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Wyndsor

Wyndsor

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Wyndsor
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  • I agree killers shouldn't complain about bully squads or tbagging.

    It isn't personal. Just a game!

  • Everytime SWF gets brought up its the most boring conversation ever.

    Potential =/= reality.

    SWF >potentially< being the strongest in an environment where a fraction of a fraction plays means nothing if the vast majority of players will never hit this level.

    Additionally, someone has to be the strongest. And these arguments always fail to describe why its bad that swf is the strongest. It's not some grand revelation to state that four brains > one.

  • @Rickprado said:

    Survivors go next against every killer in this game. Probably its the "Jason overdose" we all are experiencing but i don't see a reason to nerf the killer. He is just new and people are learning his counters. I believe in some weeks people will adjust to Jason and how to counter him.

    Why do you think the killer players won't also get better?

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092223#Comment_4092223

    You shouldn't be playing passively against jason that's exactly what he wants. He wants survivors crouching and not doing gens.

    This would be valid if he wasn't so oppressive in chase. Granted, I play aggressively anyways because either I loop him and we escape or I die and can move on to another game with hopefully a more interesting killer.


    I dislike that he encourages an already detrimental playstyle on survivors.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092161#Comment_4092161

    Again, is 4.6 going to suddenly make them unstoppable monsters better than nurse? No, its going to maybe raise them a few ranks in the tier list at best, they will all still be bad killers.

    I'm so glad the devs don't take this forum seriously goodness.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469054/teammates-starting-to-go-next-vs-jason

    when you play 20 matches and 19 are against jason i cant really blame go next mentality but we should not balance killers on whether survs want to just give up and not play and screw their team over.

    I don't condone trolling, but going next isn't the only type of trolling.


    The killer naturally conditions players to play super passively, so players that already employ this gameplay legit spend the entire round not doing anything. It's boring and really killing my desire to play.


    Not to mention Jason's are already adapting to crouching by just teleporting to the nearest object by a gen, and if you get caught which depending on the tile is very likely, congrats you now have zero distance.

    Needed Nerfs:

    -Duration on power

    -Reloading needs to disrupt chase

    -Exhaustion addon cut in half, haste timer lowered

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091851#Comment_4091851

    No.. i play the killers and i play survivor. I see which killers can do the same as Jason can and even more. Single Larry? Best camper in the game. You can't get rid of his blobs permanently and all he needs to do is shoot another one if EMPed.

    Hag, another good example, but you don't see her too much because she's overally pretty weak in these days DBD.

    You don't even need to do totems when you have proper nurse or blight player. You'll be too busy otherwise.

    Using Jason as an example who can defend totems and gens is really out there when all the strong fast killers can do the exact same thing, but better. Ranged killers like huntress and trickster aren't the strongest killers but damn can they camp the hooks well. Hag and trapper, weak killers but end up in the basement with them, you'll die in there.

    I could go on and on, but its pointless because people in this game are unwilling to learn anything anymore. People just rather come to the forums and demand for nerfs or DC in the game without putting any effort in.

    After edit note : Also adding that if the killer keeps defending totems do gens. Its not the killers fault teammates are crouching in corners too scared to do anything. I've personally stopped the crouching and i just keep an eye out at my surroundings. I check where Jason can spawn next to me and prepare for chase. Crouching in corners and being afraid is not going to win you the game. You can use it well in chase though if he goes into his mist.

    Funny that you mention Singularity considering he is also terrible unhealthy design that only isn't mentioned because he is underplayed and presumably clunky to use on consoles.


  • @sizzlingmario4 said:

    I agree this is becoming an issue especially given terror radius size increases for certain killers. That said, I also don't think it's that great on average if not slugging without very specific builds, so I would propose the following changes:

    • To fix the slugging issue with the perk, Coulrophobia only applies to healing other injured survivors or self-healing while injured. Healing downed survivors is no longer affected.
    • To make it more consistent on injured survivors, the effect now lingers for 10 seconds after leaving the terror radius.

    I would be okay with this.

  • @Xendritch said:

    Slugging is a strategy, nothing unhealthy about it.

    If people want to slug that's fine, it can create some… interesting gameplay.

    The issue with this perk affecting slugs is that it prevents outplaying the strategy.

  • @Yippiekiyah said:

    Who is running Coulrophobia?

    It's literally only used in bleedout builds which is the most unhealthy usage of it.


    It's a perfectly fine perk otherwise. I don't think debuffs should affect slugs period.

