a cheater always a cheater. Additionally, Riot once unbanned a bunch of cheaters in hopes they would reform. Within a few months, 80% of these people were banned again.
In my own experience, just about every time I've encountered blatant cheating in DbD (flying, firework spamming, uber flashlight, spawning bots, insta gens/gates, speed hack, perma exposed, etc..) it's been from an account with at least one VAC ban. The other times it's either some other platform or they just don't have a ban.
I would think that such users are a liability to the game and it's community. Maybe its better to deny such accounts access to the game entirely. I am aware that some users do reform and stop cheating but I think these users are in the minority. If they want to play the game they can create a new account. Also, users with VAC bans are a minority within the overall community but likely present a very disproportional amount of problems.
What do you think?
if you cheat in pvp games, you are unworthy to play online games aganist/with other people, period. One thing is cheating in single player games (maybe because you want to see happen a certain thing and in order to trigger it you must go in a location that you normally wouldn't be able to reach or just for the lulz) where you won't ruin the fun for anyone since you are the only one that will have your experience affected by using them, another one is cheating when aganist other people (you are actually ruining the game for the others)
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@versacefeng said:
Is this Upset Eruption User #5,082?
i don't see that op mentioned eruption anywhere... he was complaining about the last chapter that will be released (and rightfully so since the killer itself is a cheap copy of predator imo and perks for both sides are rather... questionable). Are you REALLY satysfied for the last chapter that will be released? If yes good for you then.
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@miniwengsel said:
The last chapter and the upcomming shows, that BHVR dont care about the game and the players. We as the players need to do something, to send the message, that they cant do everything they want with the game, without hear to the community.
To send this kind of message we need to show changes in the thinks they are intrested in. Money. Money sems to be the only think they care about. So what I will do is I will not buy the new chapter and grind all of the shards for the charaters. I would rather grind all 105h fro 27000 shards, then give any credit for this chapter.
My questtion to everyone who read this.
Will you grind with me?
Do you want to send a message to them? STOP PLAYING. Even if you play without giving money about content anymore, you are still supporting them since your presence will grant matches for the playerbase that are actually supporting them buying contents and skins (those people won't join to your protest unless you gave them a good reason to complain)...
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347040#Comment_3347040
But I thought all Killers on this Forum go against 4 man Tournament Squads all the time?
Hilariously that's the point of the nerfs made... If before only those groups can screw badly most of the killer roster, with the recent changes (new hud, eruption nerfs, adding more perks that will improve the genspeed, etc etc) even bad survivors will win easily if they repair generators no matter how much good you are as killer... Honestly this game is slowly doomed to die (they even conviced me to take a break for how much they ruined their game and this was an almost impossible deed to accomplish for how much i liked this game)
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@Volcz said:
By that I mean, the individual. I'm talking about the people who only or majority of the time, only play this game if they are in an SWF. My friend and I got into a discussion bout this today; I only solo que (I've tried SWF once, the full voice comm experience, calling stuff out, etc - its such a downgrade).
I personally think SWF players, the people who rely on voice comms, knowing their teammates, etc are not all bad but a lot of them are and their egos are inflated.
My friend thinks the way SWF is should just be the norm in the game, ie voice comms and call outs, etc. He does agree a lot of SWFs are cocky and have their egos raised.
Curious, what do you guys think about SWF players? Do you judge them? Do you think twice about them? Sweat when you see them, punish them, or just a normal game (per say)?
i despise them since it's one of the main problems that this game has... People who play in SWF are just using "legal" cheats in my book since the game's balance wasn't made with voice comm in mind (devs will probably deny this, saying that they always had in mind to put SWF into dbd, but they are just lying to themself and their playerbase in order to obtain more players and money from it... it's sufficient to look at the various perks that are present into the game that now are even more worthless with the new hud: from dark devotion to emphaty, from deathbound to aftercare, from thinkerer to kindred: all the info perks are useless in a swf and all the perks that will hide your presence as killer will be utterly worthless, not to mention that certain killer will even suffer more SWF due to their powers that rely of the survivors being oblivious and unaware of their presence/traps).
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@ironblade said:
and dead hard, circle of healing and windows of opportunity are fine too. There are no problems with these perks. What would balance the game though is nerfing Scourge hook pain resonance. I also like the any means necessary buff it actually is useful now which brings more perk viability on the table.
