Avatar

Tostapane

Tostapane

About

Username
Tostapane
Joined
Visits
1,053
Last Active

Comments

  • Not at all... for people like me who has everything already unlocked BP aren't a priority anymore... i just want fun matches, but the current state of the game is just unfun, doesn't matter how you'll play.

    @Deathstroke said:

    Currently killers are carried by tunneling/camping and eruption but without them lower tier killers get destroyed and even just getting 5 hooks is lot of work if survivors just know to do gens. The soloQ update has made survivors lot more effient on gens and this is result. I played clown to get down intoxicated survivor 100 times achiement and you can't play fair with him if you hope to win or have decent match agains't these gen jockey survivors. If these playstyle and eruption would be nerfed low tier killers like him will have to be buffed. But once you get one survivor out with tactics it is easy to win even 1 gen left if you get just bit of pressure on survivors and that carries low tier killers too much which make their kill rates seem fine. But well as the gens speed are probably faster than ever now I think the kill rates will drop. If I do 30-40 second chase at start of match 2 gens will pop at least. Even if I do 10s chase 1 gen will pop.

    Untitled Image

    "Are you serious?" the short answer is no, they won't get buffed (or to be precise they will, but with buffs so small that won't matter at all)

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332666#Comment_3332666

    This game is plagued by a stale meta that gets changes way too slowly. But the fact that they seemingly want to do some mini shakeups every midchapter from now on is great.

    Regarding the Nurse: I like the canges (except Campbells addon, it's now way too op) but I still think she needs some more changes to make her balanced. Players like me didn't get affected by the changes in the slightest (though with me thats mainly the case because I played her barebone for a while and the only basekit change was the blink attacks being special attacks now and the sound cue when getting blinks back) so she is almost as strong as she used to be. Maybe it would be more fair if all aura reading gets blocked while she uses her power as well as making it so she can only attack if she presses m1 after blinking instead of being able to hold m1 while blinking and still attacking (like it used to be).

    nice way to kill that killer for good... except that you forgot a little but crucial detail: in order to keep a killer funny you have to make him "fluid" and interactive. Right now she feels extremely clunky and the fact that after every blink you are forced to look down doesn't help either (add also the fact that they erased the perk synergy with her attacks and you have an unfun killer under all aspects). People new to the game won't even consider to try this killer anymore

  • welcome to dbd dude (the REAL one). You know, the solutions are simple:

    1 play as leatherface... if something doesn't seems right just camp, if you are aganist toxic tryharders then why giving them what they seek (chases and free toxicity for you)? Took the 1st survivor and just camp (you won't win probably, but that won't be your goal: your job will be to give them an unfun match... if they lose even one of their mates in the meantime then it's even better)

    2 master nurse and/or blight and play with the strongest things that you can use (even then it won't be sufficient to beat the sweatiest teams tho)

    3 take a break until the devs will FINALLY adress those problems (not gonna happen so at this point stop to play dbd for good)

  • i'll take an entire team with any kind of exhaustion perk rather than having even a single dead hard in my matches... i hope that it will be erased from the game for good

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362547/dead-hard-should-be-looked-at-properly-once-and-for-all

    -"since the rework can be considered a BUFF overall"

    Most people don't like thinking that the perf got buffed. It got weaker in that it lost the "uncounterable" nature where people used DH for distance to get to pallets/vaults. This was an extremely simple way to use the perk even if you were not amazing.

    The new version of the perk wastes as much time if not more with one exception : I attack you as soon as you get off the hook and now you can't dead hard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144

    It was both. The old version was stronger in some ways because you could use it to create distance where none existed when you needed it most. There was nothing the killer could do if you just zipped forward 4 steps instantly.

    What you're not taking into account is that there was literally no difference in chase times among high tier players before and after the DH change. It saved lots of time before the nerf and it saves lots of time after the nerf.

    In BOTH instances the perk gives you a "third health state" because you avoid a hit you should have taken.

    Since everyone knows DH is giving survivors a third health state : give DH a penalty to all healing actions to a survivor using it.

    Nerf : Increase the heal time of all actions of any player using dead hard by 100%.

    This will encourage you to play the game hurt. You will have two health states every chase but the first. It will delete the "third health state".

    The broken aspect of DH has always been: you have to hit this player three times. Remove that as a likely scenario and the perk would see drastically less use. Some people would still use it and play it well. What you don't want to see is ~31% of the player base using it . And that's exactly what is happening right now.

    Look at the perk rate use yourself : https://nightlight.gg/perks

    it's like eruption but inverse: when you'll find people that are bad at looping, this perk will be easily counterable(not a big problem), but when you are against people that know how to run tiles this perk essentially become a 3rd health state (making games unplayable since most of the times all the survivors will bring that cursed perk into the match).

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329098#Comment_3329098

    Seriously? The survivors are first to do so? That's again interesting you say that cause you proving my point. You're blaming other people for the playstyles you chose. I'm not saying you deserve to be kicked in egc because insert reason below but don't blame other people for your choices

    You want see only your truth it seems... I should have expect something like this... I just stated that I never start 1st to play in that way IF survivors will play chill without abusing their perks or disrespecting me, but for you it's always my fault if survivors are toxic because I play in that way AFTER they were the 1st to being mean... At this point it's pointless arguing furthermore with you if you don't want see the main problems that bring people to play in that way

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330157#Comment_3330157

    So you are saying that Otz does not have a lot of experience playing killer?

    Watch for yourself.

    https://www.youtube.com/watch?v=-L566X0gs_8

    You are viewing only the downsides of killers, and not the massive upsides. Yes, the number of pallets on this map is annoying, but killers have a power that usually changes everything and many tiles can be mindgames/bloodlusted. In practice, survivors never play perfectly, they eventually make a mistake or end up cornered after 2-3 pallets.

    If you believe it's Otz being too strong, I can record myself playing as Trapper and winning on Gideon, I've already had the discussion with many people on this forum, in fact I claimed that Gideon was an easy map for Trapper, before Otz made the video.

    Did i stated that otz is too strong, too weak or that he doesn't have experience? I Never said that as far as I know... I said that he get a DIFFERENT mmr from other players with the same experience (short words: he found bad survivors instead of the classical tryharder premades)... Winning a match in that map doesn't mean anything but that the survivors that you were facing are bad (I won matches here as a addonless trapper before his rework without perks... Does that mean that I'm a God killer? Does that mean that trapper is OP? Obviously no, the survivors that I went against were simply awful). Just because a streamer with a lot of hours stated something about a perk, killer or map doesn't mean that he's in the right... Opinions, just opinions


  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329125#Comment_3329125

    Disagree. Half the killers in the game have ways to ignore the strong pallets/loops, even weak killers like Trapper do. This is perfectly illustrated by the fact Otz put Gideon as "killer-sided map" in his tier list despite most of the forum constantly complaining about this map. DH is overrated and is not a 2nd chance due to how unreliable it is, if you really get hit by DH more than once per game then you're getting outplayed, even Otz who constantly complains about this perk still wins his chases in 30 seconds.

