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Trollinmon

Trollinmon

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Trollinmon
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  • I think they don't change him because he simply doesn't need changes. His shred is his bread n butter for his kit and does what it should. His number one problem has nothing to do with the kit and has everything to do with maps.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413871#Comment_3413871

    I've been doing a pre-counter by not queuing up for solo queue. This avoids the need for this 3 gen Skull Merchant counter. Two steps ahead.

    Simple yet effective😂

  • So I can go over the best way to deal with SM when you identify they are doing a 3 gen strat. This is for PC so console might be a bit different.

    So once you identify that the SM is doing a 3 gen you want to hit the "ecs" key on the top left of your keyboard. From there you want to look at the bottom right of your screen and hit the "leave match" button. Hope this helps you on your future bore merchant games.

  • @PochemuZakat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413762#Comment_3413762

    blight can still do 180 turns, I saw a demo in discord recently as one dude literally did 720 turns bragging

    If you can dpi flick on blight then that should be a bug. They changed the way his flicks work around when they did his FOV change I think. Think they changed it so you have more time to flick but it would be capped at 90. This was something players were doing back in the day but was fixed to not work that way for Blight.

  • They already changed it for Blight way back in the day. If players are doing 180 flicks now I think that is because of adren vial. Does work with Oni though.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412546#Comment_3412546

    Most players on this forum and elsewhere are not high MMR killers. They are not even high MMR survivors so... they have no clue of the real state of the game.

    With a killer tier A or lower, it is impossible to catch a high skilled survivor in 30 seconds. The first 2 or 3 chases will always last between 1 minute to 2 minutes. That is not a lack of skill or being outplayed by the survivor, it is just due to the game/map design.

    Take an average survivor that knows when to loop and when to hold W + that know how to go from one loop to another without using the pallets straight away and then predrop the pallets each 20 seconds... with a M1 killer you will need more than 2 minutes to catch this survivor.

    Do you think high MMR is at the soft cap? The soft cap for this game is 1600. That is gold for PVP games, and if you look at League of Legends you find that there is Plat, Diamond, Master, Grandmaster, and Challenger that are above gold. If you struggle in gold or lower (pubs)then maybe you should look at your chase.

  • I can't see how tomes or not having a good tutorial would have more of an impact on soloq games than having large discrepancies with survivor skill. The tutorial would impact only the new player MMR and tomes ,while disproportionately affecting soloq over swf, should simply go away after the players finish them. If the tome was a survivor issue it should get bad at the start and slowly get better with more and more players finishing their challenges.

    I would actually say that the biggest issue isn't matchmaking though. The biggest issue for soloq and 100% needs to be avoided at all cost is... having the game being frustrating. When players are frustrated playing the game they will have less patience in-game and will give-up more easily. This then affects Matchmaking which will then will further the frustration.

  • The kick nerf, DH nerf, Nurse nerf, med-kit nerf, and adding a HUD have been phenomenal changes.

    I would say the game is in a good state currently, with room to improve. Would like to see more fresh mechanics like scourge hooks or killers that are strong and fun for both sides(Demo/Wesker). Outside that it would be nice if they revisit camping/tunneling along with killer early game and try to improve in those areas.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410102#Comment_3410102

    That video proves nothing.It might be the best survivor team in the world but the killer is on a similar way above average level.More importantly,the survivors are under heavy restrictions and yet the spirit is struggling.She got 3t hooks at1 gen,thats worse than what you would expect from the third strongest killer on a killer sided map.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410084#Comment_3410084

    The problem is she is either an anti loop killer or a mobility one with no chase.You are NOT going to phase from 24 meters away and hit a survivor aware of you presence.All they have to do is hold W and they almost outrun your power,if they vault a window or make it to a pallet you can no longer get them.At pallets while she can play most,strong ones such as junggle gyms favor the survivor who can hear her(its difficult to fake one way with such a slow speed).More importantly filler pallets require her to use her power and yet they are a 50/50 that favors the spirit,the problem lies when you miss, you waste so much time.

