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  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280528#Comment_3280528

    They may not be 3 or 4 man teams but I do get teams with good Tool Boxes and BNP all the time with at least 1 if not 2 survivors having Prove Thyself....

    Hyperfocus is also firmly in the meta. Hyperfocus/Stakeout paired with the new Fogwise perk is the primary build for at least one survivor in every lobby that I'm facing it feels like.

  • They aren't making mistakes in their mind though. They want maps to be extremely survivor sided

  • I can't use a long patrol route during a chase cause I get disoriented easily and lose track of the survivor. Not being able to see the survivor while making a route seems like too much. Also it would be nice not having to hit the attack button to direct them to kick a gen or break a pallet. If you end the patrol selecting that object, they should just break it. It's cumbersome pressing another button and it's not always responsive so it won't take and they end up not breaking the thing im trying to get them to all while i'm losing distance in chase

  • Why's it a thing that survivors spawn on top of your devour hope and it's gone immediately. Why's it a thing that 4 survivors can spawn separate all on different gens and 3 gens are done at your first hook

  • It's been +100% killer for me almost every night this past week and weekend. I'm midwest USA

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279644#Comment_3279644

    I dont give killers kills usually, but giving them hooks in the end, that was something i used to do, when i was still playing swf.

    nowadays, i only play solo, and i think that is fair enough in most cases.

    Also, i dont loop, because that is not the part that i want in the game, i usually juke the killer if possible.

    However, i still do totem (even dull ones), i use neither dead hard nor coh nor sprint burst nor hyperwhatever, and usually dont bring a toolbox or flashlight (unless needed for a challenge).

    I also never teabagg or insult the killers in other ways.

    Yet i still see lots of campers and tunnelers in my matches. So i do care about my fellow gamers, but they dont care about me. So why should i keep that up?

    That stuff you're doing is harder to notice in a match. It's extremely obvious if a killer isn't face camping or tunneling. I definitely appreciate it when survivors aren't running CoH, Hyperfocus with BNP & Stakeout, Dead Hard, etc. CoH alone has basically killed all enjoyment I've had for this game

  • @RaSavage42 said:

    Which perks are "healthy"?

    Hyperfocus & Prove Thyself good! Eruption, Jolt, Pain Resonance, Dead Man's Switch BAD

  • You might as well stop right there at fix map sizes. Have you seen the new maps they churn out? You think this has any hope of EVER happening?

  • Lmao at green keys are more common than flashlights. I thought I'd heard it all on these forums

  • Lol at pitching a Nurse nerf as a positive to killer by saying if she was nerfed killers could get "stronger perks." you'd just cry about how those are boring and unfun just like Ruin/ Undying, Eruption, etc

  • @HugTechLover said:

    I get only killer daily’s with a survivor one coming every 1 in 6. I’m assuming it’s because I play mostly killer.

    This is my experience too

  • I keep playing it cause of sunk cost fallacy bad. Too much $ spent on cosmetics and characters, but Circle of Healing and SBMM have ruined this game for me. I have to lobby shop like crazy just to get a decently matched game

  • I'm just glad I didn't pay actual $ for this killer. I'd be asking for a refund. Iri shards FTW

  • @Phasmamain said:

    I find him fun personally but I’ve mained clown for 3 years so I’m not a good voice for the communities feelings

    Fact is spirit, blight and nurse are strong and super fun to play as. Knight has a pretty low skill floor, A simple gameplay loop and he’s very weak. All good reasons to not want to play him

    Clown is actually fun as hell to play though. The laugh, you can end chases pretty fast, it feels satisfying landing a nice bottle throw, especially a touchdown throw over a jungle gym, you can see his belly, you can be toxic as hell and facecamp with pinky finger, he offers a little something for everyone. Knight is boring as hell in comparison

  • Why is he a ton of fun to play against compared to any other killer? Cause his power is telegraphed so much?

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279782#Comment_3279782

    Map design and CoH are problems regardless of Nurse. One broken thing doesn’t excuse something else being broken on the other side

    Yeah but flat out they shouldn't change her at all unless it's done at the same time other broken ######### is changed. A skilled Nurse and Blight are the only things on equal footing to tryhard SWFs that break the game

  • She doesn't need to be changed at all until SWF is nerfed, maps are nerfed, and CoH is nerfed

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279739#Comment_3279739

    And in comp some addons are also not allowed like MDR for example... I'm not sure on that one but I once heard range addons on nurse are also not allowed... But the point is in comp you are guaranteed to go against reeeeally good survivors while in normal matchmaking you are mostly going against average players.