    The reason why the game feels hard for killer is not because chases are too hard (they aren't), it's because no matter how good you are in chase, survivors can just play like bots and press M1 then they will win due to math. There should be more perks like DH which allow outplay possibilities for both sides, I know getting hit by DH is annoying but think of the alternative, now if all 4 survivors run a perk like Lithe then now it is just a guaranteed 10 sec loss for the killer at every chase, so survivors get even more free time to press M1, which the game definitely does not need more.

    Imo generators as a whole need a rework and the game needs actual secondary objectives for survivors. "Just do gens" is currently the optimal strategy for survivors in 90% of cases, and it's boring for both sides. Survivors doing gens are for the killer, equivalent to what facecamping is for survivors.

    Killer is camping? Just do gens.

    Killer is playing normally? Well, still do gens.

    Want to open a chest, cleanse a totem, open envelopes, things that the game gives you BPs for? Well, you're throwing, you should be doing gens instead.

    Wait, why did you even bring a flashlight? You should have brought a BNP and just done gens.

    i stopped reading when you said otz put gideon as killer side map... but in all seriousness, there's no way that people with a lot of experience will put this map as killer side (add also the fact that otz has a DIFFERENT mmr from the others, specifically made for him since most of the survivors that he will face are straight up bad...). DH isn't overrated, quite the contrary, it's underestimated by people that think that's sufficient to bait it when there are various issues with that perk, and again if otz found people with that perk that will go down in 30 seconds then it further prove that he's currently facing people that aren't good (plus auto dead hard is still a thing). The fact of survivors winning by pressing m1 on gens isn't something new, but that's not the main issue imo since gen time is fine until someone took items or perks that aid to shorten up the time needed to repair generators (just like medkits or CoH erased the hit and run gameplay for example). The other exhaustion perks are nowhere near the POTENTIAL usefulness of dead hard for a couple of reasons:

    1 unlike the other perks, dead hard doesn't triggher doing certain actions, but it require only to be injured and to activate it whenever you want with a button (it's potentially a lot more optimal essentially, especially when people that know how to loop use it)

    2 unlike the other exhaustion perks it will pratically ADD another health state (3 hits with 2 burst of speed for the survivor instead of 2 hits and 2 burst of speed with every other exhaustion perk), not to mention that you are free to abuse certain loops without wasting your exhaustion perk earlier. For example: you are already injured and you have 1 pallet and 1 window in a jungle gym, where at a certain point you'll be forced to use the window to gain distance in order to avoid to be cached with lithe, dead hard will allow you to juice up that loop until the killer will have enough bloodlust to catch you while vaulting (and still being unsure if lunging at you for the possible dead hard)/fake it (and use dead hard)/throwing the pallet (resetting his bloodlust from the starting point, with the possibility to juice up that loop even more while keeping your dead hard for later)

    regarding about another objective to do for survivors i fully agree, especially considering that generators skillchecks aren't exactly a funny thing to do (at least for me)

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329215#Comment_3329215

    Pretty sure there were 4 other reasons that Ruin was nerfed.

    Even in the case that ruin has more than One reason... And pop? This was literally One of the healthiest perks in the game (encourage the killer to leave the hook and Patrol generators) and It was nerfed to the ground... My point stand since devs have touched perks that were perfectly fine Just because they were overused (hello selfcare)

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329156#Comment_3329156

    And I still see PR a lot.

    Being used a lot doesn't mean it's OP. DH isn't even close to as good as it was.

    Old ruin was modified only for that reason alone... Same pop...

  • @Pulsar said:

    Yeah, saying that the DH change was actually a buff is pretty hysterical.

    It was a nerf. Calling it anything else is disingenuous. Whether or not it needs further adjustment is up for debate, personally, I don't think so. That's why it's a debate though.

    Considering the case that Survivor successfully use that perk, it's stronger than before... It's a fact

  • @Saiph said:

    I had roughly the same story and impression as you. For a while after I first played killer, I stomped every game with almost only 4Ks. The game ended up feeling so easy and unfair that I voluntarily played without addons, without gen perks, and tried to go for 12 hooks when possible.

    However, something happened and now my story differs significantly from yours.

    At some point, after a VERY high number of wins (500+), MMR actually started to catch up, and brought me some new types of survivors which I'd call... very sweaty. It was very obvious that something had changed, as my queue times became longer, and in every game I would now get 1-2 people with 4000 hours, sometimes streamers, while I still had barely 200 hours on killer. Suddenly every single survivor knew how to loop, most mindgames stopped working and it felt like they knew the map perfectly etc.

    But still, I had already seen some good chasers, didn't prevent me from getting 4K's before. However, what I hadn't see before was the literally insane speed at which these new survivors do gens. The thing is, these players are actually playing to win, and as far as gens is concerned, they do not waste a single second. I have an anecdote here, in low MMR it would often put the game in background while in the loading screen and be literally AFK for the 1st minute of the match. But now, it feels like the total opposite, not only do I have to play with 100% focus from the first second, but if I waste even I'd say ~20 sec because a chase went a bit too long, then I know that I've already lost. Basically by the time I get 1-2 hooks the game is over.

    I absolutely don't care about winning so high MMR killer games don't bother me, I still get some fun chases, I just find it a shame that the games are over so much quicker, and I'm very confused by the fact survivors enjoy this playstyle. As a survivor, why would you "gen rush" against a nice killer? We'll just be wasting our time back in the queue, and the game after you're gonna maybe meet a tryhard Nurse with Starstruck. I know as a survivor I would definitely prefer to meme in most situations rather than do gens. But anyway.

    It turns out, there is indeed a problem with gen speed in this game. As a killer, it feels like the odds are really not in your favor math-wise. My survivors often bring medkits/toolboxes and gen perks but even without that, just getting 4 efficient survivors is enough to make you feel like you're being "gen rushed". When that happens, the balance of the game completely changes, because as a killer now it is physically impossible to win even if you win all your chases in 15 seconds. The gens are simply just too fast. To catch up, what I considered the "scummy stuff" like broken killer addons, basement, camping, tunneling etc, now becomes required. For me it is not fun to play that way so I still play nice, and I can still not understand the killer mains' logic that "I need to tunnel because they genrush", imo ultimately the fact that the other side plays in a boring way does not mean you should play boring too, but at least now I can understand why killer mains feel like the game is survivor-sided.