    That video proves nothing.It might be the best survivor team in the world but the killer is on a similar way above average level.

    I mean that's the point. The survivors are the best you can find and the killer is at their level. It doesn't matter if it is way above average since it is showcasing the power of Spirit in a controlled environment.

    She got 3t hooks at1 gen,thats worse than what you would expect from the third strongest killer on a killer sided map.

    You talking about base kit Spirit winning vs the best team in the world? Do you think base kit killers should be stomping the matches or something?

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410709#Comment_3410709

    I see where you’re coming from, I just think it makes for a bit of a problem if people can unhook in a killer’s face and still manage to lead them on a chase after without trading at the hook in my own opinion. It’ll be a short chase, probably. But depending on tiles and RNG, it might mean losing a down completely. I think unhooking in a killer’s face should be possible to help combat camping, but the one unhooking should always go down at the hook in the process, not be able to lead a chase after too where the unhooked person or others can bodyblock for them.

    Well they have to both be healthy and come over there to have that happen vs just trading out with a single player. There needs to be some reason for the team to send 2 players for a save.

    The chase would be short if you proxy a dead zone. You have a point if the hook is in a strong part of the map you most likely wouldn't get a quick down, but maybe one could say you shouldn't be camping in that scenario then?

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410681#Comment_3410681

    That’s my point. If two survivors are present, outside of a few specific killers, they can unhook in the killer’s face and make it out with all 3 without going down at the hook. That’s unhealthy design. Grabs should be removed, but survivors should not be able to cancel unhooking. This would solve both issues. The survivor can’t run away after baiting out a hit, they would not be bodyblockable for, but they wouldn’t risk the unhook itself being cancelled.

    Oh I see what you are saying. Isn't the reason you can trade is because you interrupt the unhook and they have to do it again while you are recovering? Wouldn't that make single unhooks be able to have the unhooked player be able to body block if that was the case.

    I feel that sending 2 players for dealing with unhooking is at least fair. Like you wouldn't get a full trade right away but that would be getting 2 injuries and are in a chase that will most likely be short.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410602#Comment_3410602

    Without grabs, proper setup can make it impossible for most killers to get a trade even if the survivors unhook in their face. That’s not good design.

    What setup makes it so you can get grabs but not trade? If you send 2 survivors then one just body blocks for the unhooker and you can't grab or trade, and If one is sent then you can do both.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410238#Comment_3410238

    Rescuing without going down in the killer’s face should never ever be possible. Compensation would need to exist so survivors can’t just unhook in front of a killer’s face without any risk.

    Well the survivors would be trading out. The killer would still be getting something from camping but it wouldn't be this massive upside like it can be now. The only downside that I think with this change would be that players will let survivors sit on hook and trade at the end while just rotating hook states. If they made the perk "Leverage" work on gen repair instead of healing then something like that would make trading still very good for the killer since hooking would be more impactful.

  • I would say hook grabs should be removed. If you are in a SWF then saving vs a camping killer doesn't matter if that mechanic is in the game or not. You can always get the save and never get grabbed by simply having a survivor body block the killer while the other saves. Removing it doesn't seem like there would be any major downside since the killer can still get a trade, and it would no longer be a grab or trade vs soloq. This would still make camping at certain times still valuable but not let them have the chance to massively snowball the game vs soloq teams by getting a grab.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409598#Comment_3409598

    Corrupt intervention has been nerfed to the ground, it is now useless to my mind.

    PR i have tried, clearly not strong enough in the current state.

    Enduring, i never take pallet in the face, i mean it's rare so i don't really need it.

    Brutal, i have tried it, doesn't do anything.

    Survivors see their gen time being reduce by 50 seconds in some circumstances but a killer see a gain of 0,4 seconds for breaking pallets with Brutal.

    So if you break 20 pallets you gain 10 seconds while survivors can improve the speed of a gen by 50 seconds.

    I mean don't these devs see how unbalanced all this is ?

