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@Nomade said:
The singularity is strong. Very strong actually. Probably an A tier killer. The reason you dont see him much is because his power takes so much effort to use properly and on console he is a lot lot worse because survivors will run out of the FOV of your cams before you can aim at them. A lot of people think that he is allmost too much effort for the payoff you get with him which I can definitly see. He is definitly a very active killer who is constantly doing stuff with his power. Not the sort of killer you can just play and relax and do well with.
Tier B at best.
Tier A are killers able to compete against good survivors, Singularity is not one of them.
I have played against it once or twice in the past week, i always had an EMP, the whole trial i was fed with EMPs and my teammates too...
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Even my soloQ lobbies, as survivor, are the same 😂
Wesker could not win here... all chases were so long... and it was not a skill issue, it is just how the game is designed...
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481820#Comment_3481820
Ok, what is so funny about this?
It is funny xD. That is what they say in the trailer 😂
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482441#Comment_3482441
The EMP does take time to generate, 90 seconds now, right?
It was common sense that Skull Merchant and Knight could three-gen. It was right in your face as soon as you read about their ability. Did they predict about how Skull Merchant will have no chase power? Did they predict that Knight doesn't have much potential against SWF taking hits from the guards for their teammates? You have to play them in order to identify weakness. Knight mains are scary to face when they zone someone now because they spent their time learning how to do it properly especially against altruistic SWFs. Skull Merchant players now utilize their ability properly and close down entire loops for a guaranteed hit.
I literally watched Singularity players become better and better as days passed.
My point is: common sense exists. Figuring out if a killer's weakness is permanent and not solvable takes time.
When you get an EMP, you do not use it right away and by the time you use it, 4 EMPs will be ready to get in the chests.
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@Meepy13 said:
If they nerf tunneling in the games current state, suddenly killer win rate drops. Tunneling is the easiest way to win rn. I don't even know how they would fix it lmao
They need to do a health update with a single patch tweaking :
- map balance
- buffing some killers, nerfing others
- nerfing all too strong perks on both sides
- items and addons
- anti-camp mechanic, anti-tunneling mechanic
There is a lot of work to be done, DbD's balance is a mess that is still holding up thanks to perks patching/countering the opposite team's perks.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481813#Comment_3481813
I still remember people complaining after a singular day since Singularity got released that he needs a huge buff and to nerf EMPs to the ground. People's willingness to learn new things is deteriorating rapidly but it is what it is I suppose.
Play it for 100 trials to learn how to play with it, then come back here and tell us it is a strong killer 😂
- using the pods ? 2 seconds lost to infect a survivor, if the survivor breaks line of sight, 2 seconds lost for nothing
- you infected a surv ? No worry, you have lost 2 seconds doing so, the survivor is 2 extra seconds ahead of you and guess what, he has an EMP in hand as every other survivors on the map
- finally you got this survivor, now you wann check what the others are doing with your pods, oh crap, they are all disabled
That is the Singularity experience, there is nothing you can do.
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It is garbage as the devs are balancing those counters around low to average survivors.
That is why good survivors are able to completely shut down your power the entire trials. It is true with ghost face (honestly he has 1 or 2 one shot in a full trial when playing in SWFs), with singularity (all main pods disabled, no one stay infected more than 10 seconds), next Sadako (condemned will never build up) etc...
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481520#Comment_3481520
I have a feel OP was carried hard by the 3-gen, gen-kick meta, like a lot of other killer-players. (He kind of admitted that in the post you responded to). Now killer players that were use to being able to sit on 3-gens all game and get 4ks are not able to compete any longer because they don't know how to play killer properly.
Not really the OPs fault, that killer crutch-meta should have been gotten rid of within the 1st week of it existing.
Then there are a ton of players that were carried by regression perks as when playing with my SWFs, we rarely loose and we do not stack META perks + we never use items... and our loop level is not equal, one of us falls pretty fast.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481462#Comment_3481462
I mean DH is not broken neither are MFT or Resilience.
It is not because Resilience is not a gen perk, but a perk that also includes gen speeds. Nobody takes Resilience specifically to do gens faster.
Then by your own admission you just aren't as good as you thought and its a skill issue, I have nothing more to contribute to this thread.
Everyone takes resilience to get faster vault and extra gen speed. I do, everyone in my friend list do it.
