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VomitMommy

VomitMommy

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  • Yeah, there is no way this would end well.

    BHVR is not really known for their great balancing. Quite the opposite.

  • How about we just let survivors give up, or bleed out faster?

    There is no reason to nerf killers overall just because you get sometimes bleed out.

    This is going to make winning end game impossible. If you want to get comeback with all gens finished, you have to slug everyone.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749337#Comment_3749337

    Hmmm, also a reasonable approach. I figured a milestones approach would be easier to get a feel for, and probably easier to manage for animations. I figured with the longer bouce you could get slick and add a special animation to denote Victor recovered quickly rather than got "stunned", though that's probably unrealistic to expect 😅

    Gameplaywise, feom the Twins perspective they can learn exactly where the distances are for each increment of Victor recovery are and consistently play around it. Survivors can learn those increments too and pairs can know whether they can go for kicks or not...

    However just a general gauge of "longer equals better" (or for survivors worse) for both sides is straight forward enough that the exact measurements are probably not important...

    Issue is with this approach it would feel kinda bad to get extra 2 seconds fatigue because you were 0.5 meter too close and would be very difficult to control precisely, it would be just gamble most of the times.

    Using % system would be easier and more predictable outcome of such feature for players. Basically you are sure to get rewarded for what you earned (distance).

    I would probably not start decrease from start, you could make it start decreasing after like 1 meter of distance or something. That seems fair.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749329#Comment_3749329

    Thanks! Yeah fair point, and that is a concern; 5s would probably be fine?

    I figure there would be tweaks to the values for gameplay. For vaults of Long - Short - Point Blank values I've been swinging back and forth somewhere between:

    • 1.5 - 3.5 - 5.5
    • 1.0 - 3.0 - 5.0 (very fast recovery on a long dive, medium might still be a little sluggy though...)
    • 1.5 - 3.5 - 5.0 (would be a little concerned not enough incentive to medium vault)
    • 2.0 - 4.0 - 6.0 (looks too punishing overall here)
    • 1.5 - 3.5 - 6.0 (even bigger point blank penalty)

    Would figure these would play around and tweak based on gameplay feedback. As long as standing on peoples shoes and vaulting from point blank is not the norm, I think Twins overall will be much cooler to play for both sides.

    Just being encouraged to try to get a longer pounce and maybe save a few seconds recovery gives a little more chance to juke and try to outplay Victor, and would help their image a lot.

    Not really need to do it in leaps, no? 1,5 → 3

    You can just make it % based on distance. Have it probably 1.5 lowest and 5 highest.

    You get maximum distance Victor can jump on flat surface and just count how far did Victor travel before hit.

    This would make it kinda easier to balance, because you deal with only 2 values. Your approach is 5 values (distance milestones and duration).

  • I definitely wouldn't try to fix this with some basekit unbreakable or something.

    Either surrender button, or Scott Jund had nice idea (you basically get option to crawl faster, but bleed out faster too)

  • I wouldn't go above 5 seconds, because you simply can't always go for long range shots. Some maps don't allow this reliably.

    As you said 5 seconds were awful, so playing Twins on indoor maps would be even worse after this change, no?

    Otherwise like the concept

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748647#Comment_3748647

    You'd have a tight window of time to do that in, though, especially if the delay ends up being shorter than two seconds.

    It wouldn't work on like, a TL wall, because those are too long. It'd have to be a loop with a window that's short enough for you to get around and hit the survivor within three-ish seconds (to account for them crouching) and I feel like most loops where that's the case, the survivor wouldn't play it with a drone up anyways.

    Remember, they can still choose to run away, they're not forced to stay in the loop just because they have more time to ascertain the situation. Also remember that "the beams don't move" is already an effect you can get, and the people who care about Merchant enough to have any opinion on her addons tend to consider it pretty trash in my experience.

    My issue is that your first change would make looping in drone range easier, but this would make it kinda more difficult again. So I don't see how it is positive effect for survivors.