    -----------------------------------------

    4 vs 1

    90 seconds to do a gen solo - 360 seconds to regress it

    30 to 1 min to get the first hit - 8 to 16 seconds to be healed

    Gens to do only - have to patrol gens, break pallets, break walls etc...

    4 survivors with 3 states that can extend chases to 1 minute each - just have less than 3 minutes of time to pressure the survivors or else the game is dead

    ######### is this ?

    CI is trash if you can down survivors right away. You are saying you are seeing 3 gens pop on your first down. I don't see how this perk isn't strong if you are not able to down quickly at the start.

    I've found PR to be buffed if you go for hooks. If you find the perk to not be good then I would say Deadlock is the replacement for you.

    If you don't want chase what about CI, Lethal, and maybe another info perk for finding chases fast. Like do you struggle on chase or finding players? What is your weakness? Also I think the thing that makes Brutal strong would be the faster break for you to zone with your power. I don't play a good amount of Wesker but I've seen good players run the perk before and seems like a good choice.

  • @KenwanObinobi said:

    https://us.v-cdn.net/6030815/uploads/IIGEMBW89D0L/image.png

    Honestly it is games after games after games after games, 100% of this kind of build, insta heal and/or gen rush, sometimes a mix of both.

    3 gens out during the first chase.

    The 2 were almost done 2 minutes later.

    How should i play this ? Explain me cause honestly, there is no way.

    5 pallets 3 meters away from each others, no anti-lopp power, what should i do ?

    What is the point to nerf self-healing when a survivor with we'll make it can heal you in 8 seconds, pretty much nothing while a killer needs 2,34 seconds to break a pallet ?

    Try CI, PR, Enduring, and Brutal.

    Go throw add-ons or recharge.

    If 5 pallets spawn next to each other then don't over-commit to the chase. Face first into pallets to remove some and then find someone else or straight up act like it is an infinite and drop chase if they head there.

    Also, chase perks should be ran. If you are running a killer with no anti-loop then there better be 1-2 chase perks in your build.

  • I've been running OTR+SB a lot now to deal with tunneling. I go Sprint Burst since it makes it hard for the killer to proc the endurance early.The Iron Will on OTR is super nice to have as it throws players off and allows to you evade the killer when you otherwise wouldn't.

    I've had games where I would face players that's playing like comp and trying to remove me right away. In these games OTR has given some insane value. There would be times where the Iron will would let me stealth away making their entire tunnel pointless or just being able to last much longer in chase so the other survivors can escape.

  • @HugTechLover said:

    Here we go. 🤦🏻‍♂️

    Go watch the Vods. It’s nothing but hard tunneling/slugging at 5 gens rinse and repeat. The only difficult thing about that is committing to a play style that boring for that many games.

    That streak is not a representation of blight’s power, but more so how strong tunneling and slugging is at 5 gens with full slowdown.

    So no, Blight should not be nerfed because of this “streak”.

    Might be wrong but pretty sure he started doing that because he would lose a game here or there and had over 600 streak without doing those strats.

  • Games as soloq survivor have been way better. Basically don't see terrible survivors in my games and it usually feels like the MM is working well at finding roughly equal skilled survivors. The killers however usually struggle to keep up but there are a decent amount of games were it is actually close and exciting to not know what the outcome will be.

    Killer games feel about the same before patch for me. New PR has been way more fun though. The fact you have to think a lot more about the perk rather than just using agi and mindlessly slamming procs has been really refreshing.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408837#Comment_3408837

    You mean now that it is my fault if the devs have suddenly decided to buff the genrush META while nerfing the gen regression META at the same time ?

    They change the rules and the pace of the game but it is my fault ? Your mindset is priceless.

    Now show us your Clown against survivors with 3k hours to see how you win this :)

    Were you winning games off your chases or was it the tactics and perks?

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408685#Comment_3408685

    4 prove thyselfs are a bit of a waste though, they don't stack. Also, how can you tell me your calculation for the 35sec when both survs have pt and resilience?

