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Toystory3Monkey

Toystory3Monkey

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Toystory3Monkey
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  • having control over one of the most important RNG elements of the game is extremely unfair.

    idk why devs still havent done anything about map offerings.

    you can take something like midwich + darkness revealed and have unlimited wallhacks on demand or doctor+gideon and turn the match into a nightmare.

    or just throw eyrie / garden as survivor and guarantee you'll have super easy time vs most of the roster.

  • Killer is just less stale and more diverse role.

    Survivors are painfully boring and need something new.

  • @Heliosse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777998#Comment_3777998

    Thabks god im not alone think this !

    Could not have said this before, Xenomorph is really great, more tunnels would be cool

    I wish he had an addon that doubled the amount of control stations and turrets on the map.

    That wouldve been so fun to try

  • Xenomorph is one of the better licensed chapters that is heavily misunderstood by people because they had unrealistic and unreasonable expectations.

    Playing xenomorph actually feels like being one with the tunnels allowing to skulk near survivors and attack them, turrets creating lots of cinematic moments and the tail offering a lot of lethality and opportunities for outsmarting your opponents or bruteforcing them.

    The only truly disappointing part, imo, is his addons that are extremely boring and barely contribute to unique or new playstyles. He basically has cat carrier which allows funny immersive xeno memeing and acidic blood which is so situational and hard to get value from that it's not even worth it. Most addons are basically plain buffs or gimmicky info which is neat, but not interesting.

  • @100PercentBPMain said:

    These equivalent exchange balance changes with add-ons is getting a tad stale

    ??

    thats perfectly fine and correct way of balancing lots of addons that feel must have to use because how much impact they have on your performance

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776451#Comment_3776451

    I mean, not weird people don't do things that they do not enjoy, especially in games

    So it's quite clear people are having fun in this kind of situation as long as they aren't afk, there is no reason to take away those fun things from the game

    ok

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776405#Comment_3776405

    This absolutely is not a reason it should get reworked because people are just going for longer games by themselves, let them have fun they wished for

    you're weird

  • ok

    that's also a reason 2v1 dynamic should get reworked

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774627#Comment_3774627

    High MMR is an extremely small percentage of the player base. The devs keep saying this. You definitely aren’t there. Most players aren’t

    one thing i love these forums for is how local permanent dwellers with more messages than hours in the game have this supernatural ability to make such long conclusions from a short reply to a whiny post. they somehow know everything by constantly talking on the forums where nobody knows anything. amazing.

    high mmr players are not an "extremely small percentage" despite being a minority and nothing they do is really extraordinary. Im sure if you look how halfway decent survivors play against knight of similar skill you or OP can easily see dealing with this killer is a skill issue. Especially after the update when knight cannot do the actual no skill easy trick to win at tiles and has to put some thought into executing it, while giving survivors lots of room for counterplay.

    Though what do I know, I dare to suggest a killer whose power is ran by buggy predictable AI to be not overpowered and unfair. I must face really bad knight in my low mmr and I must be terrible at playing knight if I think that way, though wait, that would mean knight isn't that easy. Totally not me just understanding how knight works.

    Lmao.

  • Play knight yourself on high mmr to see he isn't that easy.

  • i think the coolest rework for distortion would be making it into a quiet mode but as a perk.

    3 tokens, no way to replenish, use active ability button while running to use.

    hides your scratchmarks, noises, blood, footstep, fast vault sounds for like 10 seconds.

    is way less boring and fits the perk's idea more thematically.

  • Im not mad, im just making fun out of people giving up because they are weak.

  • forums being over dramatic again

  • I hope they dont rework shadowborn again and just buff it.

    It's an incredibly fun perk when it works.

  • @Gylfie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773224#Comment_3773224

    This is a problem I have too.

    People who main a killer, even one you don't typically see very often, get good with that killer. Survivors in the meantime might only see that killer maybe once a week, and it's impossible to develop any skills against specific killers when you only see them every other week.

    Like, I faced a Skull Merchant for the first time in weeks and had no idea what to do. Then I faced my first Unknown and got destroyed because I didn't know I was supposed to look at him. And then I got deleted by a Xeno, whom I've only seen three times in total since he was released.

    yup.

    and you cant really appeal to either side.

    you cant make killers so easy to counter people with very little experience against that particular killer stand a fair chance. and you cant make every new killer demand very unique skill to counter.

    and newer killers have to have lots of depth in them so that people are actually interested in maining and playing them.

    good thing tho that most killer players arent one trick ponies and most play bigger part of the roster, therefore having similar issues with depth understanding of their killer.