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Here also, another tournament, 2022, with a more up to date game state.
GRAND FINALS | Swish's DbD Tournament 2 | Competitive Dead by Daylight - YouTube
Again, game is balanced around survivors with restrictions. Blight overperform while Spirit is struggling...
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Hexy's tournament. It is old, many perks were stronger on the survivor side (DH/DS) BUT survivors had restriction and perks could not be used by two survivors.
We can argue about it but today, SWFs or good players in pub games can use the same perks multiple time and (MFT + Resilience + Hope + Adrenaline) x 4 is way stronger that a single DH and a single DS in the trial.
Also some big changes have been done regarding the stun time after a hit for exemple.
But still, in tournament, the kill rate was around 50% with the best killers in the roster (Spirit, Nurse). We can then say the game is balanced when the survivors have strict restrictions on perks and items.
Those SWFs, in pub matches where they can all have META perks + OP items are unstoppable, even today.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481183#Comment_3481183
You did when you circled it in your image and cited it as carrying survivors?
You do not know what Gen Rushing means.
You can only Gen Rush with Gen items and perks.
What was your winrate before the End Transmission chapter if I might ask?
DH is not the only broken perk actually. 😂
When survivors have 3 to 4 resilience, it is still not gen rush perks ?
My win rate before gen regression nerf was way higher and i could compete with SWFs. Now it is just out of control and i'm forced to tunnel.
Even defending 3 gens is not powerfull enough anymore.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481402#Comment_3481402
1 example has no statistical significance. This doesn't prove anything.
I have posted more videos in my previous post of great killer (at least known as) loosing to great SWFs.
Do you also know the tournament stats ? Comp nurses vs comp SWFs and they still loose on a regular basis while the SWFs have restrictions on items and perks...
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Crazy to see ppl here saying the game is balanced, i cannot believe it actually.
It is 4vs1 and :
- A killer need 30 seconds to injure a survivor while survivors can get healed in 16 seconds
- A good looper can get a 2 minutes chase while 3 gens can pop in 90 seconds
- You need 10 seconds to go to the nearest hook, 10% of the time to do a gen
I mean, are you all serious ?
No tunnel, defended my 3 gens pretty well. It is literally impossible to win against those players unless you tunnel out one of them right at the start.
And to those saying on many threads that they never see MFT + Resilience + Hope combos lol...
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@Komi said:
I saw this thread and played him to make a difference, and what are the haters smoking? Everyone complains about EMP when you can immediately replace them, and knowing when to activate Slipstream is his skill ceiling. If you spam it in chase and get tunnel visioned with a single survivor, you're playing him wrong.
He's fun, oppressive, and can bounce between survivors!
The killer is garbage.
You have no map pressure, no chase pressure if the survivor is not infected, survivors have way too many possibility to break the line of sight with your environmental pods.
And about replacing pods, you loose a ton of time to replace them and just going into a pod to infect a survivor is making you loose 2 to 3 seconds, that is way too much.
Pods should infect survivors automatically when they are near them. Only the teleport possibility should force you to use them.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481333#Comment_3481333
Prove it.
Show us some gameplay from one of these impossible trials.
You have two videos in my previous post.
You can also check team oracle vs Truetalent or Dowsey, old version of the game (old DH) but only single perk use restriction.
Can't wait for you to tell me True and Dowsey are bad players 😂
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481322#Comment_3481322
Uh, yeah. That means you're properly placed in the matchmaker.
DBD is an extremely snowbally game. It's not often a trial ends in a 2K. It's more likely to end in a 3+E or a 3+K. That's just the nature of the game.
If you get 5 4K's in a row and then a couple of losses, that means you're right on that edge. You're getting people better than you, or at the same skill level but sweatier.
There aren't many impossible trials in pubs. I'd once again love to see your gameplay, but as it is now, it just seems like you refuse to play macro.
There are way more impossible trials in pub than in tournament as in pub there is no restriction for the survivors.
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And saying the game is not giving you SWFs every game is not an argument.
The game must be balanced for every killer around good killer vs good SWFs end up with an average of 2k and a standard deviation of 1.