  • I mean if someone is on death hook and being chased and there's a gen that's near-ish to being completed and my teammate gets in a locker to Inner Strength I'd be pissed too.


    It's contextual and I don't condone trolling, but people play too scared in this game when the killer can only chase one person at a time.

  • @hlambda said:

    Yeah let's crouch all day….yawn…spirit of the game dying. The adrenaline rush of taking chase…completely obsolete. Nobody jumps on DBD as a survivor to crouch and hide all day. THINK ABOUT WHAT YOU ARE SAYING. THE COUNTERPLAY = DON'T PLAY….YIKES #########!!!

    Killers don't actually like looping so

  • 'Just dodge it.'

  • @Blueberry said:

    I find this wild. Not only do they not need to be nerfed but they in general need buffs for "most" killers. A few have decent ones.

    There's almost always a guaranteed 4 exhaustion perks every match. This would mean exhaustion addons would be super good right? There always guaranteed to get max value. Yet they're still almost never ran on most killers that have them because even in their base case scenario (4 exhaustion perks) they're still bad.

    Most of them are not good because they happen within a chase, getting exhausted for 13 seconds vs Jason is incredibly oppressive, but this does not mean all exhaustion addons should be this strong.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089348#Comment_4089348

    So, you want me to go out of my way to go find a specific high MMR player that walks off exhaustion add-ons (mind you are already incredibly niche to begin with).

    No one in high MMR is using exhaustion add-ons from what I see in my OWN games. - before you imply I am not high MMR, what metric do we have? I have faced comp players and you are arguing that you cannot walk it off. - you can walk off stuff while looping and holding checkpoints or being on another side of shack. I am not going to do your research for you to find one specific video nor do I have videos of me breaking down each specific killer I go against with exhaustion add-ons.

    You're not going to get me in a gotcha and your argument collapsed the moment you brought up Dramaturgy.

    Before you say: "Of course, you don't have videos of you doing it because if you did you'd show me a video."

    I don't do that, I clip my best chases and either use them as a resource for others to use or upload them on YouTube. I don't get out of a game and be like, "The killer used x exhaustion add-on, guys!!! I walked it off, here is how you do it."

    If that's your takeaway then go for it, I am not invested in convincing you otherwise.


    Fact of the matter it is not feasible to walk off 13 seconds of exhaustion vs a strong killer piloted by a competent player unless they mess up heavily.

    There is a reason why I don't bring up Mindbreaker.


  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089329#Comment_4089329

    So, you're flat out admitting that you want exhaustion perks nerfed because they're too accessible - so, which one is it?

    Either exhaustion add-ons are too strong or increase the timer, regardless you are nerfing stuff that do not need to be nerfed.

    You can walk off exhaustion add-ons and perks. To imply such a thing is very, very restricted thinking.

    Just say your initial post was, "I think exhaustion perks are too strong and accessible, they need a higher cooldown rate and we can adjust exhaustion add-ons." but you don't want to have that as your main argument because no matter how you slice it, it's nonsensical. We already nerfed Dead Hard, are you really bringing up Dramaturgy as an accessible perk once they made it so you only get Dead Hard twice in a match? Dead Hard is the only exhaustion perk that doesn't function off of basic exhaustion, yet you don't hear me complaining about it because I don't use it - but to bring up Dramaturgy? Are you gonna bring up Overcome next?

    My logic is fairly consistent.


    Exhaustion Addons (and killer/map balancing overall) are as strong as they are due to Exhaustion Perks being too accessible (namely: Sprint Burst/Lithe/Dramaturgy.)


    I would like Exhaustion Addons to be nerfed because I find them oppressive when combined with tunneling + four slowdowns, but not without compensation, increasing the timer of exhaustion would be a fair compensation in my book for what I am looking for.

    If you can find me footage of a high level game in which the killer allows the survivor to walk for 13+ seconds without getting hit on a strong killer, please link it so I can learn.


    EDIT: I might add, imo the intention behind exhaustion addons should be to prevent using them at the start of a chase (where they are most oppressive) and to force the survivor to trade distance for potentially getting their perk back mid chase, there is skill expression there, there is gameplay there. This is healthy.

    10+ second exhaustion just completely disables the perks, I find this to be bad design.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089321#Comment_4089321

    I would hate your suggestion, I'm sorry.

    I do not want to have to run Vigil just to have my exhaustion perk come back before 60 seconds. I hardly if ever see people using exhaustion or oblivious add-ons - usually the killer I face use aura or hemorrhage status effects over exhaustion add-ons.

