Tsulan
Tsulan
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2842700#Comment_2842700
Exactly thanks for exmplaining what i said and why she doesnt play dead by daylight like the rest of the cast, she plays her own game where nothing you can do to beat her IF she is decent at the game.
Have you considered adapting?
Break the line of sight as often as possible. Don't try to run in circles. Be erratic and unpredictable.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2843591#Comment_2843591
Tbf it's not just nurse.
Any killer that requires a bit of extra effort to counter gets complained about.
Sure, this is what creates nerf threads against new killers with a new mechanic that people don't like.
Instead of seeing this as a new challenge/experience. They just want the same old stuff on loop.
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@[Deleted User] said:
There are a shocking number of players who think she "ignores game mechanics" as if she doesn't have her own unique set of mechanics. And if you try to explain Nurse counterplay to people, they'll move the goal posts and say "...but a *good* Nurse". Half of it is literally running away sooner and not greeding a 40% gen against a killer who can cover 20 meters
This
In almost 3k hours, i´ve met exactly 1 tournament tier nurse. Yes, they exist. Yes, they are powerful. But also so rare, that you should probably play the lottery once you´ve seen one.
Most of the nurses i´ve played against are okayish and can be run for a very long time IF you don´t try to run them like a normal killer. Means lose the line of sight as often as possible. Erratic movements and a pebble work wonders against her.
@OP yeah, many mains don´t even want to try to lean playing against her and just want her gone. Nurse takes a huge amount of time to learn. If survivors would take just a fraktion of time, to learn to play against her. Then no one would complain about her.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2842591#Comment_2842591
"best desgined" LOL joke right? she doesnt play dead by daylight she plays her own game breaking every single mechanic survivors can use yo defend themselves. they have nothing aside from perks like dead hard that only work once in a chase then ded. (if she is good there is nothing u can do)
If you try to loop her like every other killer, then you're doing it wrong.
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@Zenologic said:
https://forum.deadbydaylight.com/en/discussion/comment/2842662#Comment_2842662
But a lot of times the game will have just started and nobody has been hooked yet. I get the fear of DS though. I played killer before it got nerfed when the perk was so stupidly OP
Oh then it might also be to spread damage. Which isn't a good tactic with CoH.
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They either "fear" getting hit by DS and get called a tunneler. Or they want to play "fair".
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2842304#Comment_2842304
My instant Survivor Queue during this evening shows that right now Survivors are scarce.
But the rest is correct.
Right now is one of the rare moments where both sides are almost perfectly distributed. Resulting in little to no queue for both sides.
But this is due to the new chapter/killer. Where everyone wants to play the new killer.
We'll see how long it takes until that wears off.
Nevertheless, new players should never be matched like this. It ruins the game for them. Especially when they see how little fun they had. Combined with how little bloodpoints they earn, vs how much the grind is.
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@Sylhiri said:
https://forum.deadbydaylight.com/en/discussion/comment/2841153#Comment_2841153
In my experience when we didn't go hard on gens at the beginning the game quickly snowballed into the killers favor. After the 2-3 gens the game usually slows down, sometimes substantially.
I have no idea why the start of the match is like that but it seems like the best case scenario for getting an escape or longer game is to pump out those 2-3 gens as fast as possible.
The mistake many people do is complete the outer gens first. Since they spawn next to them and the killer is less likely to interrupt their progress.
BUT doing so, could easily lead to a 3 gen. Which makes the game much easier for the killer. Since the last gens are all close together.
The best way to start the game is complete the center gens first. Even if that means, that the killer gets 1-2 hooks before the first gen is completed.
For new players I recommend to use Deja Vu for a couple of matches, to get a feeling of the gen spawns.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2841826#Comment_2841826
how would that help?
that's like saying the solution for lack of food is buying a larger refrigerator...
With cap, I mean both. The million bloodpoint cap and the 8k per category one. So you could earn more than 8k by repairing gens or chasing, healing. Instead of hitting a wall, that prevents you from earning any more points after that.
The category cap is obsolete. It's from a time where you piped based on how many categories you filled to 5k or 8k bloodpoints.