  • Im more worried there's too many killers.

    Every 3 months survivors get +1 killer they have to re-learn from scratch to have competitive chance against and with most recent killers they also have to learn brand new tool every now and then to use vs only this specific killer.

    Like, take singularity or xeno as the most apparent examples. These killers are perfectly balanced but because you have to learn specific skills vs these killers instead of using blunt general approach, people lose against them quite often and think there's something wrong with the killer.

  • dont share that sentiment, but either way that was expected.

    im glad i wasnt maining blight, having your killer just lose big part of the skill ceiling even if devs always said they didnt intend it must suck a lot.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773062#Comment_3773062

    So when survivors are doing well its because the game is survivor sided

    If the killer is doing well is because the survivors are playing bad

    Is that what you believe?

    please reply with a coherent thesis and argumentation for it if you want to have a discussion.

    i genuinely dont feel like arguing against strawman.

  • @Bloodwebs said:

    I mean they said it was a "tweak" with Blight right? But then they obliterated his hug tech?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773080#Comment_3773080

    they've been saying they had plans to remove hugtech since 2021

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773064#Comment_3773064

    Not like their changes makes sense every time either

    They absolutely perform unnecessary changes even if it's not braindead easy at all, which often just kills the killer, same can happen to literally everything they ever made

    again, it doesnt make sense for their own logic. or the way the do things anyway.

    it's not technically an exploit or something they themselves didnt want to have, it's not something that's causing massive issue on a large scale, it's not something that is being complained about a lot.

    they dont just randomly remove an intended non problematic mechanic from character's kit.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773059#Comment_3773059

    They really are famous for doing little ludicrous changes, to be honest

    doesnt make sense for their logic to target that part of the unknown nonetheless.

    they remove/heavily nerf big chunks of character's identity only when they're braindead easy to use and just as unhealthy - scamper, old legion.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772737#Comment_3772737

    I play Freddy and I am pretty good at it

    Its all about skill issue

    Remember, a perkless trapper can destroy a full 4-men SWF

    how much of that win is trapper's own accomplishment tho?

    while I personally believe all killers are viable in pubs, Freddy still remains objectively one of the worst killers in this game power-wise and in desperate need of a rework / buff.

    While dbd is a game about forcing and capitalizing on your opponents' mistakes, freddy really lacks the tools and opportunities for that.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772733#Comment_3772733

    Nowhere in anything i said do i endorse or think these are good changes. I am merely predicting what the devs will do.

    about predicting what devs do - they dont just cut away mechanics like this, especially when they announce tweaks. it's too fundamental of a change to be anything but an update/rework. not to mention that changes that you suggest are a mortal strike to character's gameplay identity. hits through walls are unknown's bread and butter and one of the main sources for all his shots compilation. It would be ludicrous and insane to cut that out.

    If they'd want to do anything to nerf him, they're more likely to increase UVX CD or reduce time to staredown, increase time to spawn hallucinations, etc.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422766/my-predictions-on-upcoming-killer-updates

    • Skull merchant will be a complete nerf, at this point their plan is to just kill her as a viable killer completely so people just stop playing, until they can rework her in a few years.
    • Unknown is probably a couple of QOL tweaks. I'd guess making the teleport addon half of what it is and making it half basekit so it feels less bad to play without the teleport speed. Perhaps making it so if you hit someone directly with a blob it will count as a hit even if the explosion misses them, coupled with a nerf to make it not go through walls but bounce off walls better.
    • Hillbilly will be a slight nerf to cooldown, and perhaps heat generation as you mentioned.
    • Plague is going to be a moderate rework where they remove the broken status effect from the plague, but make it hindered, or gen slowdown or something like that instead. Coupled with weakening her corrupt purge in some way, perhaps duration, or range, or movement speed etc. That way the plague is stronger if survivors don't cleanse. On the flip side it will heavily nerf the undetectable type builds with her where you come out nowhere to instadown them because they refuse to cleanse.
      • In short, survivors will WANT to cleanse now. Because she's a heavy knowledge check that can be really unfun to play against. If you don't cleanse, you stay injured and get instadowned when she pops out of nowhere because she has unforseen or something. But if you do cleanse, purge is really hard to deal with. So weakening purge, but putting more power behind the plague part will make that a bit better.
    • Cenobite is 100% going to be because of coconuts video.
      • Nerfing the box
        • Either making the spawns more randomized so killer can't predict them
        • Or killer can't pick up the box anymore unless they down a survivor
        • I suspect the person holding the box won't get chains at all anymore, so no more having to time it.
      • Nerfing original pin addon so you can't hard tunnel with it.
      • They might fix the one or 2 bugs he has now
      • They might make the extra chain when breaking on the environment addon basekit.
      • MAYBE, a QOL where the chains don't break from the cenobite walking through them.
      • MAYBE making him a little less punishing to play if you make mistakes.
      • In general, making his box weaker, but his normal chains better.