    I believe it would either do nothing or make it worse for survivor.

    If laser would start stationary, then looping around the car etc is more difficult than if it is moving. Simply because it's going to be very easy for me to put it in survivor's way.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748624#Comment_3748624

    Not necessarily. You still have to account for survivors juking it, you still have to have the aim and positioning, the only thing that really changes is that you're less likely to be off by a millimetre because the beam moved.

    Slightly easier, but not to the point where it becomes a problem. I mean, hell, you can currently get this effect for lasertagging specifically by running the Low Power Mode addon, so we can hypothetically test that out right now.

    …Assuming either of us can get that many games as Merchant, anyways.

    As to the last point about forcing survivors to run through it, that depends on the loop, like I said. With space and/or LoS blocking, you'd have time to get around before it starts moving again. At least, I believe that would be true, it'd have to be tested on a PTB and a different number could be reached if necessary. Or maybe it just wouldn't work, we can't really say for sure.

    Basically any window loop is going to make this easier. I put drone aiming through window and run to side where is survivor so they have to either crouch through laser which is going to slow them down, or take a tag.

    Right now it's very difficult to get this unless you do it against window vault.

  • Drones deployed while in chase with a survivor start in Scouting Mode

    I am fine with this. That should make it easier for survivors to avoid lasers in chase.

    Drones deployed while in chase (or possibly just by default) have a two second delay before starting to rotate.

    Doesn't this make it kinda easier to go for laser tag? I don't need to care about speed of laser in any was just place it where I will get survivor in next second.

    Seems like it doesn't affect effectiveness, but makes it easier instead.

    If I force survivor to run through it, they can't really avoid it with fast crouch. So either waste lot of time or take it.

    This change is not good in my opinion...

  • This seems as very annoying change for survivors. Overall huge nerf.

    You are not making chests better, but mandatory instead. That's not a good idea.

  • @NotJared said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747677#Comment_3747677

    This is the precise type of harassment that I'm calling out. Players should be free to play the way that they want without being shamed for what others may perceive as "being selfish" or what you personally deem "unfun"

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747779#Comment_3747779

    I am aware that behavior such as this is against the rules, but I am advocating removing the tools used to grief in the first place so nobody's experience can be ruined to begin with - prevent the problem before it's a problem.

    This is the precise type of harassment that I'm calling out.

    I am not hiding it and I will keep doing it.

    Players should be free to play the way that they want without being shamed for what others may perceive as "being selfish" or what you personally deem "unfun"

    No, actions have consequences. You are doing it fully aware it's going to annoy other players. You just want to hide it.

    When it was random, basically whole team paid for one survivor's choice and I treated everyone as SWF whenever map offering was around. That doesn't sound fair for other survivors to me…

  • @RedPoncho12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748311#Comment_3748311

    I see what you mean by bubba. I think his strength is mostly in end game if bubba didn’t to well early or mid game. That also depends on if the survivors are willing to let at least 1 person die and the end and just get out. However, that’s not usually the case in my experience. I also think bubba is great now but also thought he was fine before they reworked his chainsaw years ago

    Yeah, we fully expect one person to die. There is low chance to rescue against camping Bubba and get everyone out. Usually just more survivors die...

    So 3 out of the gate asap and hope last person gets hatch, if they are still alive.

  • Who cares about MMR? It's not a reward...

    Bleed out should definitely count as kill, so full slugging bleed out killer won't get stuck in low MMR farming babies.

    I would do exactly opposite and count it twice to increase their MMR more...

  • @RedPoncho12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748128#Comment_3748128

    nah bubba is super underrated. I almost always get 3ks with him minimum

    Nah, saying I only respect Billie’s that M1 is not it. Just force Billy to M1 and you’ll be fine because either way (if he ‘M1s you and your 1 hit down).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748146#Comment_3748146

    yeah old Billy (prior to overheat was peak)

    M1 is just not a Chad Billy, that's Casual Billy :D

    Just saying what's my experience when we play SWF against Bubba. It gets kinda difficult for him when everyone can reliably do locker tech against him. If someone has headon he is even more sad :D

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748035#Comment_3748035

    I take it you consider most players bad extremely bad players then?