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@steamed_hamzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2841826#Comment_2841826
I think a lot of people have the mentality of “I’ve suffered through it, so should you”
they want everyone else to have to grind just because they had to, instead of being happy for new players who’d have an easier time if the BP system was changed
There are so many things that could be done to lessen the grind and i don´t understand why the devs are so adamant about keeping it.
Honestly, if i would be a new player and saw how much bloodpoints i need to unlock, well the meta perks. While only scraping something between 15 and 20k bloodpoints per match. I don´t think i would continue playing. New players don´t have BBQ, WGLF, cakes or party streamers. They are bound to earn very little bloodpoints for a very long time.
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And yet, there are people defending the bloodpoint cap. When this issue could be solved so easily, by simply removing the cap.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2841153#Comment_2841153
And new players not sticking around because of the awful grind, among other things.
And because they get rofl stomped by experienced players.
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To boil it down, there are 2 reasons:
- killers not enjoying the current game speed. Where it's common to lose 2-3 gens around the first hook. Thus playing less and less.
- survivors not enjoying the queues. Where it's common to spend more time in the lobby than the actual match.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2840829#Comment_2840829
Ok ok, we are getting kinda off topic here. BUT in my opinion the game should be balanced around hooks. Not hook stages and not kills. Just hooks. Because a killer who got 3 kills but only 3 hooks will be considered stronger than a killer who got 9 hooks but only 1 kill. When it should be the other way around.
Oh, we are absolutely in full agreement there. Kill/Escape-based matchmaking is the absolute bare minimum effort system, and the focus on kills makes actually going out and chasing feel unrewarding. Sadly, BHVR have already stated that this is their intent for the game, so I don't think that's going to change, no matter how much healthier it would be.
Over the last year, the kill rate has dropped significantly across the board. Which the addition that SWF had a 15% higher escape rate than solos. Now whats wasn´t explained on those stats is, if the kill rate is 35% for killers going against SWF or if its 65% for killers going against solos. Now with the devs intention to bring solos on par with SWF, this 15% higher escape rate is a huge deal and is bound for some heavy balance changes.
True, but it's dropped to 50%, not from 50%. And yeah, it's likely that escape rate will improve with some gap-closing buffs, but any competent balancing team would have a plan to off-set that with other adjustments.
But I think you know which word in that sentence is the problem with BHVR.
Yeah, that's what I meant. It dropped to 50%.
Sadly we both know the answer on regard of your last phrase.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2841026#Comment_2841026
Trust me, it's the simplest and most likely to happen.
So you're betting on the easiest "solution"?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2840800#Comment_2840800
I knew she was going to be booty cheeks, but after actually playing her, clearly my hype had me biased in favor of her. Good lord she is awful. Did they nerf the projection range? How the heck are you supposed to get Condemned unless you are inept enough to run in front of the damned TV? Lol.
Unless you take out the TVs and forget to return the tape, there is absolutely no way you get full condemnation.
Most matches I've played against her, I ignored the TV's.
This will end like playing against plague and ignoring fountains.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840835#Comment_2840835
Sweaty players are gonna be present regardless. Why not still give players extra bp?
Because it's just a drop of water into a ocean. The hassle compared to the benefit is not worth it. 1,5 bloodpoints on weekends feels to little in comparison to how much grind we have. There are better solutions to soften the grind.
For example, WGLF used to have a 200% bloodpoint bonus. But that was removed, because your teammates would farm you. Throw the game just to get stacks and then move on to the next match. Totally unplayable.
Back then we didn't had the save unhook requirement. So maybe, bringing it back now would play out differently.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2840867#Comment_2840867
I love the idea, man. I would be a bit afraid of no scratch marks as I already lose track of some survivors with them though, lol.
Bloodstains are still around. It would feel different. Mindgames would work differently for both sides.
Losing the killer would be easier, but healing would be risky, since no terror radius that warns you.
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@KingSiege45 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840858#Comment_2840858
My main reason as to why I wanted a bp weekend is this. If I remember the math I did not to long ago. Its about 10,000,000 million plus bp to get a survivor for example to lvl1 all the way to p3 lvl 50 if not more bp.