    They are arguably the weakest of the add-ons as people can easily just walk it off - same for Mindbreaker and it affecting you.

    I just would not like the changes at all and I say that as a prominent exhaustion perk user, which I'd argue it's always good to have an exhaustion perk on you to extend your chase.

    In essence, what you are describing is a flat nerf to all exhaustion perks due to exhaustion add-ons, which affect exhaustion anyways. - not necessary, you are just making exhaustion perks harder to obtain with what you are suggesting.

    You are not walking off a > 10s exhaustion duration against any competent killer. Maybe with Vigil and that's a big maybe + the killer messing up big time.

    Sprint Burst/Lithe/Drama are already too accessible and a big reason why BHVR keeps adding more ways to make them irrelevant which in turn punishes everyone else.

    Not to mention, a nerf to the timer is only impactful after said perk is used, I honestly don't think it should be consistent to be able to SB/Lithe multiple times in one chase.

    You could still pre-run even if the timer was increased, and again, I have no issues with exhaustion perks sans maybe Languid Touch. They come with a big trade-off. The addons not so much.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468681/can-we-nerf-exhaustion-addons

    I don't think exhaustion perks themselves are in a healthy enough position to constitute for anti-exhaustion perks/add-ons to be nerfed.

    I feel like exhaustion tied to a perk is fine because there are tradeoffs, someone running genetic limits is one less slow-down they can run.

    But going against four slowdowns + exhaustion addons that hard nerf chases since its impossible to lose the timer due to its length feels awful to play against.

    I know that exhaustion perks are very strong however, so I would be okay if exhaustion went up by 10-15s to compensate. I don't find it healthy that non-iri addons can straight up disable perks every chase.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088758#Comment_4088758

    Idk he's basically old spirit with infinite power and a ranged attack. killers are seriously way too used to overpowered new killers if this is considered weak. I'm not sure how he'll settle in over the next couple weeks but got steamrolled by any of them that knew how to play tonight.

    Its so funny that they made maps smaller while adding mobility balanced around bigger maps.

  • Boring to play against.

  • @random1543 said:

    i hard agree here, oceanica servers have been suffering alot last few months at peak times.

    matches where everyone is 180 -250 ping. I worry for aversery event when bunch of folks may come back too high ping lobbies

    I mean the last anni or the one previous BHVR was banning people here that pointed out how bad the lag was in every single game and made zero announcements regarding it.


    I wouldn't expect anything else.

  • @JohnNemesisMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086652#Comment_4086652

    Right, thread is going so fast is hard to keep up.

    Cross Examination is another can of worms but this is not the thread for it, but in no way I think is a miracle to get a good perk from a chapter, at least from the survivor side. Before ST2, all survivor perks that came before found some use.

    Vee had Ghost Notes and One-two-three-four.
    Michone came with Conviction
    Orlea had Do No Harm (a little less used now due diminishing returns)
    Taurie had Shoulder the Burden
    Belmond's perks never got meta but they weren't horrible either
    Lara brought Finesse

    I don't know in what world survivor aren't getting amazing perks, specially with Elusive right around the corner and finding itself in more and more perks. When compared to Jason's perks, it makes them feel like garbage.

    Vee's perks are not good lol.

    Michone's got nerfed.

    Orela's is decent but was indirectly nerfed.

    Shoulder the Burden is only strong in SWF.

    Belmont perks are awful.

    Lara's perks are awful, Finesse is good in a low ping environment, gets zero use in the average 70+ ping matches.

  • I don't understand why is defined weakness needs to be made irrelevant by having him be 4.6, that was the entire reason they changed it.

    It would be more understandable if the majority of maps were bad for him, but no killer should be good on every map, and the maps he struggles on are in a healthy minority.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086288#Comment_4086288

    People say they want a new meta but anytime a perk or item is released and they aren't straight trash everyone screams until they're destroyed. Even older perks like Plot Twist are suddenly a problem.

    So it's pain res/dms and SB/Vigil every match, becuause that's what the serial complainers seem to want.

    While it is partly bhvr's fault, I think that people blindly following guides/CC's has degenerated a lot of players into strict formulaic gameplay loops, so whenever something forces them to deviate from the same cookie-cutter play-style its a problem despite there being ample tools to handle it.

  • @Crowman said:

    I firmly believe that no killer should have built in anti-camp to their power. We already have a basekit anti-camp if killers stick around the hook allowing the survivor to unhook themselves. There's no need to double dip.