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What is funny is that everytime we talk about balance, most players here are comparing the results of multiple trials, do the average and say "as you have had 4 losses and 6 wins, it is balanced" 😂
Ye so the matchmaking give you impossible trials and ez trials, when you mix their results your kill rate is 60% so it is balanced... is that really what you call a balanced game ?
The matchmaking is balancing your kill rate but the game is unbalanced.
A good trapper will loose against a good SWFs pretty much 90% of the time unless the player uses a cheap mechanic (camping/tunneling).
0 hook for one of the best clown in the game :
We played against the BEST CLOWN in DBD. - YouTube
Top Wesker vs Best Survivor Team In The World - YouTube
You guys that think the game is balanced around good SWF vs good killer are in a huge denial and you should think about your definition of balanced.
Getting 10 wins - 3k to 4k - and 8 losses - 0k to 1k - is just a proof that the game is unbalanced and that the matchmaking is coded to give you games you cannot win and games you cannot loose to artificially give you a 60% win rate.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481183#Comment_3481183
Gen Rushing means the survivors are all using BNPs, toolboxes and gen perks.
What you are talking about is survivors just doing objectives. (You need to know your gameplay definitions or people won't understand you on the forums).
What exactly are you wanting from your games? Are you not getting around a 60% win-rate? Are you upset that every once in a while, you get beat? If so, then you really shouldn't play this game, because you are going to lose 40% of your games (which is way more generous than most games are about winning/losing ratios.)
Post your stats for 10 games in a row, with the same killer. Show us what's happening.
Nope, gen rushing means gen rushing, with or without items to help out. Solo-gening without healing when injured is already gen rushing.
MFT + Resilience + Hope remove almost all the threat of staying injured the whole trial.
And btw, Resilience is a gen perk.
Being beaten by average loopers just because i have played fair means the game is unbalanced. Being beaten by 4 good loopers is a thing, being beaten by 4 average survivors just because the global game design is bad is another matter.
You have praised MFT in one of your thread, you are clearly an entilted survivor main that know nothing about the killer gameplay. I play both sides, i clearly know that survivors are OP, the fact that you think otherwise means a lot.
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Wesker is the best killer in the roster balance wise.
Not too strong (Nurse/Blight are too strong) and not weak, perfectly balanced and he needs some skill.
That is why you see him that often.
Devs should work on old killers to make them on par with Wesker.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479382#Comment_3479382
Is this specifically for OP or can I participate as well?
Do it, i will try to do it as well as i do not play killer that much anymore.
No camping/tunneling till 2 gens left.
No Nurse/Blight/Spirit.
Let's see how it goes.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480595#Comment_3480595
What's your definition of a balanced trial then? You literally just posted a screenshot of you complaining about getting a 2k. Was that not a balanced trial? Does a 2k not matter if they bring meta perks? Is it not a balanced game if you simply didn't enjoy it?
2k while i had to tunnel the first hook.
Balance trial is possible 2k without needing to tunnel right at the start against competent survivors that know how to loop.
Here i got a 2k with tunneling against average looper that are 100% baby sitted by way too strong perks.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480594#Comment_3480594
Pop, Bam, No Where to Hide and you're playing Wesker.
But DH is a crutch perk??? Also lol @ gen rush when they have 0 toolboxes or gen perks.
Who talked about DH ?
Gen rushing = all survivors are single gening, 90 seconds 3 gens done, the 2 remaining just need 2 or 3 minutes to be done.
MFT + Resilience is broken on a single survivor, 3 of them have those perks, extending chases far too much.
+ your bad faith in one single message :) Made For This is so fun (not sarc.) — BHVR
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- As a survivor :
When the killer is tunneling right at the start, it is boring and totally unfair. It has been a problem for 7 years and it has been growing throughout the years. It is now out of control and the devs have never tried to adress this problem while it is, when playing survivor, the most unhealthy thing a killer can do
- As a killer :
When the survivors bring many items full stacked + all of them have the same OP META perks (atm MFT + Resilience + Hope + OTR).
This game is terrible when one side is playing sweaty to a point it is just being free toxicity.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480636#Comment_3480636
It's highly unlikely. I think the developers releases stats show that 4-man SWFs only make up 4% or less of the player base. Getting two 4-man SWfs in a row is like 0.16%.
Three 4-man SWFs in a row is 0.0064%. (If I remember my developer stats right).