All that you said is completely wrong and without even some valid points to support your claims...
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a hockey player probably
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@Zaydin said:
I've been feeling crushingly depressed all day and nothing helps me feel better like running into a bully squad (/s); constantly getting hit with Head-On and not even when in chases; I'd just be walking by a locker while patrolling and they would hit me with it. Constant teabagging after pallet drops and vaults and so on.
It made me want to just quit the match rather than put up with that kind of behavior except I'd be the one who gets punished by the system. I could have just gone to a corner and AFK'ed but most toxic survivor players will hold the game hostage if they can and refuse to leave until the EGC is just about to end, standing in the exit gates just so they can mock you knowing there's nothing you can do to stop them from escaping.
It's the sort of thing that just makes me want to quit playing DbD outright. I ended up sobbing after the match for 15 minutes because it was the straw that broke the camel's back for me after how miserable I had been feeling all day.
i've a solution for you... a couple to be precise: you can leave the game and forget about it's existence or you can become a bubba main... they WANT that kind of toxicity in the game, otherwise they would actually already take some measures to discourage toxicity... You can't imagine all the reports that i did aganist people who even told me to off myself in the endchat (and trust me, this was one of the softest things that they usually shout at you) and they are still in game, left unpunished... nowdays you can only adapt to the circumstances or just leave the game, there's no middle ground sadly.
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@EntitySpawn said:
I'm talking about actual killer buffs and not perk buffs, while perk buffs would be nice to increase the range of usefulness and meta perks I see I dont see that happening with the current way BHVR has gutted killer perks that hit the meta stage.
The main reason I'm asking this is due to the game becoming more stale over time, with perks getting gutted I see less and less range used and theres been many killer nerfs which has resulted in hardly seeing those killers as well.
With all this happening I see a small range of killers and a small range of perks, while the change I'm MMR (ages ago) made it so it wasnt just nurse/blight but I'm still seeing so few of the roster.
Whether it's a small change with addon updates or a bigger change I'd like to see some love given to certain killers so I can actually verse them making matches less repetitive.
I rarely see: wraith, doc, billy, slinger, hag, twins, trickster, clown, pig, onryo, freddy, Ghostface.. theres probably more but without checking the roster i couldn't say and that's how rare these killers are getting. While some are more rare than others you get the points.
Small suggested changes just to help or just make the killers feel better to play.
Wraith - make his lunge a little bigger after uncloack. He has no ability at most tiles, and hit n run is way harder with the new HUD.
Doc - range addon base, could do discipline base instead but I dont see them doing the purple addon base. Just to help his power feel less addon dependant.
Billy - I dont really know at this point, very small % faster charge time? Even curve billy isnt a threat to good loopers but over do it and billy is too much
Slinger - either change the terror radius or add back quick scoping. He was over nerfed and for a 110% killer who cant down over alot of loops especially when the pallets down he needs something. Personally I like the quick scope, that was more fun for killers and would bump his pick rate (plus mmr is a thing so casuals will verse casual aiming)
Hag - no idea, dont think shes good beyond camping hooks but how not sure how to buff that wouldn't over do it.
Twins - firstly dont nerf them because some 0.1% player is good with them, we dont balance for the top remember... maybe give Charlotte a speed boost of hitting with victor, this makes getting to down players easier. Remove the victor cant do anything for ages after a hit you over did it and feels clunky for killers.
Trickster - make it console friendly. Remove the recoil and sway, its twice as hard for a controller if not more so. Your limiting who plays him and as someone who always went for heavy weapons with high recoil in shooters and is always towards the top of the ranks etc. I cant stand the trickery recoil.
Clown - make his bottles separate ammo, reloading reload both.
Pig - faster crouch, slight ms increase when charging the power so you loose less distance.
Onryo - old newspaper basekit, tvs turn on faster at the start and turn back on faster after being used.
Freddy - remove the immunity to dream world, this is stupid a survivor can completely nullify for X duration and the killer cant do anything about it and is left the weakest state out of every killer in game. Change the addons again, make it so they arent all "in dream only"
All stealth killers - immune to the new HUD chase, kinda stupid a stealth killer is now weaker because everyone can see who's being chased
killer that will get buffs? really?