    You don't need to be more than average to be good at survivor lol. Just hard split on gens, hold W and pre-drop pallets. Bring strong items. You can't waste pallets, there are a million on every map. It's not hard.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/356314/you-literally-cant-play-knight-at-high-mmr

    First of all there is no high mmr, since above the soft cap everybody is considered to be at that, then again when you have a longer queue the range of mmr that gets matched with you increases and after x amount of time you will get a game regardless of how balanced it is to prevent too long queue times...

    https://forum.deadbydaylight.com/en/discussion/comment/3278610#Comment_3278610

    Wesker was very well designed strong killer most people consider to be A tier... Hens did a showcase with him and some of his comp friends and the Wesker did decent , sure not as strong as Nurse, Spirit or Blight but still really good.

    https://forum.deadbydaylight.com/en/discussion/comment/3278874#Comment_3278874

    Not really dude, I like going against Nurse, Blight, Huntress, Wesker for example... But I do not think I should be able to loop a killer for that long unless he is far worse than me...

    https://forum.deadbydaylight.com/en/discussion/comment/3278879#Comment_3278879

    Especially since high mmr doesn't even exist in the way people think it does xD

    https://forum.deadbydaylight.com/en/discussion/comment/3278891#Comment_3278891

    First once again there is no high MMR... But then so we actually have something we can work with ... The following picture is a comp tierlist from Knightlight... you can get it from his twitch with !tierlist at https://www.twitch.tv/knightlight He is a comp player currently playing for Team Eternal, the best comp team at the moment:

    https://us.v-cdn.net/6030815/uploads/UVA5CDD16QJA/image.png

    According to that I guess we could say that at least A tier is still somewhat viable... And that is comp... Which is completely different from what you imagine high mmr is... Because of that source I would think that this is quite accurate for a comp setting... So Wesker is the 7th best killer in the game... But yeah sure, BHVR does not make killers that are good in "HiGh MmR" anymore...

    Comp and "high MMR" aren't the same thing. Comp you can't stack perks and items like crazy. I'm routinely matched in lobbies with all green/purple medkits, 4 dead hards, 1 CoH, a gen rushing build, etc etc. You can't compete with that #########

  • I bet they don't have one PlayStation they do any sort of testing on

  • They're going to dumpster the perk along with the Knight's new one that reveals survivors near the kicked gens. Guarantee you they just ignore how OP and game-breaking CoH is though

  • Quality post lol. It'll fall upon deaf ears at our friendly fun-loving survivor friends though. I've had one survivor give me a free kill when I had a bad game in my entire history of playing this game and I'm devotion 24

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279587#Comment_3279587

    Best thing you can do in the long run is take your lumps in those lobbies and learn from it. Eventually you'll reach a point where the matchmaking won't matter for you.

    I mean that would be better advice if I was on PC, but I'm playing on console, there is a hard skill cap you can reach. You can't hug loops as tight, there's frame rate drops and stutters, you get spun easily, the best killers are so difficult to use that they're basically unplayable like Blight, Trickster, Nurse, Huntress because of controller deadzones and low sensitivity

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279406#Comment_3279406

    This. You don't have to be high MMR to face players at high MMR. They've tuned SBMM to be ludicrously casual in favor of queue times and mismatches are the result.

    Yeah basically the entire playerbase is "high MMR" now along with the backfilling logic where it shoves literally anyone into an open spot if someone dodges. Everytime I queue up, I wait 3 minutes to get shoved in a lobby with 4 survivors already readied up, all have medkits, and multiple will be P50+. Someone obviously dodged this lobby and the game thinks mediocre console killer would be a great fit! It's so dumb. Then I have to dodge and wait 3 more minutes to try to get something I'm actually matched to

  • But it is an actual Garden of Joy if you're a sweaty survivor. Literally just beeline it to the infinite in the main building from anywhere on the map where your boon is. You can't lose

  • @EntitySpawn said:

    It's almost like SBMM doesnt work and people are getting thrown in matches they shouldn't be in...

    Even though theres so excuse to give up or DC and I wish people stopped supporting that action having bad matchmaking is definitely not helping game outcomes.

    But with bad matchmaking and people giving up/DCing you cant expect to win every match.