    if they remove hits through walls, unknown instantly loses a third of his skill ceiling.

    he doesnt need any tweaks except half of blurred photo basekit

  • no he won't be.

    he would still remain slower than the survivor.

    he would still be capable of doing all the things he could except he would do them slightly faster & he won't be as punished as before which is fair for the kind of power that he has.

  • i dont play in a way that is affected by that, so dont care.

    probably going to make securing 2nd harder, whatever.

  • I dont think she needs a rework, she's generally fine. Annoying, boring, sure, but people really overreact because it's socially acceptable to complain.

    They should probably nerf her 3 strike/scan system, like hacking drones removes strikes/scans somehow, but takes longer, etc.

    The basic concept is fine, could use some tuning / update, but I dont think devs need to dedicate resources for a whole rework.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770304#Comment_3770304

    I never played somas photo before or rarely, so I don‘t care about the haste.

    It is just frustrating to play him and his power runs out right before the pallet drops 99% of the time. Before the update his power lasted a lot longer.

    How am I supposed to outplay my opponents when all they have to do is run in a straight line and when I have to take my first chance in his cams, because otherwise I can‘t see them anymore?

    well in that case you should've noticed the impact from 3% haste which is quite significant in helping to catch up to survivors.

    f/e they cant really loop shack against you, they're forced into 50/50s.

    and they cant w key predrop forever or really leave the tile bc they can only w key forward for like 20 meters before you hit them which is really not a lot, they'll have to play tiles against you, in which case you have multiple tools to get a hit.

  • @Choaron said:

    Singu: Unnecessary buffs to an already strong killer with low pickrate that still remained strong and with a low pickrate (what a surprise). Being able to self-destruct pods is a great addition albeit it buffs his 3-gen potency which is not so great (for survivor experience).

    Knight: More than enough has been said about this rework. They turned him into an M1 killer who gets punished for using his power in chase… The ability to change guards at will was much needed but not at the cost of basically everything else.

    what exactly about him was overbuffed, again? apart from obvious soma's photo rework lol

    self destruct pods is not contributing to 3 gen potency in any meaningful way btw. you can always just get back your old pods by using recycle mechanic.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770281#Comment_3770281

    His power runs out so fast. I would prefer removing the haste he got basekit, but bringing back overcloak skalling.

    that's the point, it should run out just barely before you hit a person if they're running in a straight line away from you.

    that encourages you to actually play smart and catch survivors out of position instead of just bluntly pressing m2 & m1 and guarantee hit almost any time like you would with soma's photo.

    3% haste is actually enough to catch up in most tiles, but not enough to guarantee hits, UNLESS you somehow make survivor lose distance when you TP.

    in other words, you don't need scaling overclock if you actually know how to outplay your opponents.

    it's perfect balance between not being useless and being consistent hits unless your opponent instantly predrops

  • @Langweilig said:

    Singularity is easier to play, but is weaker. I would prefer the older version.

    I don‘t know about Knight, but his guards are very strong in soloq and my soloq mates constantly die through them.The duration buff is very strong.

    as singu main, i like how the new version turned out.

    not addon dependant, worse at all unhealthy things he could do, better at all healthy things he could do, actually has fair counterplay for both sides, much smoother to use.

    it has a few rough edges (soma's family photo), but the basekit / low tier addons are peak balance.