    I'll tell you that difficulty-wise, this game is actually balanced. The massive problem, is that it is balanced around both sides playing in the most sweaty and anti-fun way. If survivors do gens as they are supposed to, then killers need to bring gen perks and tunnel, and then I think it's probably 50/50. The problem is that 90% survivors don't want to do gens because it is straight up boring gameplay. In this situation, then killer is indeed too easy.

    TL;DR: killer is indeed too easy at first, but MMR eventually gives you sweaty matches regardless of which side you play, which is why both sides think the game is other-side-sided. Ultimately, DBD devs only care about high MMR balance, without realizing that very few players want to play this way.

    i partially agree with you... i said partially because devs won't balance around high mmr, otherwise buildings like the house in the garden of joy (not to mention all the jungle gyms and pallets present in that map), the school and the fake basement (badham), the central building in the swamp and the boat, the HUGE quantity of safe pallets in the game just to name a few ones shouldn't even exist because you can keep busy the killer for 5 gens without issues in those zones. Add also the fact that people can stuck multiple 2nd chances and you'll have a MISERABLE time aganist those groups no matter what you'll do... in low mmr the game is killer side without doubt since people are actually afraid of the killer and will hide instead of doing useful things like doing generators or destroy/blessing totems

  • @crogers271 said:

    At 100 hours, when I was very much a survivor main, Gamedozer7 recommended:

    Do you have any of the newer killers because most of the older ones are pretty simple but they have little tricks that you would never think of but most of the new killers have more to there power.

    After 200 hours my play for the game flagged quite a bit. Then during Christmas Steam sale I figured that being they were so cheap I'd pick up the extra packs. If nothing else I could see how eruption felt using it as a killer (feels overpowered).

    Gamedozer's post was pretty accurate. Of the killers I picked up I didn't really care for Executioner, Myers, or Nemesis, but really enjoyed Freddy, Sadako, and Pig (I know they are all considered weaker killers, maybe that is why they are enjoyable because it balances the game a bit more). I found having an array of killers to switch to really improved the killer sided game play - get bored of one, jump over to another. Really keeps the killer side fresh.

    That said there are 5 issues that make me dislike playing killer compared to survivor:

    1: Winning is not nearly as meaningful as escaping as a survivor. There are many times as survivor were I was not confident I was going to escape until I was literally out of the exit. And even when as a survivor we are winning, which in soloQ feels pretty rare, there is always the distinct sense that things can quickly change.

    Killer the excitement is in the chase. Once you get the down its a pick up and walk over to the hook. And what should be the most exciting part, the final survivor, is just a chore. If I'm already chasing them do they have a chance at finding the hatch? Almost certainly not.

    2: You have to play it out. As survivor if the match is unbalanced, example: one survivor is dead, you only have a gen done, and everyone's already been hooked multiple times, you can just sit on a gen until you are found. As killer? When you are stomping the survivors you just have to keep doing it. In the above situation you know you've won, but you still got to track them done, chase them, etc. but it's all kind of pointless. I've been in many games that went on for five minutes or more after it was obvious the survivors were toast just wondering what we were all doing (and that's not even counting when the final two survivors see how long they can hide).

    3: An array of easy tactics can get you the win. Team have a weak link? Tunnel them out. You manage to get two survivors on nearby hooks. Just camp. Three gens really close together. Mostly ignore everything else and protect those. They're powerful tactics, but also boring and just plain easy. I hate that sometimes I have to intentionally play bad to have fun.

    4: Killer build feels like a difficulty slider. On the killers I have one setup for Iri ranks: throw on eruption and other clearly superior perks and use best addons. Then I have another build for more fair/fun play. Avoid overpowered perks, limit addons, etc. It really feels like I'm controlling whether I want the game to be easy or hard. Which is great for a single player game, weird for a multiplayer.

    5: What to do if someone disconnects feels like it falls on the killer. Do I play my best and get the other survivors out so we can move on? Feels cruel. Do I scale back how I play but still try to win? Feels like I'm lying to myself. Just let them do the gens? Feels insulting and takes a long time.

    What can make killer better to play? Match the exciting feeling of survivors?

    SWF

    I know this doesn't seem to be the reaction of most killers, but the most memorable/enjoyable matches I've had are against coordinated teams. At 340 hours I hit a team running all flashlights, we were Azarov's Resting Place, and I was playing Freddy. 

    It was a great game. I recognized they were going for flashlight saves and so I went to a slugging strategy. They had one player who was a clearly superior looper and so I tried to avoid getting in chases and instead tried to bait him into mistakes on helping his teammates. They responded by going to dead zones of the map to heal and doing everything to protect their teammates who did have hook states. 

    It was a great game that went back and forth. It ended in a two kill, but there were points I came really close to having them all (once had two down and one on my shoulder, but he wriggled out seconds before I got him on the hook). Likewise there were moments were they all healed up completely and I had to play great to get them back down.

    And that's kind of my take on killers. Steamrolling survivors isn't fun. I hope the new survivor information change actually ends up being a substantial buff because not only would I like feeling like I have a chance as survivor, but it would feel a lot more meaningful to play killer.

    wait until you'll reach the point that you'll face ONLY sweaty SWF, then come back to tell us your experience

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327908#Comment_3327908

    That's really ironic that you mention survivors say killers playing optimally is toxic and unfair but that's what you're doing to survivors. The day the community stops trying to pin the blame on the other side for playstyles, the better

    i'm doing those things because THEY ARE THE 1ST TO DO SO (as i said, i'll adapt to the survivors that i'm facing). Is that so difficult to understand? Do you really think that i enjoy playing in the same way over and over again? Do you really think that i like play optimally (aka tunneling and camping)?

    i'm tired of playing in that way, but i'm more tired of being mocked/disrespected by people that will eventually stroke the win in my face and act like entitled/toxic brats, both in game and in endchat.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328157#Comment_3328157

    I totally agree that the nurse is a killer who ignores the "classic" defense mechanics of the game.

    But ... how is that a problem ? 😲

    Everyone knows that against the nurse, the usual methods are NOT the ones that work, and that you have to play in a different way.

    Whether you like the concept or not, that's one thing, but it doesn't change the fact that it's always been like that and honestly, what's the problem?

    You can be someone who does NOT like the nurse's gamedesign, but that doesn't make your opinion a universal truth. Many players find it very interesting to play against her, even against good nurses 🙂

    again it's not my opinion in that case, but it's the general opinion that people have regarding the nurse and i've propose a solution for this... personally speaking i don't like her, but i don't think that she should be changed because as you said it gives more variety to the game (and honestly i found the last changes about her addons/attacks after blinking dumb since the only way to catch survivors for her is to use her power)

  • @StarLost said:

    Either the one you want at P100, or the one you have at P100.

    For me...Ghostface isn't a bad idea, as he has one great iri, some good purps and is also really fun despite his constantly boiling jank.

    Sadako is a few tweaks away from being that too.