    Both survivors with PT and resil active should make a gen take 42.69 seconds

    repair penalty is .85 when doubling a gen

    PT+resil is +24

    .85x1.24x2=2.108

    90/2.108=42.69

  • I feel a ranked mode would simply be what 1900 was before they changed the soft cap. It's just Nurse, Nurse, Blight, Nurse. Every game was the same and players would be bringing some of the strongest things they could.

    I've personally had much better games recently with MM. I rarely get survivors that shouldn't be paired with me and I can see this issue simply being fixed if the MM works well. I don't see how you should be paired with those players unless the MM simply struggles to separate players. I've had the same frustration as you before this patch and have started to get players that are more like-minded/skilled in the last couple days.

  • I've been running Bond to help make it easier to find players for healing.

  • Weird I played Spirit last night and a team took 5 minutes to do 2 gens. They tried slamming gens but PR, Jolt, and blood favor basically stopped their early game snowball. Maybe you're just at an MMR that you do not belong.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407861#Comment_3407861

    Yeah, thought this too. While comms can do a lot the biggest advantage of swf is having semi reliable teammates

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407717#Comment_3407717

    How could you translate that into DbD? It's obviously always going to be assymetrical but how could we make individual skill matter more?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407862#Comment_3407862

    Do you think a ping system of some kind and seeing what builds your teammates are running in the lobby would make a big difference in how Solo vs SWF goes?

    I would saying knowing what builds your team is running would help a lot. I think base kit kindred without the killer aura read would also help a ton.

  • For league there isn’t a large benefit that VC will give you. You have a good ping system and chat to help coordinate plays around the map. In dbd you have none of this while also having zero idea what builds your team are running.

  • If they can't make a reskin they should just make a monster killer that plays like Demo's game play loop. Maybe like an Alien that does a dash and instead of portals they have a slowdown from eggs or somethin'. That would be badass honestly

  • Start getting pressure asap

    PR is the best gen regression perk.

    Don't over commit to chases

    Win chases fast

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407089#Comment_3407089

    It isn't a skill thing. Its the way the killers play. There are no decent ones left in soloq anymore. Either that or the mad main survivors switched to killers. Every match is face camp, gen camp, or knocked down and used as bait. Or my personal favorite left to bleed out because they are afraid they can't find a hook.

    Is it not a skill thing if you can't deal with the strat though? If you are having games like that then those killers should climb and you drop to either get games where you can more easily deal with those strats or play vs killers that don't employ them.

  • So if you exclude the games with a dc, assuming you lost all 4 of those games, then you would be sitting at a 28% escape rate. The devs would probably be fine with you escaping 16 times instead of 12 which should come out to 37%. It's normal for current soloq to have those results but this is mostly a recent thing for the role.

  • SB/lithe, OTR/Reassurance, Bond/Kindred, and Windows have been the perks I've been running since patch.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407007#Comment_3407007

    When MMR was introduced to the game, it was made apparent that all the system will attempt to do is make sure you win every once and a while. It doesn't care about what you do in the game, it will look at your match history and throw you in matches that give you the best chance of success after a string of losses.

    Clearly that isn't working.

    Either there is a glaring issue with matchmaking, a plague of players abstaining from even participating in a match they for some reason chose to queue into, or a skill curve canyon between Killers and Survivors of equal MMR. I'm not about to comment on what I believe is happening, but OP shouldn't be losing 30 games in a row unless they are intentionally throwing.

    Something more is at play than "skill issue"

    My point is that the issue that OP is saying they are having is out of spec for soloq. I don't see how one can have 30 straight games where not once was there 5 gens done and that isn't because of a skill issue. Med-kits and COH were nerfed and I've seen players who clearly crutch on those things. So to the extent that they are losing is, in my opinion, a problem with them using busted things that covered their lack of skill inflating their MMR to the point where when those things were removed they are now on a massive losing streak. Yes there is a problem with MM for soloq, but not that much.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406963#Comment_3406963

    It doesn't matter if they are the common denominator.

    Matchmaking is designed to help you escape every few games.