  • @squbax said:

    What makes me sad is that he just needs few changes to actually be good but he is still stuck as a glorified m1 killer that much like its kin its just too easy to beat.

    im sure devs will give him an update sooner or later.

    he needs a bunch of addons basekit to feel better and more lockers.

  • @Neaxolotl said:

    Probably because without hindered she will be pretty much powerless killer

    yeah.

    would be cool if they replaced it with the other effect.

    imo controlled doctor shock would be pretty cool. like she controls the clawtrap to send a shock to the survivor, interrupting and paralyzing them for a moment like doctor does.

  • because they wanted to change meta

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767821#Comment_3767821

    Yup. I'm honestly only playing cos it's 400% bp incentive. If this was permanent I'd stick to normal mode. 2v8 is too chaotic and overstimulating for me. The incentive is the only reason I'm tolerating it.

    ive played survivor much more than killer (bc queue times are faster for survivors) and from what I can feel, there's little to no skill expression for survivor.

    you just triple/double gens and it doesnt matter which ones bc 5 genning yourself is borderline impossible, unhooks are free and instant too, resets are also super fast, chases are either full autopilot bc endless pallets or you just get 2 teamed by killers / overwhelmed by overpowered chase ability (nurse/huntress having 5 addons) that you cant really play around bc how broken it is so it's extremely one-sided here too.

    the only killer that's mildly interesting in chase is wraith and wraith is EXTREMELY and ENDLESSLY boring bc all he does is trying to bodyblock you from the pallet.

    I genuinely don't see what part of the survivor gameplay there can be enjoyable in the long term once the novelty wears off. It's just overstimulation with "reward" buttons that you get to press for free and no limit.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767748#Comment_3767748

    You thought this gamemode was about having fun and not winning? People will try to win if they want to. The game has never been as sweaty as it is now.

    no, im very realistic about what it is, im simply being sarcastic about people who dismiss any design / balance concerns by "muh muh fun not win". i guess i was still too subtle.

  • Singularity:

    Innate - +4 more pods, -15% biopod internal cooldown, no basekit haste, +4 printers.

    Team - slipstreamed survivors are revealed and hindered by 5%.

    Xenomorph:

    innate - leaving turrets reveals survivors instead, turret resistance is reduced by 30%, the amount of turrets increased by 4, 13 control stations spawn.

    Team - while xenomorph maintains the crawler mode outside of tunnels, the other killer becomes undetectable and 10% faster.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767748#Comment_3767748

    i am almost certain that this mode is new foundation for next generation of dbd. so much so that i think original dbd of 1vs4 might be segmented to side mode. there is over 100k player playing this version of dbd and i cannot imagine that if this stays like 100k for next 2 weeks. this mode is going to be permanent. this mode has potencial to just be standard dbd mode.

    really, only thing that is missing in this mode is perks. they would have rework entire killer perk system and survivor perk system if they choose to make this as new foundation for dbd. I could very well see this happening. I would not be surprised if this mode also goes competitive. for now it is just beta mode and it is just fun and games.

    Brainstorming perk system:

    An example could be that killer get 2 personal perk and 1 global perk. a personal perk applies only to the killer who selected it. A global perk applies to both killers. max 2 global perks per team.

    Survivor roles have a role perk. each survivor may select 1 role perk and 2 personal perks. the role perk is tied to the role. the personal perk applies to survivor. This would just be a brainstorm of how this mode would work if it was official main-stay mode.

    just so you know, 100k on day 1 of heavily anticipated gamemode is not a metric of it being good or well designed, etc by any means.

    it just means that lots of people anticipated that silly thing for years bc it's the most obvious idea for alternative gamemode people had for years.

    obviously it's going to attract lots of people on day 1 it's playable.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767727#Comment_3767727

    That tactic isn't even viable in higher levels. Eventually, people will not continue to do it in most situations.

    i thought this gamemode is about fun and not winning.

    either way, 2v1ing people is certainly viable whenever 2 killers wind up on the same side of the map before splitting again. you can get multiple 2v1s and then proceed to just stomping people with overpowered abilities.

  • "about chases"

    what chases, friend? the ones where killers 2 tap survivors with knight gameplay 2.0 with zero counterplay or overwhelm them with ovebuffed powers with 5 addons, that kind of chases?