    Was having this conversation earlier with someone who said X should be nerfed because as survivor you often get paired with far weaker teammates against a good killer. And to I'll say the same thing here, you cant expect to win if your team has weaker players especially if someone gives up or DCs... quite simple because if people then do actually play or get matched correctly the games awfully balanced.

    Matchmaking needs to be fixed, and people that DC or give up should be forced to play together after so many instances.

    Yep SBMM is hot trash. I have to lobby dodge now to get a game that's even remotely winnable because of their backfilling where they throw any player to the wolves. Sucks that I have to burn 2 to 3 minutes of my time a lobby going shopping

  • It'll never happen, the devs already said that regressing exit gates isn't fun for the survivors

  • They could at least killswitch the offering, but nope survivors get to just spam it

  • Yup it'll get dumpstered along with Eruption while Circle of Healing just gets to continue existing as the most overpowered broken perk in the game

  • I think things would improve if they got rid of backfilling. Everytime I wait 3 or 4 minutes for a lobby I'm shoved in a game with multiple prestige 70+ survivors all with items all readied up that someone obviously dodged. So either I play and have an awful time or I dodge and wait 4 more minutes. Teams like that need to keep waiting for a PC Nurse or Blight that would actually be fair matchmaking

  • Well no duh the killers need something to make the game last longer than 4 minutes

  • Lol at saying Eruption is carrying killers. Wow it helps the killer play the game for longer than 4 minutes and it requires a ton of setup and a timely down! How awful! You know what perk is carrying teams to victories they have no business winning? Circle of Healing! Takes 14 seconds of setup at the top of a main building or where there's no gen and boom free infinite fast healing for an entire team the whole game for 1/16 perks. It makes 90% of what killers do useless. Perk has single handedly ruined this game

  • @Adjatha said:

    Remember: if a killer can be played without too much difficulty, like Freddy, that's a failure of the game design, and they get nerfed.

    But if the winning survivor strategy is just run from one pallet to the next, dropping all of them and it lets you never get caught, that's in no need of fixing and in fact will get buffed with every map rework that adds another half-dozen pallets on top of everything else already there.

    Why expect the same level of gameplay from both sides?

    Lol that sounds like a ScottJund take. Every killer has to take ridiculous amounts of skill to have a chance to do decent while survivor takes basically zero skill whatsoever to win

  • You mean Garden of No Joy

  • Also the maps are janked with many spawning max pallets and fat shame spots causing infinites. Just played against a team abusing a tree that created an infinite at shack. I hard camped the first guy I caught then quit the game for the night

  • @Oiry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278911#Comment_3278911

    I'm glad that you are consistent and still unable to actually address my question :D

    You asked why there's an increase and i told you, so I don't know what more you're expecting. You can't win vs all these sweat teams bringing the most broken stuff every game with an offering playing mr. Nice Killer. A lot of people probably used to play that way and got tired of getting BMed so they just camp and tunnel

  • @Oiry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278896#Comment_3278896

    I'd encourage you to re-read my post (assuming you did read it in the first place). I don't really have a problem with killers using this playstyle (If anything, I blame the game designers for that). I've had pretty much no issues with it in the past, these days it's quite annoying because it's a lot harder to counter this strategy as a solo player.

    I do disagree with you on the "Killer gets absolutely nothing out of going for unique chases". If your comment is referred to the result of the current game, I 100% agree with you, there is not a lot the killer gets, but especially in the lower skill bracket, having more chases will result in you getting more experience per game (or per time invested).

    However, your does not address my actual question in the slightest. Why now?

    It's easy to counter as solo. You have built in BT. Just run Windows and run to one of the 80 million safe pallets on the map

  • You can't win playing by the survivor rulebook unless the survivors are extremely bad. CoH, maps, and busted items see to that. Killer gets absolutely nothing out of going for unique chases

  • I'm mediocre at killer and I'm getting matched against 50+ prestige sweat teams every lobby all bringing the strongest stuff. Where are the mediocre survivors???

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278863#Comment_3278863

    Fourteen unique ways the killer is making his own life harder through baked-in self-nerfs, and there are STILL survivors who will say "nerf knight, knight op."

    There is literally no bottom to the call for weak killers.