    You can't write off 30 straight deaths as "skill issue," when a system has been put in place to accomodate skill issues. I went on a 10 game losing streak immediately after the update. You can't tell me that is a skill issue, when I took multiple killers on 3 gen chases in those games, and just last week I looped a Deathslinger for 10 minutes.

    Skill is completely irrelevant in the outcome of anyone's matches, whether you are Killer or Survivor. It reflects badly on you that you'd come in here trying to put someone down when they're clearly having a rough go of it already.

    Sure you can go on a 10 game losing streak and it not be a skill issue, but how is losing 30 not? If they are losing that much then they clearly are doing things wrong which even with them losing that many games are still not enough to win games yet. Like if I was winning games before by running broken things and not my skill then the devs nerfing those things would result into losing a bunch of games after the patch. Literally see this in other PVP games where players abuse broken things and go on massive losing streaks once those things are adjusted.

    I would say if someone is losing that much after the patch then it would make sense that they were ELO boosted. The change this patch was to remove some of the handholding that was in the game where players would win games by bringing certain perk/items. I struggle to see how someone was winning games prior to this patch based on their skill all of a sudden lose that many games.

  • The only consistent thing with all those losses is you. Going on a losing streak because of bad teams isn't uncommon for soloq but losing that much in a row means you are the issue.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406147#Comment_3406147

    Can you clarify what you mean corrupt isn't strong on hag? Because she (and trapper) benefits from corrupt maybe the most.

    My understanding on why CI is bad for Hag is because it pushes survivors to you when you want to set your web up at the start.

  • Well soloq feels unplayable since there isn't any matchmaking for the role.

  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405200#Comment_3405200

    The tight shred windows are at corners.

    I only watched about half of the video, and you are talking about corners, when the video demonstrates reacting the the shred, which is skillfull, and I agree you managing to bait that out, should reward you, but just as a m1 killer baiting out DH, if the survivor never falls for it and hits the DH timing, more often than not it's an experienced survivor with alot of hours played, and this should reward the survivor. Once again, you proved my point, stop being narrowminded.

    Edit: We can talk about maths how much we want, but there are killers out there constantly playing with lag or abusing vpn switches which REWARDS THEM, seldom have I ever survived around a corner versus an attack from either demo or a projectile killer.

    The video is more of just how the perk was not fine and showing the certain shred windows where you baiting it would still let the survivor E for distance.

    I don't see how I'm being narrowminded. You think they should let you still keep DH if you fat finger it and I'm showing how the perk can be used for distance and punishes the killer for outplaying the survivor. Like isn't that your entire point? You think that you should be allowed to keep it if you fat finger it and I explaining how the perk can be used for distance and letting players keep the perk would be too rewarding and shouldn't work like that.

  • I like lethal for making sure I get into the first chase asap while also getting the +2 duration on whatever other aura perk I'm running. CI is really strong when survivors all spawn spread out, which helps you not have a bunch of gens pop early into the match because of it.

    I would say vs harder teams CI is better and Lethal is super chill and great for your typical pub games.

  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405137#Comment_3405137

    A full shred takes 1 second to charge, a bait shred ONLY has a cd of 0.45 seconds, an unsuccessful DH after a bait will result in you following up with another shred or simply a lunge to down anyway, the outcome in that scenario is always in your favour, since you're so skilled you seldom fail that. However, if they manage to CONSCIOUSLY dodge a shred with dh, that takes your shred to 2.25 seconds cd, in this case they outplayed you, end of story.

    Sorry you lost your crutch hard though.

    I am abusing sprint burst atm and winning more games. SB has always been more overpowered, It's simply neither fun nor interactive, which is what I want the game to be.

    Why is every killer main assuming DH was good? Overused doesn't always equal overpowered. It was just chill to have. That's what I'm preaching for, but since you win your games with 12 hooks, you of all players should know how bad DH is and how unsuccessful it was. Let players use whatever perks they want, it's not anyones business, it was simply comfortable to use DH and that's it.