Stats from 2018 or 2019 when it was a niche game. The game playerbase has changed + higher your MMR is, more SWFs you will face as it is easier to reach high MMR with a SWF.
So if you are a good killer, you will get 80% wins when you start to play the killer then you will reach a good MMR pretty fast.
If you play when there is the +100% bonus on killers, you will face more SWFs.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480594#Comment_3480594
You got a 2K against that team with one gen perk?
Good work!
I tunneled 😓
Withotu tunneling = 0k
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@Yamaoka said:
Hot take:
Made for this is overrated. Those 3% make little to no difference compared to people using actual exhaustion perks to their full potential.
MFT is stronger than Lithe or SB during the whole trial.
If you get chase 2 or 3 times by the killer, thanks to the perk you get 2 or 3 extra loops that can be transformed in a total of 5 to 6 more loops if you have WOO equipped and a good RNG.
The time you gain with MFT is way bigger than with any exhaustion perks but visually it looks less impressive.
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MFT is extremely broken against most killers. I knew it when i was playing killer, i did not have the perk yet but seeing how busted it was i wanted to try it out by myself.
So i have bought Gabriel Soma and used this perk mixed with Resilience + WOO and well, most killers drop chases against me now, they are loosing so much time...
I do not say it is 100% of the time as sometimes i do a mistake but if i do not (most of the time i play really well), they cannot catch me.
I haven't tried it combined with Hope... but i guess it breaks even more the game (i have faced it as killer and LT are pretty much infinites even if you have bamboozle...
That is funny to see such OP perks and the fact that when you combined them (MFT + Hope + Resilience) they are even more OP during the End Game, End Game that devs have designated as the Momentum of the trial, where the killer is supposed to win or loose the trial.
Well, i hope that MFT will get nerfed to the ground.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/382906/all-my-lobbies-as-killer-are-like-this
Ok, I started playing killer and recording all my killer games. I started recording my games from my very 1st killer game. I'm going to play 20 games in a row, same killer. I'm not displaying survivor DC or including them in my statistics, since DBD also doesn't count those games. I tunneled 2 times, both of those games were loses and I was just trying to get a kill (The 1st game and the last game I played).
I never proxy camped, I didn't tunnel at gen 5, I didn't face camp. I haven't play killer in 6 months and for 2 of those months, I haven't played DBD. I just started back playing about 1 week ago.
Here's my stats and as you can see, MMR is working and MMR is keeping me at either a 60% kill rate or a 60% win rate (I'm not sure which one MMR uses). If anything, I feel sorry for survivors, who are only escaping 32% of the time, which is ridiculous.
Good job at showing there is not a single balanced trial :)
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480464#Comment_3480464
I don't have the details handy at the moment, and I can't reveal anything that hasn't already been announced, but cases like this a bit different. Individual add-ons are much easier to squeeze in than a full scale rework, and there's far less concern of completely throwing off the balance when we're only changing a handful of problematic add-ons. If there's a Killer that is consistently struggling across the board, then it's also much easier to justify giving them a little boost to help them out. In those cases, it becomes more a matter of timing & resources.
Devs should check their stats deeper.
Looking at the kill rate is a thing, understanding why the kill rate is that high with Myers or Trapper, for exemple, is another matter.
They should check if, when the trials ends up with a 3k to 4k, the killer has killed one survivor really fast (camping/tunneling) or has hooked the same survivor 3 times in a row or used pink add-ons (for the clown for exemple).
If it is the case, it doesn't mean that those killers are ok, it means that players are using cheap mechanics (exploiting design flaws) or OP add-ons to win.
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@CrusaderNella said:
As I saw in Otz' video.
They do not want to buff the trapper because they are happy with his performance.
I suppose this is the same for a lot of others
And the playerbase, that uses massively proxy-camp and tunneling to win their games, are jsut inflating the kill rate and so the performance statistics for killers.
That is the problem with this community, they do not understand that with sweating every trials exploiting design flaws of the game to win jsut bring false statistics.
Yes the trapper in top 1% MMR is getting a 60% kill rate but if you remove all the trial where the killer has camped and tunneled right at the start, you would get a 30% kill rate.
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@whickedchainsaw said:
please explain this to me. Why are they so scared to buff them? u cant create an excuse with "think about the low mmr players!" when they are playing against killers in low mmr. everyone plays in their rank and it shouldn't stop you on buffing weak killers and set them on par with blight, nurse or wesker.