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767016#Comment_3767016

    Does autoaim really take longer than manual aiming? I know they reverted the awful 0.8s tagging time from PTB. I don't tend to use autoaim anyway.

    I completely agree on new Soma Photo though. Not only can it be used for free, strong, cross map slowdown like you mentioned, but it also incentivizes and rewards hard tunneling by letting you ignore BT, DH and OTR off hook. Nasty and bad design. Probably won't get changed unless people discover how nasty it is and it gets popular to play Singularity with it.

    yes it does.

    it's sometimes better if you need to do a really big flick and need precision, but most of the time it's worse.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767022#Comment_3767022

    yes he does. eventually he can teleport to survivors directly where a giant deadzone is created. With add-on like +4 meter biopod and Nano gel which reduces the time to infect someone and TP. you can like infect people from like so far away, teleport to them almost immediately after they've been infected and capitalize off dead-zones that 3 gens create.

    He even has a secondary objective in these Emps that also slows the game down further. Obviously if you don't remove infection, he gets immediate teleport's. I think you can just force 3 gens right at the start as singlurarity in new version and win teams with it. his 3 gen is that good.

    While SM is good generator defender, She's not that good at initiating chases. Singularity is both good at defence and imitating chases.

    if they cant find cover to prevent teleports and minimize infections or figure out the safer paths in situation where they arent on a tight timer anymore, then I think they deserve to get the most boring match ever. Im sorry, but if you keep bashing your head into the wall, the head breaks first.

    also, complaining about 3 gen singularity in reality of 8 kick system is insane.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766932#Comment_3766932

    singlurarity is amazing at 3 gens. he takes advantage of gen-positions. I have been seeing a lot of 3 gen singularity in soloq with grey add-on that increases biopod range by +4 meters and Nano gel which decreases camera cooldowns. Once they fix gen exploit, i can see this character being old skull merchant 2.0 where the games take long time to complete.

    the difference is that he doesnt get hits for free eventually like SM does. he has to tag a person & tp to them and that wastes some of his precious time in that scenario so a person with EMP can disable a pod on the other gen and add some progress / remove regression event and you can do the same.

    he does slow the game down significantly, but if you dont make mistakes & leave 3 gen in a place with windows, you'll break it.

    as any 3 gen, it's a game of endurance and a coordination check and even though hux is very good at playing such scenarios, in public matches conditions you shouldnt struggle with that unless you ended up in a scenario where you're out of any resources entirely and the killer has fully secured winning position at which point you've lost.

    but in no way singularity is capable of forcing 3 gen from the start and consistently winning against any people that do things right and don't suck in chase.

  • @Toystory3Monkey said:

    he was even stronger before the update because he could have 5% haste and almost 9 seconds of overclock which made it impossible to play around in tiles.

    the update made him much smoother to play and less addon dependant, but removed consistent chase winning tools from him, instead making him rely on lots of fakes to get hits.

    autoaim comes with a baked-in 0.2 second nerf which makes it objectively weaker than manual aiming as survivors get more time to move away in cover.

    so you're just conditioning yourself to believe he got stronger, he didnt. he simply got more pleasant to play and more accessible so more people can access the basic and slightly advanced things he could always do.

    the biggest buff he got is probably aim assist on teleports which enables insane shots like this one, however I wouldnt say it's even remotely problematic or overpowered. It's just nice.

    https://us.v-cdn.net/6030815/uploads/X0M28UTE82IE/teleport-trickshot-3.gif

    3% basekit haste doesnt allow him to guarantee overclock hits and all it does is allowing him to catch up in certain loops where he had to previously rely on scaling overclock. Not even remotely as powerful as he was with soma's photo.

    so this update made this killer more accessible and fair as he now has to rely on inconsistent means of getting hits instead of consistent & not always available ones.

    forgot to add that this mostly applies to any builds excluding new soma's photo.

    so old basekit/soma's photo compared to new basekit + any addons excluding soma's photo.

    new soma's photo is a nuclear addon. it's one of those things that some killers have that they take when they see 4 p100s in the lobby with TTVs in their names - insanely broken powerful stuff that barely interferes with regular gameplay on killer side, but grants absurd pressure or information.