    Thing is; with stacked slowdown map traversal and depleting resources real fast is already enough to 4k against the overwhelming majority. A map that is a dead zone at three gens isn't a map you can win on against a Billy - well, against any killer, really.

    Which doesn't mean there's a low skill ceiling or anything. - But if you need to barely hit the skill floor to 3/4k the vast majority of your matches - why even bother? And how is it alright that a Billy who barely hits the skill floor can compete with the top few percent of survs?

    I sometimes see the difference; a Billy starts out with his skill-floor-results-guaranteed-appraoch, once everyone is death hook and there are about two or three pallets left on the map, he chills down and tries to actually outplay the pallets. And oh my, the bumps I've seen there. - And I know for a fact that an actually decent Billy can easily get around those pallets.

    I take it you consider most players bad extremely bad players then?

    I think average player in DBD is bad. Basically like every other game.

    But if you need to barely hit the skill floor to 3/4k the vast majority of your matches - why even bother? And how is it alright that a Billy who barely hits the skill floor can compete with the top few percent of survs?

    I can say exactly same for any other killer. Difference is most killers have way lower skill floor and skill ceiling.

    If you want to be rewarded for your time investment, Billy is excellent killer for you.

    Doesn't matter the killer, if you are good at M1 gameplay, you are going to dominate most lobbies.

    But I care about the results of the 1 in 5 games where I have to actually show my skill. If you didn't improve your skill in that killer (because why bother), you are going to lose. Some people are fine with it, I am not.

    There is definitely a limit how far you can get with only back revving. I couldn't care less that's enough to win in most lobbies.

  • @RedPoncho12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748019#Comment_3748019

    yeah I love how they say he’s easy to play now and that his over charge is a buff. The over charge tends to shaft me out of hits (OG billy main with 500k+ hours as him). Billy is fine. I get at least 2 kills on game average these days compared to before where I got 4k almost all the time. Only reason I’m getting so many kills now is because people keep giving up because they don’t want to play against him. If you want to counter Billy than you must use his power against him and force him to M1.

    Thing is even now Billy can easily play in a way I am going to give him all respect he deserves. Just don't use M1, I will never be mad on Chainsaw only Billy.

    We have played against lot of Billy (I see Bamboozle 40% pick rate in my games from my tracking on Nightlight) and he is definitely still one of my favorite killers to play against.

    Basically like Bubba, but it's more difficult to bully Billy now. Not really hard with Bubba... He is usually easy 3 escapes.

  • Yeah, just no...

    Trap should be slowdown, not main way to kill survivors.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748025#Comment_3748025

    This would probably be the best solution. In their most recent survey they asked about Chaos Shuffle and one option was to make it a permanent mode.

    But I just think that making it a permanent mode (without any switches), would result in the mode being empty after a while. Chaos Shuffle was fun for a few weeks, but I dont think I would have enjoyed it much longer.

    If it would be the default modifier and then there is something new from time to time which replaces it, I think this would increase the longevity of the mode by a huge amount.

    One issue I can think of is basically some people would hate new modifiers from start just because it means losing chaos shuffle, but that should be minority.

  • @OrangeBear said:

    I think flight of the damned is in a unhealthy spot.

    The only viable way to use it is to spawn skeletons on top of survivors at a loop. I doubt this was intended and it doesn't seem fair for survivors.

    But using at a range is just pointless. Survivors don't even need to know where it's coming from. If they hear it being used just crouch.

    it doesn't seem fair for survivors.

    His cast is not instant and his animation are quite good in my opinion.

    You can see which spell he is about to cast and just crouch if you are in range for insta hit.