    If Hag had more universally good iris, ditto Artist, they'd be shoe-ins.

    Currently though - Dredge. Him and Wesker are just fantastic killers. But everyone's going to say Wesker.

    So probably Dredge, but if she got a few buffs (Otz made perfect suggestions) and some tweaks to her obnoxious Condemn build, Sadako would definitely ne in the running.

    i've all killer at p11 right now... the only exception is bubba that is at p13... i don't have the time nor the will to take even a single one to p100, but in the remote case... it will be bubba hands down

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326652#Comment_3326652

    I propose you a personalized game in 1V1, you as a survivor, me as a nurse.

    And I could tell you in a few seconds how good or not you are against the nurse.

    Not that I'm a perfect nurse, or that I'm of a level worthy of competition, but I have enough hours with the nurse to very quickly see roughly what level the survivor I'm facing is at.

    And you propose this challenge because...? Seriously, I don't understand what you mean or the point that you want made with that request, as for me since people always complained about her power being unfair because it will bypass every defense that survivors have, I proposed a complete rework due to the nature of her power. Again I'm not considering individual skill and/or personal fun in that case but the killer itself generally speaking: it's not normal having a killer that can IGNORE every kind of defense and counterplay that survivors have (without including perks into the equation)

  • noed should be basekit without being a hex (and without the 4%speed bonus). fixed

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326652#Comment_3326652

    There is no rework when her basekit breaks the core game rules, unless you change her power. Remove speed and M1 blink are already the best and only possible change.

    for complete rework i meant changing her power, not modifying just some numbers to her actual basekit

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326642#Comment_3326642

    A lack of respect for the killer or we are in a meta where strong kick perks regress gens incredibly fast? It feels like you're ranting over a level of entitlement that people dare do objectives around you and not quiver in fear that you're in the area

    it's actually a lack of respect (or to be precise not really a lack of respect... i would say more an incentive to play like them: rush your goal) since you can see when a killer use those perks and act accordingly. I personally don't use them and i still get people who keep to play in that way... the only perks that i take for the gens are deadlock and surge... CoB, overcharge, eruption aren't worth it/i'm not interested to take them since they are overkill aganist casual players but they will do literally nothing to SWF groups, which are my main concern and scourge hooks are too much unreliable: sometimes you have them all in a single part of the map where you can use them without problems, sometimes they are in the corner of the map or in places that are awful to reach (anyway, the point is that it's fair for them play optimally, but the killer can't do the same since it's "unfun", toxic and not fair). it's not ranting, it's just adapting at the mindset that people have

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327115#Comment_3327115

    Eh...

    On one hand, you're not wrong.

    On the other hand, I swear - there's a certain streamer that spreads crap like the exploit to avoid AFK crows, the unhookable spot on Ormond etc. and after having that being used to grief me multiple games in a row, it's very hard to resist.

    nah, he's wrong since he DOESN'T know what a killer must endure on a daily basis, especially when you play for chilling with weak killers and meme addons and you found toxic brats every cursed game... i'll tell you more: after 3000 hours of fairplay, i should really stop to think of the fun of the others since his comment clearly show how much entitled, biased and toxic this community is... you seems one of the few people out there that try to understand things instead of judging without having clues about the behavior of the people (and one of the reasons why i'm still trying to play "fair" despite all this), props for you.

  • 1 i won't gave a miserable time to people mindlessly, if you read what i wrote this will apply only to toxic idiots and SWF teams that will DENY your rights to play (bully squads and genrushers mostly since in the 1st case they will play ONLY to ruin your experience and in the 2nd one you won't have literally the time to do even a couple of chases, forcing you to play in a certain way to get something done)

    2 you know, when people run in those GOD loops on purpose every time that they are hitted by a m1 and heal in no time thanks to CoH and they can't be catched for this reason alone (at a certain point you are forced to go in those loops due to the gens being completed elsewhere), you deserved to be tunneled out of the game in my book (one thing is using it because you start the chase in that loop, another one is ABUSING IT... there's the entire map to use and the fact that you are using only that loop means that you will play only to win and not to have a fun chase)

    3 you can't push away a survivor who is finishing a gen almost completed in your face if he want to finish it (a part of the primary goal achieved traded with a potentially hit... not hook, hit, and sometime even this is denied for some exhaustion perk that will proc. If you don't call this tryharding and call out the killer for doing the same thing through tunneling and camping i don't know what to say at this point except that you are using double standards)

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326652#Comment_3326652

    Mandy already said they would never to a complete rework of her because the time it would take to come up with a new power, test it out, put it on the PTB, and then work it out more would be better used elsewhere

    i know, that was just my though about her.

  • she didn't need a nerf, she needed a complete rework...

  • me that don't give a ######### about skins be like:

    image.png


  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325711#Comment_3325711

    Doing the objective and trying to stay alive means camp? Doing gens in a terror radius isn't tryharding but that mindset says a lot

    it's not doing the objective and stay alive, it's a lack of respect for the killer in a certain sense (it means that you don't consider him a valid threat enough to be worth of attentions) and rush your objective in the killer's face in order to escape (mind you i'm not pissed off by people who do gens in your TR, i'm pissed off by people who do things like finish gens while you are at 8 meter away from them)... you are free to do it, but then you will have no right to complain about how the killer will play. Btw camping and tunneling aren't toxic, just like rushing gens and loop "abusing" extremely safe zones (both are boring and annoying to face i'll give you that), i'll just adapt to the situation and the survivor's mindset...

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325518#Comment_3325518

    New dh is nerfed vs doc and trapper. I would say it is a skill issue if new dh is not nerfed vs m1 killers. Before it was a mindless press e button and win. Anyone could be mind-gamed at a pallet and hit the e button to remove the killer's play. Now you really don't get that unfair experience for m1 unless the survivor is in the small window where you have to full lunge as killer to be able to get the hit. The effect of new dh is better but you can actually play around it and deny it, unlike before.