Yeah, the grind is insane. We had a tripple bloodpoint event once. Which was kinda nice. Thats why i also find the 1,5 bloodpoint events kinda... meh to begin with.
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Hardcore game mode: no hud, no terror radius, no scratch marks, no red stain, no perks, no SWF, etc.
Just a pure horror game, with jump scares.
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@KingSiege45 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840835#Comment_2840835
I mean this would be every weekend which is around the time when dbd has its most players. So the sweaty players would kind of be balanced with the casual. Also if MMR worked this especially wouldn't be a problem as the sweats would against the sweats
Its hard to explain. But the players sweat more during those kind of events. So the mmr doesn´t really apply here. Since the rest of the week would play out normally. The mmr wouldn´t have time to adapt.
There are better ways to reduce the grind. Starting from removing the perk tiers, over removing the million bloodpoint limit, to give us the possibility to "refund" addons/offerings that we are not using, and removing the 8k point limit per category.
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Yes and no. While yes, this would reduce the grind. It would also attract the sweaty players. Many veterans avoid blood events, because they are a sweat fest.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2840753#Comment_2840753
That's a diversion from the original topic though.
You never contested that that set-up would stack up wins. It may very well not stack up wins, or it may do exactly that. The point is that you took a statement of a clearly over 50% winrate and disregarded it as merely 'viable'. Without contesting that it -wouldn't- get a well over 50% winrate, what you came out and said is that that 'over 50% winrate' is basically the bare minimum for a killer to function.
Which is a really bad take on balance.
Ok ok, we are getting kinda off topic here. BUT in my opinion the game should be balanced around hooks. Not hook stages and not kills. Just hooks. Because a killer who got 3 kills but only 3 hooks will be considered stronger than a killer who got 9 hooks but only 1 kill. When it should be the other way around.
Over the last year, the kill rate has dropped significantly across the board. Which the addition that SWF had a 15% higher escape rate than solos. Now whats wasn´t explained on those stats is, if the kill rate is 35% for killers going against SWF or if its 65% for killers going against solos. Now with the devs intention to bring solos on par with SWF, this 15% higher escape rate is a huge deal and is bound for some heavy balance changes.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2839517#Comment_2839517
Same people who go "why is our game not getting new players?"
No, I think that those people are convinced that the playerbase is healthy and that we don't need new players. Or something like that.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2838992#Comment_2838992
Swing and a miss!
No, it's not the case that when survivors 'stack wins', they're OP, while when killers 'stack wins', they're just 'viable', and 'stacking wins' isn't the balance target.
Ideally both sides would have a 50% win/escape ratio.
Claiming that the 2 killers will stack wins with 4 slowdown perks is a false assumption. For the very reason I posted: those 2 killers are bound to face a SWF team with all the meta perks and without anything to defend themselves against Flashlights.
Also, not a single streamer that managed win streaks streams has done any since the mmr. So again, claiming that is simply false.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2832101#Comment_2832101
I can sympathize with him as well, I just would be able to more if I could see footage of how he plays. I've honestly taken the scummy player route, I play normally in the beginning of the match, but if I start losing I eventually resort to soft tunneling or proxy camping. In turn though I get berated in end game chat. Who knows how even worse it would be if I started running NOED. It's kind've saddening to know we're limited to two choices:
- Play "fair" and lose almost every game against decent or above decent survivors, and in return you will get trash talked less frequently (had a game where I 12 hooked and didn't tunnel or camp, still got trashed on in end game chat).
- Play scummy (the option I chose), and have fun by winning your games more frequently, but in return 8/10 games you're berated in end game chat, or in your steam comments.
It's funny, I played Valorant before, and not once did you get trash talked for playing the sweatiest duelist or using the phantom/vandal (meta guns). It's considered a norm to do that. However in this game, playing strategically and using the best options is considered "ill mannered and rude". Not once have I played a game like this.