  • You think that rename it to casual, we are going to suddenly want to win less?

    Casual modes in any game are simply less stressful, but most players still try to win.

  • @The_Yosh said:

    Killers are going to sweat in any mode they play. I'm not sure how you want killers to play though? I was playing really nice, doing my archives and got grouped with super toxic survivors. I was on Trapper, they didn't bring cakes, and brought RPD instead. I got pretty wrecked. They then proceeded to be toxic in chat. Since then, I have just been farming kills with Twins/Billy to complete my last few archives.

    The point of the story is that toxicity goes both ways. You play nice, you get bagged and toxic chat. You play regular, you get bagged and toxic chat.

    they didn't bring cakes, and brought RPD instead. I got pretty wrecked.

    Yeah, my game usually crash on loading screen when this happens during anniversary. Very weird bug to happen for PC players…

  • @KaTo1337 said:

    Isnt it a bit weird that almost every single killer needs a rework?

    Maybe the 3month-ratio is too short for BHVR for doing it right from the start.

    I wouldn't say almost every... There is maybe like 5 killers where you need rework.

    Everyone else is either no, or small changes needed.

  • @alpha5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748019#Comment_3748019

    But it's still a killer you need to waste a lot of hours to master

    Currently, you don't need to master him to 4k left and right.

    I don't need that with any killer... Your point?

    I can just use his power only for back revving and map traversal. It's going to be enough for most players and not difficult to do.

    But that's simply not even quarter of where his skill ceiling is.

    Nurse has higher skill floor, but not really skill ceiling.

    Blight has lower both skill floor and ceiling compare to Billy in my opinion.

    Like sorry, but the fact you can 4k against bad survivors prove nothing about the killer.

  • @MaddieMage said:

    It’s one of those perks that needs another perk to truly synergize and get true value , but with both together personally I think it’s too much. The fact that it gives permanent aura reading as long as you’re within range and also works on slugged survivors is too much imo. I think it should be changed to not work on slugged survivors and either 1. Decrease the aura range or 2. Increase aura range but only work as long as the item has charges in it. Once charges are gone, aura reading stops.

    People love to say “just take the item to a corner of the map easily countered” but that’s not easy. That requires you to spend time going back to find the item (assuming you don’t go down in chase) which reveals you to the killer, pick it up, (which then makes you oblivious) and run it to a corner or the map. Then when you put it down in the corner you’re revealing your location again. So now you gotta hope you get away from the item before the killer gets to you. Thats a lot of time spent off gens and trying to avoid the killer finding you again, with no terror radius to warn you. Also this needs survivor cooperation which is non-existent in solo Q. The only way to “counter” it is to activate its power by going near and picking up the dropped item, which puts you on the killers radar.

    That requires you to spend time going back to find the item

    You know, it's possible to just check it in first second of the game? You are already in corner of the map at that point.

    I don't do it against every killer of course, but always against Vecna, Doctor, Hag, Wraith, Twins, Legion, Pinhead.

    Is there any other killer where this combo would be popular?

  • I would make chaos shuffle default modifier and just replace it whenever new modifier is created, or with some old one from time to time.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746637#Comment_3746637

    Simple. Survivors said they like to go against Billy, so the Devs buffed him so that more people play Billy. Totally survivor-sided.

    Funny is it actually makes sense to me :D

    If you had survivors complaining about seeing specific killer all the time (Wesker), it would make sense to increase pick rate for a killer, who is overall popular in the community on both sides, no?

  • he is now easy to play and no longer requires as much skill to achieve great results.

    Lol, how is Billy easy to play?

    I still consider him same or higher difficulty than Nurse and Blight. Simply because you need to be way more precise with your movement.

    the greatest results for the least amount of skill

    I really wouldn't pick Billy for this...

    That's why you see most of them always run engravings and boots

    When I try to use killer I am not confident in, I will try to minimize punishment for missing his power, because I expect it to happen often. Who would have thought?