    Then again if you are playing pallets then dh is better than before, so maybe it even depends on the playstyle. I would say that playing the pallet as a m1 killer would be buffed because its an addition hit that also removes BL vs before where you would buy some time. But I would say in general dh is nerfed vs m1 killers and there are just situation where it was buffed.

    i was speaking regarding optimal gameplay, where survivors will rarely (if ever) commit mistakes... don't forget that also auto dead hard users are still a thing sadly... if before dead hard was a granted stun in loops with pallets or allow people to reach windows in time, now it's literally a stronger overcome generally speaking (not only the burst of speed that allow to change zone if needed, but also a 2nd life... far worse than old dh where the survivor could still be zoned and downed if cornered in a zone without pallets or windows)

  • @Bot_Salvo88 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325360#Comment_3325360

    Then it doesn't work if every killer knows exactly who to tunnel

    as people said to you, a killer that tunnel won't care in the slightest about those info because he already know his target (it's easy: just remember the 1st guy that you hooked and you are fine, doesn't matter the number of hooks since the killer will chase ONLY that survivor in order to confirm a kill asap)

  • bubba is 1st and foremost a TOOL OF JUSTICE. When i play as him if survivors will annoy me doing something that i consider toxic (tbags, flashlight clicks or even ABUSING a certain zone that's actually broken like the house in the garden of joy map or the main building in the swamp multiple times, especially if they took the offering for that place on purpose) or tryhard (example: finish a gen under my nose while i'm chasing NEAR that gen someone) i can pay them with the same coin, giving an unfun match by facecamping people (at this point i'm not even interested to win, i'll just make your match more miserable as possible since you planned to do the same thing to me). Regarding normal matches he's one of the best killers to end chases aganist people who play casually (meaning that if you are aganist experienced people you can only dream about what you did with those guys unfortunately). The best thing regarding bubba is that usually people underestimate him... If he found you in a exposed zone (without windows and with only a couple of pallets available), you'll go down in short time (plus no dead hard if you are chasing a healthy dude)

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325025#Comment_3325025

    TT is a killer main at heart and survivor mains therefore don't like him. About one year ago TT said : we should push for hooks not kills. Otz said nah kills are better. Look at the state the game is in where only kills matter and Tunneling the first person is the normal. True was right.

    Also isn't it just dumb how terrible some of the people Otz play against compared to True? That seriously makes me think the devs have waved a magic MMR wand to make OTZ have different MMR.

    If you make him look good as a fog whisperer then more people are interested in buying the game - which makes the company more money. BHVR can prove this doesnt happen whenever they want by letting players opt in to see MMR after a game's conclusion.

    honestly i wonder how people still follow otz after seeing what survivors he will face compared to other people (don't get me wrong, he's good at entertaining people, but the amount of BS that he says sometimes is astonishing, especially with builds that normally it won't work aganist DECENT people)... me and him are playing 2 completely different games under that aspect...

  • @Trollinmon said:

    Dh needs a complete rework from needing to time an ability. I don't know of any game where the devs have reaction skills in the game and don't sync the clients. When you play dbd there is always desync making a perk like dh not have any place in the game.

    It is terrible game design to have a perk that removes a killers m2 or heavily restricts what a player can do. How do you play leatherface vs dh? If you injure the survivor you then can't use your m2 because they can just dh it. The best perk in the game was buffed vs certain killers.

    the only killers that can see the new dead hard as a potential nerf are only 3: legion (feral frenzy will apply deep wound, making DH essentially useless... aside that he's still a m1 killer easily loopable) pinhead (his chains can deny the use of DH despite being extremely fragile) and deathslinger (again deep wound from his m2 attack... will take ages to reload and shoot again, not to mention that maps full of objects are his bane), every other killer in the game will see dead hard actually BUFFED

  • @antag0nisticw0mble said:

    OR be smart. If killers that get caught out by DH constantly actually played survivor they'd know the struggle with DH. It literally gives you a 500ms chance to take a hit for a 3rd health state. People make it sound like it lasts 3s or something. It's not an easy perk to use. But again it's killer mains complaining about survivor perks and ignoring how killer sided the game currently is. I shouldn't be able to get on as killer with no perks and 2 brown addons then leave with a 4k. Yes it's more difficult VS a swf but then that's the whole point in getting better with loops. Only when you play both sides regularly can you understand how each mindeset works.

    i stopped reading at "ignoring how killer sided the game currently is"...

  • @Warlord1981NL said:

    Just in case you are wondering why the game is dying...

    https://us.v-cdn.net/6030815/uploads/J63KMZZLYZ75/whatanasshole.jpg

    Behave yourself. This is absolutely ridiculous.

    i've seen worse... a lot worse (including death threats)... happen to me on a daily basis (i still have a comment in my comment section on steam about wishing my death in a painful way, just to remind me to play in a certain way when i start see something that i don't like) and despite in the past i reported everyone who acted in that way, noone of those idiots were banned whatsoever... i just stopped caring about it and even enjoy it under certain aspects (if they keep blaming you it means that you did well most of the times... sweet salt).

  • @Zerotoxiks said:

    After over 300hrs in this game playing a mix of killer and survivor I’m really on the edge of letting this game go.

    now don’t get me wrong, a coordinated swf is very powerful but I mostly play solo queue like many others.

    the problem is that in solo queue you have no idea what other people are doing, their is no coordination at all. Unless one of the survivors is amazing at looping or the killer is a newbie. You will die 10/10 matches.

    playing as a killer for the last couple months I’ve never had a game where I didn’t get less than 3 kills. It’s just so easy to win. I enjoy survivor more because it’s much more challenging, albeit too much.

    i think what this game lacked from the beginning was a way to communicate with other survivors. Having a voice chat even if it is just proximity chat would have been critical to this game being able to bring new players in for the long term.

    swf can communicate and killers can still succeed? Why punish solo players?

    anyway, just needed to voice my opinion. Would love to hear others thoughts.

    thanks.

    I'll give you some of my matches, then we can talk again on that matter...

  • @Erenior said:

    what i learned about dbd within the 6 weeks i own this game and played nearly every day, first as survivor to learn, then as killer to learn even more.

    • there seems to be no matchmaking whatsover. that hidden mmr does not exist. otherwise it would not be possible that in one game its a piece of cake and the very next game it is just ridicolous how good survivors are. that should not happen if there really is a matchmaking system active.
    • survivors are toxic as hell. as soon as they see you are not that good they will troll you to death. teabagging at the gate. clicky clicky with any flashlight all the time. trashtalk after game and oh jesus ive been called names for how bad i am - and it does not matter if i dont camp, if i dont tunnel etc. even if i play "fair" and dont get at least 3k i will read very bad things in the chat. yes you can disable the post game chat, i know. but i am the guy who writes gg after a game... seems to be my mistake.
    • i tracked all my games at a website where you can upload a screenshot post game. what should i say... bhvr could easily delete most of the perks. dead hard is run about 30% of all games and players (that means every game there is about one to two players running it, statistically speaking.), followed by boon:CoH and windows of opportunity with both about 25%
    • for me, personally, the pressure i feel when playing killer without camping or tunneling or whatever bad strategy is just too much to handle, because the gens are just too fast. as soon as i can hook someone there are usually 1-2 gens done. i have great respect for every good killer out there. generators dont fight back and holding m1 isnt that big of a deal in my opinion.
    • with the last point in mind it is absolutely no wonder why the majority of killers HAVE to run slowdown perks.

    i can live with losing. i cant live with toxicity. to become that good i have to invest time that i just dont have. therefore dbd is just not for casual players that want to play killer. playing survivor is fine. you hold your mouse do some gens, run from time to time, that's it, simply said.