Yeah, our community is really special when it comes to how we treat new players. I remember how people deranked on purpose before a free weekend, just to stomp noobs and make their first impression as miserable as possible. Including telling them to uninstall and play something else.
When we should try to make new players feel at home and welcome them to DbD. Instead we scare them away.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2832101#Comment_2832101
Is it really a reflection on a toxic community, or a community tired of the same filler posts? It is fairly common knowledge now to anyone that is good at the game or actually care about trying to be better that the game isn't that unbalanced, and it is usually just newer players or players that are stubborn that deny that idea. I'm not doubting that a new player will struggle, but let's be real, ANY new player to a game that is almost 6 years old is gonna struggle, most people have a pretty good grasp on what it takes to win and what the best strategies are.
Plus comics funny
But bashing on a new player for being new?
Come on. Show some empathy.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2838885#Comment_2838885
You're really close!
So if the survivor's equivalent of Nurse/Blight kitted to the teeth is OP, then Nurse/Blight kitted to the teeth is...?
... viable!
No, seriously. The dreaded nurse is undoubtedly the strongest killer we have. But tournament level nurses are really, really rare to find. She has the lowest kill rate for a reason. Because everyone who isn't a 24/7 nurse main with 1000 hours on her alone. Simply sucks with her.
Something similar applies to Blight. He could be far stronger IF his collision box worked as intended. Yet, more often than not, he glides on surfaces that he should bump off.
But until the nurse gets easier to learn, or the blight can finally bump off all the surfaces that he's supposed to. They don't deserve a nerf.
Which brings us back to the viability point of the other killers. We need alternatives to those 2 killers. More variety means more fun for everyone.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2838869#Comment_2838869
You're still veering away from what the point is. 'Stacking wins' isn't just 'viable'.
Survivors are very viable without all this, and you know it.
Now make the connection: If they're viable without all of that, what do you call them if they -do- have all of that?
The obvious connection would be, that survivors with all those things are OP.
Likewise, the killers that are not viable are simply UP.
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Right now, survivors are the biggest threat for other survivors.
Simply because some people just throw a match, for no reason at all.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2838846#Comment_2838846
That's a nice attempt at a rebuttal, if you didn't, again, classify 'stacking wins' as 'viable'.
Just gives you a very questionable balancing perspective. Like you feel that a killer is only viable if you win all the time.
Conversely, you could point at that string of stuff you put out for the swiffer and say 'Look how much survivors need to invest to be viable!'.
No, you just tried to change the balance of one side by getting the best stuff, while the other side supposedly stays without the best stuff and claim that one side will stack wins.
I just evened out the odds of this hyperbole.
If we get to use the best stuff, then please consider this for both sides.
Survivors are very viable without all this, and you know it.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2838849#Comment_2838849
Oh if only experienced it as killer so far and it's only been when trying to create a lobby.
Hopefully it gets fixed soon
It happens when clicking ready and after burning the offerings.
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It's not just killer. Everyone gets it. Had 2 double depips in a row, before I quit due to that.
Probably some server issues.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2838772#Comment_2838772
That is what you responded to. Jonah said 'Nurse/Blight, watch the winrate pile up', and you responded with 'so only two killers are viable'.
Ohh you meant the hyperbole of taking the only 2 viable killers, slapping 4 (!) slowdown perks and the best addons on them, so they'll stack wins?
Parting from that, to be fair, since killers get to use the best, I'd say for this example, survivors would also play SWF, with 4x DS, 4x DH, 2x BT, 2x UB, 2x BtL, 2x CoH, 1x Flashlight, 1x Toolbox and 2 Medkits. All with the best addons.
Then watch who gets to stack wins.
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Sometimes I wonder where someone went, when I don't see posts of them anymore. So a goodbye post is something that helps with that.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2838717#Comment_2838717
Pinhead died off super fast and survivors mains relentlessly cried about him. So imagine a killer that even survivor mains aren't crying about.
Either way, I am not looking forward to the queues.
What queues? I can't remember the last time, when killers had queues on release of a new chapter.
Most new killers disappear within 2 or 3 days after their release.
I think on Pinheads release, I played like 5 or 6 matches before I was matched against him. Not a good sign.