    If I was an OG Billy main, I'd be pissed that the chad population of Billy mains got diluted

    Well, I don't remember any Billy player that would be mad.

    His skill ceiling is not lower, but his effectiveness for equal skill increased. But it's still a killer you need to waste a lot of hours to master.

    I would say his overcharge mechanic increased his skill ceiling instead, because it's much harder to control and good Billy's try to play around that mechanic more.

  • Well, if I am not in chase, because I couldn't find any survivors, then I am going to return to hook every time, no matter the event.

    It's spot where I know about 2 survivors and they are very likely healing under the hook.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747628#Comment_3747628

    Because of "No matter what you say is bad about her, I can find a killer than is exactly same in that aspect."

    Well, it's true…

    When the hate is unreasonable, there is no need to do anything about it, because you can't.
    Doesn't matter how you change her, unless it is literaly removing her from the game, or bringing her pick rate to 0%… I am sure that would make those players happy.

    As long she is anywhere near viable, survivors are going to hate her just for her past. So there is no reason to do anything about it other than some QoL changes to make it easier for new players. I think broken should be removed for example, so new players are not so punished playing against her.
    But I don't believe she is in state for big nerfs just because she is not popular by survivors, it doesn't make sense. It can lead to rework, but we have seen how Twins rework went, so not high hopes on this one.

  • Why should teammates suffer for one survivor's choice?

    I think it would create a better overall experience for all players

    No, only to players who want to be selfish or use map offerings.

  • @alpha5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747446#Comment_3747446

    You mean like they did with Plague recently? Where it took them years to casually mention she has been bugged all this time?

    Didn't they revert the change in the end?

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747632#Comment_3747632

    So you are losing against Singularity that use bloodlust on you? Lol, how is that 30 seconds chase then?

    Let's take everything I said and put it out of context from my original point. No I'm not losing to singularity because of bloodlust. I'm losing to high mmr singularities for the reasons I said above. His chase power is not counterable. I said what I said about bloodlust because one of the first things you learn about his pod mechanic as a new singularity is that it clears your bloodlust. Please try to practice good faith reading comprehension.

    Singularity would be very popular in 1v1

    Bringing up 1v1s in the context of actual matches has to be the biggest and most laughable straw man I have ever seen.

    I don't know what more you want me to tell you, you're simply just wrong. As I said in my original post, it takes less than 2 seconds to place and replace pods and to mark survivors with them. If you're prethrowing pallets, he eats through them because of overclock. If you have any distance, he teleports on you and you have 2 seconds to make it to a window or pallet before he catches up. If you have a teammate with an EMP clear your slipstream, it doesn't matter because 2 seconds later he can mark you again by placing a pod in chase, and the cycle continues. There's only so much distance you can cover with all of this happening without also taking a hit trying to run away. With dbd's new design philosophy, windows are becoming increasingly rare on any new tile or map. Dead zones are everywhere. Unsafe pallets are everywhere.

    The only reason he doesn't stomp every game is because of the EMP's only useful purpose: to stop cross map slipstreaming. He'll have to walk across the map to contest gens. If he had more reliable map mobility, he would be easily top of A or even an S tier killer.

    I explained all of this in my original post, but again, if you would have read it and actually took the time to comprehend it, I wouldn't have to reiterate all of this.

    In your opinion, what's the "correct" way to loop a singularity?

    In your opinion, what's the "correct" way to loop a singularity?

    In 1v4 it comes down to using EMPs as much as possible. Preferably always have one with you for chase.

    Work on gens in spots where you break LoS with camera, or can hide fast. Unless there is multiple cameras pointing at one gen, you usually have a spot like this. Otherwise EMP ready.

    In 1v1, you can see where camera landed and in many loops break LoS, then just hold W to gain as much distance you can.

    If Singularity teleported to you, unless they use movement speed addon, you can run quite a big distance and outrun the duration with just one window vault.