    Welcome to dbd... This Is how the game REALLY Is, unlike what you'll see from streamers like otz where he will win most of the times cause he's aganist below average survivors instead of facing people at his level

  • Maybe because they are 2nd chances? The only perks that could be a 2nd chance for killers are noed (and it still requires that you did good in a chase and hit the survivors before they'll found and cleanse it) because it allows you to get possible extra kills and it has 2 simple counterplays: do bones or just wait until you get aura reading on that totem, and the combo spirit fury/enduring which an be countered by simply throwing down pallets a bit earlier...

    Survivors have a lot of those perks. The main problem is that those perks are designed to correct possible personal mistakes, which is fine for survivors, but killers doesn't have 2nd chances tools so strong in a 1vs1 context and they also don't have 2nd chances perks designed for 1vs4 situations enough strong to keep up the pace

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323459#Comment_3323459

    He has never been able to bodyblock a survivor chased by a guard. Not even on PTB.

    Then why I remember otherwise? I did that trick more than once before they fixed the knight for the 1st time (those fixes also shadownerf his minions regarding destroying pallets: in the beginning destroying the pallets with them granted you half charge of spirit fury, after the update pallets destroyed by your minions won't count as token for spirit fury)

  • @Riski said:

    I feel like eruption has become the big name on the block and while most people can seem to agree that it's too strong, they're people who still believe it isn't that bad or believe it's a problem but maybe not for the right reasons.

    The first thing people talk about with eruption is balance. Kicking a gen with this perk marks it and when a survivor goes down the gen loses % and any survivors on it are incapacitated for a duration. This % and debuff translate to roughly 40 of gen time if one survivor is hit. This is probably the most gen time a single perk can get you in one action of kicking a gen. This is in theory balanced out by needing to then down the survivor but in practice, this isn't a significant downside for any killer with a chase power or killers who use other perks such as Call of Brine or Overcharge to help defend the gen to buy them time. The other issue is this assumes you hit one gen or only one survivor, you can go around kicking every gen on the map if you desired and although that is unreasonable it isn't unreasonable to say that this perk will at multiple points hit multiple gens in one down. This shear amount of gen time it buys you is just too much but this may lead to some counter-arguments to why it's balanced:

    1, You can dodge the debuff: In theory yes you could however if you weren't on the gens the killer wants to defend chances are the killer doesn't need that extra gen time as much. A coordinated team on comms could try to convey when they may go down but this balance idea assumes that every team is coordinating as much as possible on third-party software. Teams who don't have to try and guess when the teammate will go down however this basically requires them to get off the gen any time a teammate is injured which results in a similar amount of time lost anyway. Considering this is a perk that requires you to kick gen, a core game mechanic, and requires this level of counterplay to even try and minimise the value of it seems like an unfair trade-off. Obviously, the perk should get value but even trying to play around the perk for most players gets it as much value as if they didn't and if they do successfully play around it you still get the % lost which isn't insignificant.

    2, Why are you complaining about eruption when survivors have _____ or, why talk about eruption when ____ exists in the game: surprisingly me talking about eruption doesn't mean that I think everything else is perfect, I'm talking about eruption because I think it's the most interesting issue to talk about as the perk is very unique and has a lot going on. A couple of common ones like this I hear are 1) gen speed bonuses: if survivors are doing gens in 40 seconds with prove and bnps chances are you wouldn't have been able to kick the gen anyway so I don't see how this helps combat that here and 2) dead hard: dead hard is silly and although I wouldn't say it's as powerful as eruption it has it's own problems, me talking about eruption shouldn't immediately imply otherwise. Any other arguments about eruption that follow these lines should be treated as either; we're not talking about that right now we're talking about eruption or, I agree but I still think eruption is a problem. If every suggestion for a nerf is met with "only if we nerf this first" we'll have an infinite loop of nothing being nerfed or the devs working on a single patch which has to fix every issue simultaneously which they obviously won't have the time for with going for a long period without actually fixing anything. Better to fix some issues and have less than fix none at all.

    The other issue I believe exists with eruption is it leads to unfun gameplay to play against. As mentioned previously having to constantly guess when your teammate goes down is basically lucked-based and infuriating. If you don't you have been incapacitated for 25 seconds, which means you can't do anything. The only thing you can do with this debuff is run around, interact with chase objects and get unhooks but as the killer has just downed someone chances are no one is currently on a hook and you won't be getting chased as you teammate is getting hooked so you basically can't do anything for 25 seconds. I should have to explain why not being able to play the video game for 25 is not fun, if I wished to not play the video game I wouldn't have loaded it up. The other incapacitated effects in the game are tied to killer powers, both twins' and cenobites' powers apply this but they do it notably differently. The effects last indefinitely until an action is performed meaning the survivors have agency in the duration and feel like they can do something to get rid of this debuff, secondly the killer actively wants to engage with these survivors as with the twins they're injured and the killer knows the survivor's location while with cenobite the survivor has the box and the killer gains a large benefit from catching them. This means even if the survivor can't do anything for a long time they're still likely to be engaging with the killer or doing it by choice. With eruption, the killer knows they're not doing gens for 25 seconds which is more than enough time to hook the downed survivor and go to the gen they were on to defend so the killer is encouraged to let the survivor sit there and do nothing for 25 seconds.

    The other unfun part of this is the meta it's created. When combined with other gen-kicking perks the killer begins to gain more value from kicking gens than chasing survivors. This is fine usually as most gen-kicking perks have cooldowns or deactivate when kicking a gen meaning the killer is forced to chase survivors after kicking the gen but not these perks. This means if kicking the next gen will take less time than getting a hit on a survivor you will do it and leads to matches where killers kick half the gens on the map before starting a chase. This is unfun as it drags matches out without increasing the amount of player vs player engagement, when I play the hit horror PVP game dead by daylight I play because I want to engage with other players in a horror environment so if a strategy means that's not happening and instead I'm stunned for long durations with the other side actively not engaging with me or my team it is understandably not fun. Some common counter-arguments for this are

    3, I care about balance not fun: games are designed to be fun, if something makes the game unfun that's a problem. Balance is an issue in video games because unbalanced mechanics leads to unfun and infuriating gameplay and ultimately fun is still what you're designing around if you care about balance. We may just have different definitions of fun which I can understand, but I hope my argument can show why many people do find this unfun in a way that is a problem.

    4, Surely camping and tunnelling as strategies people intend to do from the start are also unfun to play against and at least this isn't that: to start with go back to question 2 people can believe there exists more than one issue at a time. All these strategies have the same issue of the killer actively not engaging with most of the team so that doesn't mean that this is more fun just because it's different. On a more personal level, at least with tunnelling or camping matches are over quickly due to killers not spreading pressure or defending gens or survivors dying from failing to be altruistic instead of being dragged out for 20+ minutes so I think I would rather camping or tunnelling because those games tend to be over quickly. I should point out briefly that yes survivors can do things that are commonly agreed upon to be unfun, see common question 2.