    It's singularity's equivalent of plague's iri addons or huntress' iri head, blight's old-old/old c33, etc. Absolutely unfair and stupid addon that should either be put back into iridescent tier (ideally refunded and replaced with new addon people need to grind from scratch) or nerfed heavily and kept where it is.

    Lots of crossmap slowdown & heal denial and it passively makes survivors waste EMPs inefficiently or always reset before going to gens with cameras as otherwise they get hit with 12 second mending timer which is really strong.

    I havent played with this addon apart from one scrim & pub game, but as someone with tons of singularity experience, I can already tell this stuff is unhealthy and overpowered for the game. You can make the argument it's fair vs new reset perks which are often used in comp vs singularity and generally in normal games, but I personally dont hold that opinion.

    So if you play with new soma's photo, then singularity is stupidly oppressive even against people that know what to do. Please don't because it's not an accurate depiction of singularity's balance / power level and the addon overall is a huge mistake that shouldnt have went past PTB.

  • he was even stronger before the update because he could have 5% haste and almost 9 seconds of overclock which made it impossible to play around in tiles.

    the update made him much smoother to play and less addon dependant, but removed consistent chase winning tools from him, instead making him rely on lots of fakes to get hits.

    autoaim comes with a baked-in 0.2 second nerf which makes it objectively weaker than manual aiming as survivors get more time to move away in cover.

    so you're just conditioning yourself to believe he got stronger, he didnt. he simply got more pleasant to play and more accessible so more people can access the basic and slightly advanced things he could always do.

    the biggest buff he got is probably aim assist on teleports which enables insane shots like this one, however I wouldnt say it's even remotely problematic or overpowered. It's just nice.

    teleport trickshot 3.gif

    3% basekit haste doesnt allow him to guarantee overclock hits and all it does is allowing him to catch up in certain loops where he had to previously rely on scaling overclock. Not even remotely as powerful as he was with soma's photo.

    so this update made this killer more accessible and fair as he now has to rely on inconsistent means of getting hits instead of consistent & not always available ones.

  • compares skull merchant to an actually interactive killer with fair chase power that takes a lot of skill and effort to use.

    default dbd forums.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766237#Comment_3766237

    It‘s not even the speed for me, but my power always runs out right before the pallet hits me.

    it's meant to be this way if they w key perfectly away from you losing very little little distance.

    that's intentional, that's how singularity has counterplay to his power.

    you still can play around it if you teleport to survivor and make them lose that initial distance advantage.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766211#Comment_3766211

    Nah I disagree with that, the goal of the killer is to kill. Punishing killers for accomplishing their objective is absurd. Can't blame the killers for survivor lack of skill or general stupidity in some cases which get them killed quickly.

    By your method of having a mechanic to strengthen the survivors if the killer kills someone then the same logic has to be applied to the other side. Every time a gen gets completed the killer gets an increase in speed. If killer gets punished for accomplishing their objective then the survivors should be punished for doing theirs (gens)

    i guess it's bad to want the game to be designed in such a way that all 5 people get to play the most of the match instead of most killers being actively encouraged to stop one person from playing asap or lose.

    and devs just patch it with the perks that get in the way of good faith playing.

    though why do I care that much, im playing mostly killer anyway, the current system benefits me as long as i play killers with good map control.

  • ngl, this bug is awful, but I like the unintentional idea behind it.

    BHVR should consider making it a mechanic.

    Like, reward and encourage killers to keep all survivors alive for as long as possible (or straight up make mechanics that stall the game within reasonable merit until somebody gets finally killed so that both sides will play around the idea of setting up the best ground for the next stage of the game which is killing the remaining survivors) bc one of the reasons not to kill people too soon (unless it's a really free kill) is that survivors in 3v1 will become more capable of finishing the overall objective faster.

    it's really bad that the game is not balanced around 3v1 or 2v1 in any way and is designed in such a way that losing 4th person almost always means losing the game.

    killers still need their comeback tools so survivors never feel truly safe, but it should work both ways.

  • @Devil_hit11 said:

    he is definitely weaker. less duration and 2% less speed is more significant than anything else he received. I remark this immediately in the PTB.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766137#Comment_3766137

    in my experience, i haven't been able to use his window vaulting boost. ability runs out too quickly.

    you get to use it pretty often if you tp to a person who's already in a tile and cant w key away

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