    Of course it's best to drop pallet before singularity teleports to you and don't let him teleport to instantly break the pallet, that's not very effective...

    Even if you predrop the pallet and singularity kicks and teleport again, you can reach next loop on most maps. It's simply not that strong in 1v1 situation. Singularity won't get guaranteed hit from using his power and it's also not that fast.

    After you get injured, try to break LoS as long as possible to deny teleport. Depends on map...

    There is a reason why singularity is so easy to beat on indoor maps.

  • Lithe, Kindred, Bond, We'll make it

    I will definitely use new babysitter. Probably instead of We'll make it...

  • @Royval said:

    7,4 should never happen.

    I definitely wouldn't want 4, but why not 7?

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747584#Comment_3747584

    Exactly this.

    I get this combo so often at the moment and normal players can´t handle it.

    You would expect players to learn what to do after few games...

  • I really don't like the change for him to start cooldown recovery after finishing slice&dice.

    Can't they just increase it by 0.5-1 second instead?

    Their change kinda punish you with longer cooldown if you try to go for long range hits, which should be rewarded instead in my opinion.

  • I usually just bleed them to death... If they don't want me to pick up, I am not going to.

  • Weave attunement is best buff Object of obsession could ever get...

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747580#Comment_3747580

    Saying "you're wrong" with legitimately 0 reasoning or logic behind it really doesn't sell your argument. I'm sorry but you're incorrect about singularity for the reasons I listed. It's really that simple.

    I play against high mmr and comp players daily. I am in high mmr playing against high mmr singularities when I do see them. All of these games are the same. There is nothing a survivor can do in chase. Be thankful that you have the luxury of playing against the low mmr singularities that still don't know they lose bloodlust when they go into pod mode.

    I play against high mmr and comp players daily. I am in high mmr playing against high mmr singularities

    Of course you are. Like majority of the players on forum. Well, they claim that at least....

    Be thankful that you have the luxury of playing against the low mmr singularities that still don't know they lose bloodlust when they go into pod mode.

    So you are losing against Singularity that use bloodlust on you? Lol, how is that 30 seconds chase then?

    It's funny to complain about lack of arguments and then use invisible MMR instead.

    Unless you are playing wrong and try to pallet stun singularity, there is no way you get chase under 30 seconds, but that's just skill issue at that point.

    And I highly doubt you play against Singularity that often anyway with ultra low pick rate. But of course you have definitely all those in your "high" MMR, because singularity players are known to perform well and get anywhere close to it...

    If his chase was so insane, Singularity would be very popular in 1v1. 30 seconds is really good result. Well, he is not...

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747596#Comment_3747596

    Nah, why should I prove you wrong? Are you a dev at BHVR?

    Otherwise theres no point

    Then I don't see why even try to write anything on forum.

    Why response to the post? It wasn't made by dev.

    Why give any response in first place?

    So just another thing that doesn't make sense...

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747575#Comment_3747575

    "No matter what you say is bad about her, I can find a killer than is exactly same in that aspect."

    Yeah and I did.

    But maybe you hate some super unique aspect about her that is going to prove me wrong, but I doubt it.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747433#Comment_3747433

    Reread my post. Based on your response, it's clear that you either did not comprehend it, or you just didn't read it past the first sentence you disagreed with.

    His chase power is A tier. There is almost nothing a survivor can do against it if the singularity knows what they're doing. Having a pod placed on you happens in 2 seconds or less, even if he has to place a new one down in chase. From there, the singularity spam clicks the survivor and either gets a free hit or wastes valuable map resources with no time investment.

    Please read a post fully before trying to contribute to a thread.

    I read it and it doesn't change reality.

    If singularity downs you from healthy state under 30 seconds, you are doing something wrong. That's it.

    It's just funny to try call out killers on skill issue, when you are lacking in that aspect yourself.