    The hiss starts when your shred is ready and that is at .65. A survivor is immune to damage for 2m of distance since it's .5 duration and they move at 4m/s.

    Maybe I'm not describing this well enough. The tight shred windows are at corners. You can literally not hit the survivor with shred ever when they are at the corner because you can simply E the entire shred window. I fake attacking to bait the survivor into using the perk but can not hit them nor gain anything outside of not being punished by hitting them and giving them a speed boost. AKA 6.0 DH when they FAIL.

    Why is every killer main assuming DH was good?

    I literally play more survivor than killer. DH was literally buffed in 6.1 vs Demo. And I'll end it with this video of another Demo main and you can see how "bad" it is.

    https://www.youtube.com/watch?v=OQvrefeRIw0


  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405118#Comment_3405118

    It is a bait when I pull my shred up and flick my camera up to simulate letting it go which the survivor get baited into using their DH.

    You're saying it yourself, you are baiting the DH, they use it unsuccessfully, then since you have shred off CD, you down them with it. But this is besides my point, perhaps re-read my suggestion.

    And since you are so skilled, what's your issue with any version of DH, I play both sides equally and if you have an issue with it, it's skill diff bud. Laughable 😂

    They avoid the shred window. I bait the DH and they get old DH as a reward for being outplayed. Hence why it is removed when you FAIL it. You don't get rewarded for being outplayed and then should somehow be able to use it if the correct choice from the killer is to drop the chase.

    It's unfair? Doesn't matter if I win my games when the perk was clearly unfair in these situations. Sorry you lost your crutch hard though.

  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405105#Comment_3405105

    Firstly, you weren't talking about a mistake, you were talking about a conscious use of dead hard to avoid a shred, that's skillfull and reactive, you can't twist your argument that way.

    Secondly, you can't call if a "bait" if it doesn't benefit you, then it's not a very successful "bait"...

    The devs agree with you, cause you don't want to improve, you only whine.

    Someone getting caught out of position isn't skillful for them. Me baiting the DH and acting like I am going to shred and punish their mistake is skillful.

    It is a bait when I pull my shred up and flick my camera up to simulate letting it go which the survivor get baited into using their DH.

    Ah yes the player that wins basically every game at soft cap while going for 12 hook games with the only game delay being PR simply doesn't want to get better. Good talk bud

  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405083#Comment_3405083

    This makes no sense, it's a perk, if they use it like that it's skillfull and reactive, just as you using your shred on higher elevation to get somewhere.

    In that scenario, you'll most likely catch up in no time and just down that survivor since they are exhausted. But I'm talking in that rare case, that the survivor manages to loop you long enough after that and you just have to drop chase, that said survivor should be able to walk around, recover from that exhaust, and next chase it's still available. If this is the case, that means you got outplayed and that should reward the survivor, not you.

    So making a mistake and pressing the E key is skillful in your eyes? But not only that, you think you should be rewarded heavily for such skill by being able to use it later on?

    In that scenario, you'll most likely catch up in no time and just down that survivor since they are exhausted.

    They get to the pallet and continue the chase.

    If this is the case, that means you got outplayed and that should reward the survivor, not you.

    Yea I guess pressing the E key when I bait your DH is you outplaying. Guess I need to get better and chase in stronger parts of the map after spending time in a chase that will now be extended even longer. Good thing the devs agree with me though, so it really doesn't matter at the end of the day.

  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405074#Comment_3405074

    If the killer misses a shred on a DH use, the survivor got outplayed, what? I don't understand your comment, can you clarify?

    Survivors would just E key tight shred windows when I would pull my shred up. Zero skill and if I fake it the survivor basically got old DH(6.0) as a reward for me outplaying them.

  • @borisbratva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405066#Comment_3405066

    Not really, since they can follow up an attack and down you. But let's say in the rare case they you dead hard, manage to break chase and lose the killer, then recover your exhaust. It would be awesome to be able to use it next time in chase, this is rewarding for the survivor. You get the scenario?