The main problem is that killers' power are too far apart in efficiency.
Tier S/A killers are so much stronger than tier B and lower killers... that it is impossible to balance the game.
Devs should focus on homogenizing the killers efficiency - nerfing Nurse/Blight/Spirit and buffing weak killers Myers, Pig, Trapper etc...
At the same time they should rebalance every map that they fit and feel balanced with every homogenized killers.
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@Yamaoka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479652#Comment_3479652
Agreed. Overclock runs out way too quickly at base. By the way do you still main birb lady ? I remember you were fond of her when she was released. Just curious.
Personnaly i do not have a problem to hit a survivor using overclock, it is not 100% consistant but i often get the hit when under overclock.
There are 2 main problems for me :
- too many EMPs
- environment biopods staying with the last view you had on them, they should reset to neutral view when you exit them, it would be way easier for orientation
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@jayz666 said:
Hot take bloodlust is a built in crutch for killers who aren’t good at the game and is also a built in counter to made for this the perk is fine but if it gets a nerf I think we can all agree bloodlust needs a nerf aswell why should killers get free haste for being bad ? and no guys there aren’t actual infinites in the game so don’t let the killer mains tell you that there is so Closest to an infinite now is garden of joy window
Without bloodlust even a good killer will struggle to catch good survivors.
There has already been a no bloodlust PTB and it was a mess.
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@bornagain234 said:
This is why I dont think this game needs new killers, it needs new modes.
I hope the next chapter is a new mode. New killers keep things fresh for about a day lately, everyone goes back to the meta ones.
If the Singularity's power was more balanced and usable (not countered 80% of the time but only 35/50% of the time), i would play it daily, it is a really fun killer.
The main issue is the number of EMPs. Limiting them to 2 at the same time in the trial would be great.
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@Motionlessmask said:
He's borderline underpowered. There is nothing bhvr can do besides removing EMP altogether.
Removing EMP would be an extreme buff to it, singularity without EMPs is a beast in chase and map control.
But devs wanted absolutely to give the survivors a possible counterplay but there are too many EMPs available.
Only 2 survivors at a time should be able to have an EMP and then survivors will have to teamplay. Also, survivors should not be able to have 2 EMPs at the same time the whole trial.
Holding an EMP could unlock an aura ability that shows all survivors infected.
2 chests only on the map, once an EMP is built, the corresponding chest does not build another EMP till the one existing is used.
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@LobbyDodgerLeonidas said:
Can't be made for this, the killer mains on this forum don't even notice it in their trials
Let me tell you that you clearly notice it and feel it when it is used.
The amount of extra time needed to catch up with those survivors is insane.
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@Ranch_Jello said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477897#Comment_3477897
I have noticed made for this in a lot of my games but I didn't think it had that much impact. I mean people ran that one boon that did the same thing and it barely did anything. But yeah i never thought that was the issue.
MFT + Resilience has a huge impact on msot of the killer roster.
3% is not that much but on a 5 meters away chase (surv 5m in front of you), you need 2 more seconds to catch up.
It means that the survivor using MFT + Resilience will reach more loops than before MFT release.
If in a game you have 3 or 4 survivors able to reach one more loop that they couldn't reach when they did not use the perk = 80 seconds of chase added on the whole trial (let's say one loop is kind of 20 seconds with all combination you can do with pallets/wondows around it).
Same, everytime you break a pallet, the injured survivor draws more distance.
Also, it is harder for me to keep track of survivors using MFT in jungle gym as i know i should see the survivor exactly at this point/choke point but not he is 5 meters away thanks to the haste boost... loosing even more time cause i lost myself.
Well all in all, you can say it adds easily around 2 minutes of chase which is more than enough to make you loose any trial.
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If you are a good looper, MFT + Resilience is insane in mos situations, only nurse is able to deal with it consistently.
Even Blight will struggle in loops.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477633#Comment_3477633
It seems they already have, or simply weren’t playing when queues took forever.
The long queue times existed only with the MMR system, remove that garbage feature and go back to ranks already...