    I don't consider myself good Singularity, because it just requires me to focus on macro gameplay way more than any other killer and I am too lazy. But I at least know how to play against one...

  • Like what?

    Hold W? Artist, Knight, Pig, Trapper, Deathslinger and so many others

    Predrop pallet? Chucky, Clown, Pig, Vecna

    Stealth? Ghostface, Wraith and several perks

    Injured by power? Trapper, Plague

  • @BbQz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747518#Comment_3747518

    Why are SM mains so desperate to not be hated? Serious question I never see nurse or blight mains begging people to like that or to claim they are not that hard to play vs? It's always a SM main who create theses threads basically shilling that every killer under the moon is worse then SM it's actually pretty funny

    If I cared I wouldn't be playing her. I don't really consider myself Skull merchant main anyway, I play quite a lot of killers.

    It just doesn't make sense to me. That's all.

    I can understand hate for Blight, or Nurse. They are strong killers and players don't like to lose.

    I can't say same for Skully.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694072#Comment_3694072

    I can tell for sure the majority of players already know how to play against her

    we just decide not to

    I consider it irrational tho.

    There doesn't exist a reason why you would hate her so much that is unique for her.

    No matter what you say is bad about her, I can find a killer than is exactly same in that aspect.

    She is way more manageable for survivors compare to first version in my opinion.

    I don't really consider her a threat when we play against her. Simply because I wouldn't allow anyone in my group DC regularly.

    If you don't have an issue with her stealth, there is not much she has going on.

  • @Salinero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693905#Comment_3693905

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

    I'll just leave here for all those people saying she's fine. How about we give all other killers free haste, free slowdown and all the other status effects she can give BASEKIT? Yeah, not gonna happen. She can INSTANTLY place traps, doesn't need to rearm them and can recall them. How about trapper and other setup killers get this too? yeah game would definitely not be fun anymore. She needs a change.

    Well, the guy is incorrect and ignoring context quite often in that video.

    I have seen it before, I have seen people trying to use it as argument, because they lack their own and it's still incorrect anyway.

  • Are tools survivors got in this event good? Yes

    Are tools killers got even better? Yes

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418227/singularity-does-not-deserve-a-buff

    Finally, someone else that understands.

    His chase power is A tier at worst. It's honestly a skill issue if a singularity's chases aren't 30 seconds or less. EMPs do next to nothing in chase for someone's survivability. In fact, the only situation where an EMP is useful is preventing him from cross map slipstreaming when he's protecting generators. Good singularities don't bother setting up pods before their first chase. They set up one good pod in a central area, but place pods in chase because marking a survivor is almost instant, and the penalty for coming out of pod mode is nonexistent.

    The biggest issue I have is that when a pod is disabled, he can recall the disabled pod and can immediately place another down. That entire time a survivor spent going out of their way to either print off an EMP or grabbing an EMP to help a teammate in chase is useless because all the singularity has to do is this: click the pod to destroy it, click again to place another, use pod, within half a second mark the survivor again. All of that can be done in under 2 seconds. So his only counter, EMPs, are effectively useless in chase.

    This same design plagues other killers like skull merchant as well. The survivor counterplay involves going out of your way to disable the power, but the killer can immediately turn it back on with next to no time involved. And on top of all that, adding "quality of life" changes, which realistically should be called "training wheels" changes, to autoaim to the nearest survivor only means that we have yet another killer with low skill/high reward gameplay, which will make already good singularity players that don't need the help that much more effective.

    It's honestly a skill issue if a singularity's chases aren't 30 seconds or less

    Ok, how the hell you get downed under 30 seconds against Singularity?

    It sounds like skill issue on your end instead.

  • @Seraphor said:

    Or you can just leave the survivor to find the hatch themselves.

    Yeah, that's usually the way I do it.

    I had few survivors that just finished last gens instead :D

    It's kinda an issue, if survivor is waiting at exit gate for 50/50.

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