    5, if the strategy of gen kicking uses multiple perks why bring up eruption in particular: eruption is notably the most powerful perk on these builds and is the least fun to play against individually. I do believe it could be healthy to limit how much you can use similar perks like Call of Brine or Overcharge in a given period of time but that's a different discussion.

    Before I write a TLDR there are two other counter-arguments that should be brought up that appear commonly but didn't fit elsewhere:

    6, You're obviously just a survivor main who wants the killer to be weak/have an easy time: this is a bad argument on 3 bases. Firstly, you have no way of proving that, killers can think killer perks are too strong and vice versa. Secondly, if my argument is bad and based on my own emotions without good reasoning then tackle the reasoning not me as a person. Thirdly, if I was a survivor main who plays against this a lot then I should know a lot about playing against this perk. Given a large portion of my argument is that the perk leads to gameplay which is unfun to play against being a survivor main who plays against this a lot should in theory mean my argument is based on experience not theory.

    7, well if it's a problem what's the solution: ######### if I know I'm not a game designer. Game design is obviously something that interests me given I've written this much about it however being able to diagnose something as a problem and treating that problem are different. If people would solve problems just by seeing that they were there and diagnosing the symptoms we wouldn't have people whose jobs are to solve these difficult and complex issues.

    I also want to make it clear that I do not want to shame people who use this perk or play like this. You play the game how it is not how you want it to be because the game you want does not currently exist yet and likely never will. If you want to use this because it's effective and don't care for survivor fun in your matches then fine do that but please separate that from concepts of game balance and design.

    TLDR: The perk has very good numbers, trying to counter these numbers is ineffective and random outside third-party software and the perk is still good when countered. People can believe multiple things are problems while talking about just one. Incaptasiated without alternate objectives or reasons for the killer to engage with the survivor leads to people just not playing the game for a fixed amount of time and 20+ minute matches where one side doesn't actively engage with the other side isn't fun to play against. I'm not a game designer I don't have a proposed solution but people can still recognise this as a problem and try and make the devs aware of that.

    eruption is a problem only if survivors aren't good in chases or at hiding... it's virtually useless in high mmr because:

    1 you DON'T HAVE THE TIME to kick gens, your only way to get a good amount of pressure is through the chases (and this include slugging, tunneling and sometimes camping) that you must end quickly as you can and force hook state whenever you can (you see that a survivor is going to the 2nd state, at this point you must camp in order to get one of their health state for free and get rid of that survivor asap)

    2 a survivor DECENT at looping will keep you busy for at least an entire minute (even more if he has dead hard) so survivors have enough time to complete a generator even before this perk will activate

    this is why certain people (myself included) don't even consider worth it to take... average players can still be beaten even without a full gen regression build, but aganist strong teams few perks are really viable (and most gen regression perks are useless aganist those groups). Eruption may be unfun to go aganist (i'm a solo player), but there are things A LOT MORE CONCERNING right now than this perk imo

  • another hidden nerf that he received in the latest released patch was that now he can't bodyblock anymore once he summons his minions (farewell double hit tactic)

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322698#Comment_3322698

    While I do see the OP's point, and I agree to an extent, I agree more with StarLost here.

    To futher expand on how I see it, I actually play both Killer and Survivor, tending to play Killer when I am alone and survivor with my streamer friends. So, I play both with a mindset of "Do Unto Others How You Would Like Them to Do Unto You" and it overall serves me well. Yea, I get found first a lot of the time. Yea, I get tunneled out a lot of the time. Yeah I get facecamped a lot of the time. But, I can't tell you how often we have the killer come into Twitch chat after the game and say GG. Now, a lot of streamers get pissed about that, they'll get super toxic about "You camped me, you're trash" and stuff like that, but the streamers I watch don't do that. We thank them for coming in, and welcome them to our community. My DBD name doesn't match my Twitch name, so I'll tag them in chat and say "GG I was the Claire" not be angry because I feel they tunneled me. Because in the end, we believe this is just a game and we try to keep things positive always. Heck, one streamer I follow has a "Toxic Chainsaw Massacre" redeem where he plays Bubba and does all the things survivors think is toxic about Bubba, and he's gotten a lot of followers after that because when they come into his chat to complain, they are thrown by how awesome he is. They realize that in the end, its just a game and only you can choose to make it fun for yourself.

    you know, i've a golden rule for my games: if you play normally without doing nothing that i can consider annoying, i'll probably play just for the chases, without thinking to play optimally or "scummy" in order to get kills, but if i see certain types of behavior that i shouldn't have seen (abusing certain perks like bodyblocking with basekit bt or DS me without being tunneled for example, doing a gen in my face instead of running away, squads with full items or people that WILLINGLY abuse certain broken loops like the house in the garden of joy map), i'll make sure to be merciless (and toxic if they start tbagging or throwing tantrums in the endchat). Clearly i found more matches where people play like toxic brats (8 on 10 matches) so this is slowly becaming my gameplay (at least the 1st part: i'll never be toxic if i'm not taunted)

  • in the doubt i'll play some bubba and put a tent near the hook

  • @Sanna said:

    I recently tried getting a friend into this game and they played it for a few weeks before uninstalling. They said earning points is too slow (even though I told them the grind was worse before, but they often get tunneled out despite my best attempts to bodyblock) and they can't play killer because they get extreme motion sickness from the first person POV. I told them the game might be more enjoyable if they learned to loop a bit but they said this game isn't "casual" enough for them even though I feel like it's still pretty casual in the end aside from the pip/grades system, and regardless of how some players like to sweat like their lives depend on it.

    I'm curious to hear some opinions though: do you think DBD is casual and what makes it casual or uncasual for you guys?

    dbd WAS a casual game... now it's just a bully simulator for people that are new to this game

  • @Warlord1981NL said:

    Be me wanting to play a fun game...

    Running the perks:

    • Distressing
    • Hex: Thrill of the Hunt
    • Beast of Prey
    • Franklin's Demise

    I like to call this build "Gimme stuff and bloodpoints". A VERY tame build.

    Encounter a group of sweaty survivors with the usual sweat builds that take me to Meat Packing Plant and use 2 Petrified Oaks, double slightly increasing the distance between hooks.

    Manage to kill two of them and the last two keep going to a corner of the map where I simply cannot get to a hook fast enough to hook them. After having tried several times throughout the match, I just leave the survivor downed in that corner and go hunt the other one, because what is the freaking point?

    While I am hunting down the other survivor the downed one bleeds out as I got every pallet in existence thrown at my face. Just took a while to find her in the first place and because she was good at looping it took a bit longer.