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Just wanted to play killer with Pinhead, tried 3 lobbies, all lobbies with 1 medkit + 2 toolboxes and maybe SWFs, i left and closed the game, cannot bear that ######### anymore
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@Lost_Boy said:
I don't believe all your games are like this. You've already stated in previous threads that it's also no fun playing what you call potatoes. You might get a few games in a row where you play good SWF or high prestige survivors, but it's certainly not every game considering MMR is a myth & you can be pretty much placed against anyone these days.
Yes, if i loose to those teams 5 or 6 times, then i get one trial with potatoes. It is a terrible trial aswell and totally unengaging.
DbD trials are of really low quality tbh, especially when you are good at the game cause then you have 2 types of trials : the one you stomp (rarely) and the one you can't win against unless you sweat as if your life depended of this trial's outcome (and still, even with sweating you will eventually loose).
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@Ayodam said:
If they are a SWF why do they need Bond and Alert? Two people ran those perks. A SWF could just call out to one another where the killer is. I suppose it makes more sense if they weren’t on comms, but at that point they’re no different than any efficient team of players.
I dunno but they were all friends on steam, one of them had his friendlist public.
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@Nebula said:
Im sorry but I simply don’t believe even 5% of your lobbies are anything like this. This was obviously rare enough for you to screenshot and post about it.
Believe or not, most of my lobbies are like this with my top killers : Wesker, Demo, Pinhead, PH.
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@mikewelk said:
It's really good they are nerfing the BNP and Prove Thyself (should've kept the BP bonus however). It's kind of crazy that they weren't even using Prove Thyself and still managed four in under five minutes.
It's a shame your Plaything was entirely countered (I assume) just because they were a SWF, I'm sure they communicated where you were at all the time so that no one had to cleanse for you to be able to use Pentimento. Lithe must've definitely been very annoying to experience multiple times...
I would've just tunneled one of them out early for gen pressure. If the SWF was over-altruistic you could've turned the tide of the game around very easily. Sometimes it's best to lobby dodge now that we still have the chance to see prestige levels and we all know MMR is terrible. The fact they both had toolboxes should've raised an alarm though.
Yes, they did not do a single totem till the doors were at 99.
They knew i had Petimento i guess.
The best was their trashtalk at the end, thinking they were so amazing to exploit the game's flaws.
For the devs to leave all those busted stuffs for so long in the game, they clearly do not understand anything about how their own game works.
If i dodge that kind of lobbies, i end up dodging 80% of them :<
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@Frogsplosion said:
Yes it's pretty much every game I play nowadays every single lobby has two or more tool boxes usually three to four and all people do is Rush generators and it's just so boring
Exactly, it is impossible to keep up with all those busted things survivors have. If they know how to loop (no god loopers but jsut good at it), you are screwed and cannot do anything at all.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477366#Comment_3477366
What it does mean is while bHVR figures out how to address tunneling we Killers have to stomach being underpowered and that is a bad way of doing it. There is no changing that fact.
You already stomach to be underpowered.
Removing tunneling needs a global balance overall of maps, perks etc...
Atm the game is completely broken.
Even survivors items are busted - they all bring items with insta heal, BNP, full charges add ons etc... killers cannot keep up atm.
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@Pulsar said:
How do you know it's a SWF?
Judging off of points, the game wasn't a complete wash. Likewise, considering you are playing off-meta, to say the least, and that your opponents are playing meta for the most part, seems like you did quite well. Keep it up and try to learn from every match, you did well on this one.
Eventually, you'll be able to beat these guys.
They were all friends on steam...
Man you have such questions, it is funny.
When all my trials are like this, it is kind of boring actually.
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@Emeal said:
What do you expect us to do? bHVR puts 5 times the pressure on Killers than Survivors and puts everything EVERYTHING in our way that the only way we can ever kill a Survivor is if they make a mistake. Playing Killer the normal way does not work, cause Survivors have a trillion pallets to work with.
And then there is this event and Survivors can summon pallets out of their butts, Oh but If I camp and tunnel then I am Satan.
Sure thing, what ever you want.
Adressing tunneling does not mean nerfing killers, it means balancing the whole game. I completely know how is it to play killer, i'm a 50/50 players.
At this point, with the current state of the game, why killer players are still playing ? Trials that are fun (balanced) represent maybe 10% of the trials you get. They are either too easy either impossible to deal with.