    So DH a shred window should be rewarded even more? You get outplayed and get your E key to counter a shred window which then you should be rewarded even more if I don't attack into it and have to drop chase?

  • @Nerfnurseplz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404894#Comment_3404894

    Honestly I would love for them to sweep both of their add ons and give them a look but they seem to avoid it for some reason when it’s one of the main reasons people complain and have a miserable time with these killers Like In my opinion these killers should of been toned down heavily before the meta shakeup cause now you got one side that feels lacklustre and stale and one side that feels over powered and strong like the only thing to do on survivor now is rush gens and On the killer side half the killers feel lacking because of them killers a perfect balanced killer in my opinion is wesker has the right amount of chase power and right about of counter play with add ons that aren’t problematic

    I'm fine with the way they are doing things if they keep on the road of fixing problems. Nurse did just get an add-on pass and I think with 6.7 they should just follow the path of nerfing the top stuff on both sides.

  • @Nerfnurseplz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404857#Comment_3404857

    Spirits add ons are broken but also stuff like MDR require a lot of skill imo not a spirit main or never really been into spirit but from what I’ve seen not very easy to use but other add ons that are weaker in tier than MDR do need looking at and blights add ons need a complete rework because most blights crutch on them for wins too hard

    But MDR is still problematic. That+ amulet is gross for controlling the map. I would say for Killers best add-ons it's more like Blight and Spirit are around equal and Nurse is lacking. I actually don't think Nurse's top end competes with the other 2 and she really is just strong at her base+mangled area. With the changes this patch they should just go forward by nerfing BNP and those 3 killers to make it less sweaty all around. If you keep MDR in the game but change the other, then players will just use that add-on instead making the problem still exist.

  • @Nerfnurseplz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404804#Comment_3404804

    Blight tbh as annoying as he is sometimes I’m fine with cause there is counter play to blight same with spirit a little less but then again still counter play BNP would need removing from the game if they nerfed it anymore which tbh I wouldn’t mind as a flashlight enjoyer myself thank you for being civilised as some people on the forum can’t be lol but I don’t know what they would even do with nurse to nerf her they practically buffed her last nerf just took her ability to one shot away but give her the 3 blinks back as a add on

    I really don't think Spirit and Blight are fine with their top add-ons. I would even say Spirit duration shouldn't double dip like it does now and maybe Blights speed add-ons could be a bit lower.

  • I think nerfing Nurse, Blight, and Spirit paired with a BNP nerf would be really good for the game. I think making matchbox base kit would push Nurse's power level out of S tier and Blight/Spirit really don't feel like they are S tier without their add-ons. Feels like they are only this strong because of what survivors have been able to bring. With the med-kit changes I honestly don't see anything seriously broken outside of BNP on survivor.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402558#Comment_3402558

    Well, from the first day alone I can say that even if I was right in that when RNG screw you up it will screw you up harder than before, specially with DMS when you got it right you also hit harder than before. Survivors got caught with DMS by surprise more as now they don't know if that next hook is going to proc it or not.

    But, I realized something that non of us anticipated before: Disconnects. Now, if someone that wasn't already hooked in the SH disconnects, you lost that token.

    So, for the moment, I have to say that it isn't as bad as I though it would be but it is more extreme: It either win you the game, or RNG screw you and it does absolutely nothing, specially if someone denies you its use by disconnecting.

    Also, in maps with multiple floors it still sucks 🤣

    Yea dc to prevent from getting pop was a thing before. I think doing it with new PR is a bit hard unless maybe in a swf where you can call out that the proc went out. Otherwise the dc is probably just in rage and not trying to deny the perk.

    I played maybe 7ish games of killer yesterday and had no issue with the perk. Every game was 3-4 pops, all but one was 4, and no wasted hits. Scott jund had a video talking about the patch day and mentioned in 4 hours he got 4 stacks every game. I found the perk to be best without Agi, and it feels really strong. I found the RNG to not be a issue without Agi and the value of the perk is really good for a single perk slot.

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