    Survivors only want to play against killers they can loop for five gens

  • @Adjatha said:

    I'm going to just go ahead and drop this real quick for no reason at all:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed
    • If you have one guard deployed, you cannot deploy another guard and there's a delay between when the original guard goes away and when you can deploy the next one. Which kind of makes it COMPLETELY pointless to have three of them and EXTRA absurd that you can't pick which one you're going to deploy.
    • His knights make a tremendous amount of noise, broadcasting their presence to all survivors, even if they ignore the visual warnings, and preventing the killer from listening to the survivor noises they need to track.
    • The knight can't actually enter his power whenever he wants to, you have to tweak your physical location slightly to be able to enter it, making things even more difficult to do on the fly

    To summarize, a killer designed by survivor mains

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278829#Comment_3278829

    Oh, survivors don't always get buffed. And killers don't always get nerfed.

    But it's really funny when there's a killer who is bad in every way, like Ghostface, and when they buff him (longer exposed status), they also have to sneak in a nerf (it's way, WAY easier to reveal him now).

    Or, when they 'nerf' survivors (can't click their flashlights at infinite, strobing speeds), they have to slide a buff in there as well for no apparent reason (easier to blind the killer).

    And then they come out with survivor perks that completely unbalance the game like CoH and refuse to nerf the only part that actually causes the problem (infinite, rapid, team-wide self-healing), instead focusing on the least impactful parts of the thing (bonus speed from med-kits, or whatever).

    But then they get killers that survivors complain about (like Forever Freddy) and they nerf the things that are a problem (really strong slowdown/regression perks add-ons) but then ALSO nerf stuff that wasn't a problem (number of pools/pallets, speed of dropping both), which doesn't solve the problem, it kills off the character completely.

    And you can see that quite clearly in the perk overhaul.

    Too many people run Ruin! Despite the fact that it's super easy to turn off, super unreliable, and requires multiple other perks just to keep it rolling for any length of time. So we nerfed it into the ground.

    Too many people run Dead Hard! So we made it exactly the same as before, but the impact of using it correctly is that you get rewarded way more than you did before, making it a net buff.

    It's not the fault of the players or the 'sides.'

    It's the fault of the balance team. Because they clearly don't have balance in mind when they're playing around with numbers.

    It's because the devs don't play killer against strong survivors, they just don't. They play survivor poorly so they make everything OP as hell for survivor

  • Sure man when are the devs going to have a conversation about doing something regarding infinite fast team heals for one perk slot among 16

  • He's terrible. Worst killer in the game. Trapper is better

  • @Adjatha said:

    Nine meta killer perks nerfed to oblivion.

    Four meta survivor perks nerfed similarly.

    The 2nd most-used survivor perk, Borrowed Time, given for free as a better passive to everyone, then the perk itself was massively buffed instead of nerfed, then it was massively buffed AGAIN.

    The 1st most-used survivor perk, Dead Hard, was changed slightly to be used in exactly the same way as it was before, AND it gives a way better result if you actually get the killer to swing on you.

    So... the two best survivor perks got better.

    An amazing meta shake-up. Very cool. Balance Team showing off their even-handed attention to both sides.

    But the devs gave killer .2 second faster pallet breaks! They're fair!

    :"designs maps with 30+ safe pallets::

  • @VideoGameMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278632#Comment_3278632

    I wouldn't call what they did to dead hard and COH "a tiny nerf" at all. If anything it just proves how even more busted they were before their nerfs. COH used to have a bigger radius and it used to give a 100% heal speed, so if two people used COH close enough to overlap, people would get a 200% self heal speed. Eventually they had to nerf the radius, and then nerfed the heal speed to 50%. Boons also didn't have a bless speed penalty on hexes. Dead hard went from having i-frames to a small window of giving endurance. It used to give one second of endurance on the PTB before they nerfed it to .5 seconds on live. It was more like a rework than a pure nerf.

    Lol one of the nerfs to CoH made it take 2 seconds longer to heal. Perk is still beyond broken. CoH carries so many teams to victory it's insane

  • @Carth said:

    I am still really confused on BHVRS balancing approach to nerfing out of line perks. Dead Hard and Circle of healing both were touched in the tiniest ways possible and are still both very much meta. Meanwhile perks like ruin and thanat got entirely dumpstered.

    Because two of the perks survivors find fun, while the other two killer players used. It's not rocket surgery to see what's happening here

  • The devs are done designing killers to do good at high level lol. They're gutting Nurse and Blight next patch and bringing in basekit UB next patch, watch

  • Face camp. Hit unhooker that's going for trade, down him as he's finishing unhook, then tunnel dude off the hook and down him. Easy

  • Not a bug, this is just new map design philosophy in action. 30+ safe pallets every map. That's how the Game, Garden of Joy, Eyrie and Borgo all are

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