    Might as well just have survivors die after one hook state.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085981#Comment_4085981

    It does not take a rocket scientist to figure out why people are BMing. If you know why killers BM, you know why survivors BM because both are piloted by human beings. Ego is the answer.

    Its amusing because killer bm (slugging all four survivors for four minutes,) was so bad and so common that BHVR had to put in a way for survivors to leave the game so they wouldn't be abused in this manner.

  • @Mooks said:

    I haven’t really experienced rubberbanding that often tbh and haven’t heard of others as well..

    Are you sure its not on your end?

    For context: Where are you located (relative to nearest servers), whats your ping in-game, how are you connected to the internet?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085730#Comment_4085730

    THIS is a very real problem. In some cases/specific ‘techs’ it would need clarification and possibly animation fixes if they are meant to be that way i guess

    I don't feel like combing through an eight hour vod and I haven't been recording my games, if I see it happen to a streamer again I will clip and update this thread with the link.

    I can confirm it is not my internet, as I said, it doesn't happen consistently even if my personal connection is poor, it just happens consistently enough for me to believe it is game-side.

  • @esarraf said:

    I just want hits to be validated by the servers. Killers should not be gifted free kills because of their ping.

    That has been an issue since I started a few years ago, this is a brand new one, I am watching streams where the player is legit being teleported backwards and dying because of it.


    I don't believe it is a hack either due to being way too inconsistent, but it happens consistent enough to not be written off as a one off hiccup or something similar.

  • @jokere98 said:

    My idea with the hatch change for the long time was that it spawns the same way as it is right now, but works differently:
    If killer finds the hatch first and closes it - survivor instantly sacrificed (killed by the entity, like endgame collapse)
    If survivor finds the hatch first and jumps into it - he teleported into different location and 2 minute (subjective for balancing) timer starts. Now the killer can't close the hatch, he has to find and enter it, and down survivor before timer runs out (timer starts the moment survivor enters the hatch, not the moment the killer does it)
    Inside the hatch, all perks, items and powers are disabled, killer speed is set to 4.6 (maybe also no bloodlust?), and there are some basic tiles (not randomized? More like halloween location (not in terms of strenght of the tiles), where it is always the same. not sure about that)
    If survivor manages to last 2 minutes inside - they escape. If downed - killed by the entity.

    What do you think about this? It doesnt fix the 2v1 problem, but at least it makes the last one escaping feel more deserved, instead of the simple "i'm feeling lucky"

    upd. Maybe also add killer instinct for a few seconds when killer enters the hatch, so the survivor has to outlast killer in chase, not just hide till the timer runs out

    Aka give up when its a 1v1. Got it.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085385#Comment_4085385

    I’m gonna be honest, this just feels like you’re projecting your own values onto everyone else. You don’t care about the difference between a 3k + hatch and a 4k, cool…but that doesn’t mean nobody else can enjoy the shutdown without it being some huge ego trip.

    There absolutely is gameplay benefit for some of us – more bloodpoints, more satisfaction, feeling like you actually closed out the trial you invested 10–15 minutes into, not to mention certain side objectives I am also trying to complete.

    And survivors “waiting for the match to finish so they can move on” is not automatically more important than the killer finishing their own win condition. Both sides are playing the same game, both sides are allowed to have goals.

    As long as I am not holding the game hostage or griefing, playing for a 4k is just as valid as playing for hatch or escape – you don’t get to declare one side’s goals “detrimental” just because you don’t share them and that’s okay.

    How would you feel about being able to abandon once downed in a 2v1?

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085407#Comment_4085407

    How does buffing low tier killers (their abilities and add-ons) have any impact on the other killers?

    We don’t know what the low-tier killer kill rates are because BHVR never shares the kill rates of all killers - just a select few. I’m curious what your kill rates are with some of the low-tier killers. Can you share a few? I’m curious to know how you came to the conclusion that they are “playable in the vast majority of matches”.

    Maps were shrunk to accommodate immobile killers, instead this resulted in hyper-buffing mobile killers.

    Survivors were changed to spawn together so that immobile killers could have an easier time initiating chase at the crucial part of the game. Instead, mobile killers are able to initiate chase within 20 seconds of a game starting.


    Need I go on? If you play ten games and only lose three, the killer is fine, you should definitely not be losing the majority of your matches on killer, especially since people go on killstreaks with killers that aren't even A tier.

    @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085407#Comment_4085407

    I think you're actually proving my point.

    If players keep running slowdown because it's the most efficient option no matter what, that suggests slowdown perks provide a huge amount of value. Players generally go toward whatever helps them win most consistently.