    And after the match they complain about slugging and call me names... Are you kidding me?

    Then don't bring petrified oak so it is feasible for me to actually reach a hook... So tired of this. They did caused it to happen, I'd rather hook em and get my points but no. Picks stupid map, picks 2x distance increase, bring wigglin perks and then complain that when downed in a corner of the map that I cannot make you leave where I already know I can't reach a hook that I don't pick them up. The hell is wrong with people?

    Clearly, if you don't want that to happen then don't do everything in your power to give me no other choice... Your fault, not mine. So tired of this...

    you forgot to wrote gg ez in the endchat... if people bring those kind of stuff when aganist me, i'll make sure to give them what they asked: an unfun match

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321837#Comment_3321837

    Most players are bad.

    However, every once in a while the mmr system works. I got to play against the best Survivors on Xbox and I did pretty damn well.

    Why are you so against the possibility that you possibly misjudged Knight?

    because unlike killers like nurse and blight that not only require a precise muscle memory in order to be effective with their power, knowing well the possible map layouts and their hitboxes, knowing where to slam/blink (you can be easily stucked into objects while blinking or bouncing/sliding on a invisible wall that shouldn't be here, like badham's fences), knowing the various "techs" (blight while he's rushing toward certain walls/obstacles where he can slide on them, such as the cars in the autohaven maps or most of the killer shacks for example) and being rewarded for all this knowledge, the knight doesn't have a power that can be threatening for the survivors despite you know how to play with him (his power is just a distraction most of the times due to the fact that survivors will ALWAYS outrun your minions). For example a survivor is running in a loop easily chainable with another one, you have 4 possible outcomes from this situation (if the survivor isn't completely braindead):

    1 you'll place a guard in the middle of those 2 loops, forcing the survivor to change zone but in the meantime you'll lose your bloodlust speed boost, not to mention that the survivor can easily gain distance and reach another safe tile once he saw the knight starting the animation for his power, making his power just a mere deterrent)

    2 you can try to predict where the survivor will flee and place a guard in that spot, but while you can't see the survivor while using your power, the survivor can see you while you are summoning the guard in that spot, making your possible good play worthless since he can change zone while completely avoiding the knight and his guards at once

    3 you play as a m1 without power in order to gain a hit (and since most survivors will use dead hard this will be at least 3 hits in order to finish a chase... 3 hits as a normal m1 killer is SUICIDAL, especially with the current maps in the game)

    4 you finally zone a survivor after some efforts and place the guard in a loop: the survivor can still escape by taking the banner dropped by the guard, making your efforts worthless

    even if the 4th case should go well and hit the survivor, you have already wasted too much time just for a single HIT

    @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321837#Comment_3321837

    using a video from ptb where his guards were bugged and went around loops and spawned banners too early plus no one knew how to play him.

    knight is decent but you have to have experience in macro gameplay to get the best value out of him but if you gonna drop guards at every loop thinking they're gonna get the hit for you then that's obviously not gonna work.


    you think that his guards are fine now? Really? They are still extremely bugged and can be stucked in certain spot (yes, even simple windows/dropped pallets will be able to bug your guards). it's pointless dropping the guards in loops that can be mindgamed since you can catch survivors with a simple m1, without wasting your time to use the power. As i said, his power is just a deterrent for the survivors in order to avoid using strong/god loops (like the central building in the garden of joy for example)

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321476#Comment_3321476

    Your 'counter' to tuft or TP is to give him a map with huge lines of sight and very few los blockers?

    I'm not sure that you've ever played Myers. And since I'm sure it'll be relevant: you can pick out a 3 gen on literally any map in the game at the start and corrupt intervention exists.

    you are forgetting that also you can't control 3 gen if all 4 survivors are still alive and know what they are doing... you speak like if myers has some sort of defense aganist those situations when clearly he hasn't (no map control, no antiloop, your instakill addon require also so much stalking that the match will be already finished before myers will reach tier 3, not to mention that windows, pallets and exhaustion perks exist)

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321712#Comment_3321712

    Just cuz you can't play him well doesn't mean others haven't started to figure him out :)

    or maybe you are finding bad survivors and you are overestimating your skills... https://www.youtube.com/watch?v=2enARw01Sw4

    how much "strong" your killer is...

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320953#Comment_3320953

    When I thought he was the worst Killer but decided to main him anyway and then found that he's actually good

    LMAO the knight a good killer XD... I swear, today I read a lot of funny stuff, but this is one of the best jokes that I've read (still under the "myers is a s tier killer" sentence)

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320570#Comment_3320570

    Auto DH isn't common anymore. It was before the mass ban wave and before. But as A blight main It's pretty obvious when they have auto dh as blight baits dh better than any other killer in the game.

    you know, blight isn't the only killer in the game. Maybe not common for you, but i found a lot of people that timed well dead hard... TOO MUCH WELL, even if i bait it (using your m2 to make a "fake hit" like the wraith or simply moving your camera to gave the impression of a lunge attack or waiting behind them for half hour)

  • @Styrix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310233#Comment_3310233

    Bad at looping or hiding?? So if we get downed ever we’re considered bad at looping?

    if you are playing in maps like the borgo, garden of joy, the game, the swamp and haddonfield yes (they have REALLY strong pallet loadouts, god loops or both... you can easily keep busy a normal killer for 5 gens here)

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320563#Comment_3320563

    Oh, but he is. That's the thing about Michael; he's 5 or 6 different killers in one. His playstyle changes completely depending on what he's running.

    I don't care how good you are, your chances against Mikey when he's running Fragrant Tuft and Memorial with Call of Brine, Pain Resonance, Pop, and Eruption are damn near zero, especially if he camps a three-gen from the start. There's just nothing you can do.

    Same goes for Memorial + Tombstone Piece and perks that compliment that playstyle. It requires some strategy and forethought, far more than people think it does, but he's the only killer that can pop up in front of you and instakill you without having seen you the entire game. Then it's a 3v1 (and if he's playing right, he already has a few hooks), and if he has good perks, the rest of the team is toast.

    And then there's the Vanity Mirror + Dead Rabbit + M&A combo, which is harder to pull off, but also S-tier (and his best build, if you ask me). No terror radius, and you can wallhack at full movement speed (unlike Cracked Mirror). It's just not even fair.

    Sure, those all require specific addons, and some of his addons - hell, most - are hot garbage, including his other iri, but he will ######### you up with the right perks. Even Otz, who is one of Michael's biggest detractors, admits that he'd get a higher place in the tier list if he considered certain addons, and he did put Fragrant Tuft and TP near the top of the addon tier list when he made that video.

    i would gladly put your "op" myers aganist a decend team in the borgo map just to do an example... you'll change your idea rather quickly trust me

1 … 6 7 8 9 10 … 29