This chapter won't be any different.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2837974#Comment_2837974
I only use ds on Nancy paired with deliverance. Hella strong in the endgame
If you make it till the endgame without getting hooked, then yes. It's really strong.
I like strong endgame perks.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2838767#Comment_2838767
YEEEEEEEEEEEEP. It's an incredible, overpowered tool.
On paper.
I'm ok with that. Current BT was a huge buff, while some people called it a nerf. But I wouldn't mind going back to the previous version.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2837821#Comment_2837821
When you call a killer that strings wins together 'viable', you're implying that that is the baseline to shoot for. Not a 50% winrate, but a 'watch the winrate pile up' winrate.
And no, your anecdote doesn't worry me.
https://forum.deadbydaylight.com/en/discussion/comment/2838418#Comment_2838418
Kind of like how survivors are told to suck it up in regards to camping and tunnelling, and then those became very commonplace too. In other words...
https://forum.deadbydaylight.com/en/discussion/comment/2838415#Comment_2838415
This.
The game is 'sweat-sided'.
What are you talking about? Killer stringing wins?
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@Sheldor said:
LOL. Play survivor as a solo player just ONCE.
Killers got so pampered that you simply wont make it out 9 out of 10 games.
The game has become ultra boring for non SWF players.
Not in my matches.
The biggest issue I have is that my teammates disconnect or suicide for no reason at all. Turning a 0k or 1k into a 3k.
That's not the killers being busted. That's just survivors being salty that they lost a chase.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2837332#Comment_2837332
Yes sir. That's enough to change the match on its own. I get why they changed it just effect the rescued person but if they're going to change BT then I don't see why reverting it to the old way would be an issue. I remember shrugging off a Hillbilly chainsaw with old BT and was quite thankful for it.
I remember how more often than not, the effect triggered by accident. With the survivor being barely inside the killers terror radius. Thus wasting the charge.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2837883#Comment_2837883
Ah yes. Bribe people to play killer instead of making the killer experience even slightly less hostile. Pathetic.
Bribing won´t work. Some people will just complain louder, that killers earn more bloodpoints than survivors, but won´t switch themselves.
While the people that quit killer won´t come back, since earning more bloodpoints doesn´t suddenly make the role fun again.
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Try playing without DS a little longer. Your playstyle will adapt.
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I´d prefer if they solved the core issue thats the cause behind your 5 minute queues.
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I find the double depip that comes with the "connection error" more problematic. Especially, when there is no time out.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2837619#Comment_2837619
If someone says 'watch the winrate pile up', the term 'viable' is an understatement.
If you're expecting to 4K every match, the issue is your perception of balance, not the actual balance.
Aaaaand where did i say that i expect a 4k every match?
I mean, most of my matches as solo survivor, the killer gets barely 4 hooks by the time the gates are powered. This doesn´t look problematic to you?
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2837653#Comment_2837653
How do you make all the killers as powerful as nurse or blight?
By making some of the addons that are "required" to play a certain killer, basekit and improving on the other addons.
Like, for example Hag and Myers both have the most variable addons that allow for completely different playstyles. That allow insta kills/downs or heavily affect the survivors perception of the killer. While no one would call those 2 killers OP or meta. Devs should build up on that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2837653#Comment_2837653
On a QnA stream they also said that with each new updated map totem spawns got hidden better...
If anything, they've only gotten worse.
I have a theory on this. A couple of weeks before they nerfed Undying, i noticed that the totem spawns had become easier to find. Like on a hill instead of the small "pocket" at the foot. Or next to a gen, when previously it was hidden behing a table. People didn´t believe me back then. But we definetly had better spawns at the release of Undying.
My theory is, that the devs first tried to make totem spawns more obvious, in an attempt to avoid nerfind Undying. But then forgot to undo the change after they nerfed it. Just like the dribbling nerf.
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If 4 survivors are alive when there is only 1 gen left, then the 3 gen is a lost cause for the killer.
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6 out of 7 matches today, have been against Huntress. NOED was only used once. So i´d say you´re simply unlucky.