    As for mobility killers, I agree they're common, but I don't think the strongest killers should be the benchmark for the entire role. Most killers don't have Nurse or Blight-level map control, and discussions about generator pressure usually involve the rest of the roster too.

    I also don't think kill rates tell the full story. A killer can have a healthy kill rate while still feeling heavily incentivized to run certain perks. My argument isn't that killers are weak or survivors are overpowered. It's that regression perks seem to be one of the most universally valuable perk categories in the game, and I think it's fair to ask why that is.

    Saying "good killers can manage without them" doesn't really answer why so many experienced killers still choose to run them in the first place.

    Except there are far more workable perk set ups for killers than survivors, and your suggestion of nerfing gens (again) won't stop people from running four slowdowns.

    People run that because its easy and efficient, not because the game is unplayable without them. Its the same reason why good players still run windows of opportunity, but windows is definitely not a need.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085401#Comment_4085401

    I don't really think that's what I'm saying.

    Survivors should be on generators most of the match. That's literally their objective. If survivors aren't doing gens, they're probably losing. I don't disagree with that.

    My point is more about perk dependency than survivor strength. When a large number of killers feel like they need to dedicate 2-3 perk slots to slow down every game, that's usually a sign that something about the pacing is pushing them in that direction.

    There are definitely killers with strong map mobility and anti loop, but there are also plenty of killers that don't have either. The roster isn't just Nurse, Blight, Wesker, and Dracula. A lot of killers still struggle to maintain pressure across larger maps when survivors split efficiently.

    I'm also not arguing that survivors are overpowered. Survivors have their own issues right now, especially with how common hex builds, tunneling, and strong mobility killers can be.

    All I'm really asking is whether regression perks have become too important to the average killer build. I think that's a different discussion from "survivors are OP."

    Its the same rhetoric used for tunneling, heard it before, no amount of carrot on a stick will deter people from using four slowdowns outside of an actual gutting of said perks.

    It doesn't matter if there are 190 slow killers when the ten that are fast make up > 80% of matches. Any buff to 'low-tiers' will just buff the S tiers, and mind you, all the 'bad' killers still have good kill rates and are playable in the vast majority of matches outside of comp which is a tiny fraction of a fraction.

  • Then you realize that if you aren't on gens 99% of the time you just auto lose because maps are tinier and tinier and every killer has map travel + anti loop on loops that are getting weaker and weaker.

    Additionally, totem builds are also pretty common too.



    So yes, this does read as yet another 'Survivors are OP' thread.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085221#Comment_4085221

    Honestly it surprises me people still complain about deadhard.

    guess some people never played against it before it got hard nerfed a couple/three years back. Used to be a straight up exhaustion perk no other requirements. People you use it constantly and not have to unhook to trigger it. Everyone used to run it.

    People will always hate DH because it's one of the few objective outplays and people hate feeling outplayed.

  • @OmegaXII said:

    Honestly, I think you should ask why there isn't any sound QoL update for Spirit players.

    Currently to track survivors, you need to turn up the volume, which makes the blasting chase music, screams, and explosive notification ABSOLUTELY NIGHTMARE.

    That's why I stopped being a Spirit main few months ago, because I really don't want to go deaf because of a video game.

    Because if it was easy(er) to use her power then she would have no downsides.


    She is already one of if not the most luck-based killers to play against.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084341#Comment_4084341

    The solution was to not stack pallets on pallets. Just fill in your deadzones and make sure your Spawn Logic actually spawns pallets evenly across the board for survivors so they have a fair chance no matter what part of the map they are on.

    Filling deadzones with pallets that are horrifically unsafe is the same as having no pallet at all.

    Unless you want every pallet to be super strong, simply nerfing pallet density would be a terrible change for survivor unless it was balanced with loop strength or map strength, two things killers also hate.

    I don't see a fair solution being proposed, so it just comes across as wanting to heavily nerf survivors for nothing.

  • If they gut pallet density, then they need to add more windows, make maps bigger, and remove short/short loops.


    Which I have a feeling wouldn't be approved of either, so what is the solution here?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083355#Comment_4083355

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083493#Comment_4083493

    You could just make numbers changes to make her bad, like doubling her cooldown or something. But that wouldn't actually fix her it would just "delete her" the same way they did skull merchant.

    The real question to propose is. She is bad at low level play, she is often one of the lowest kill rate if not THE lowest killrate killers in the game, often less than 50%. So she's actually underpowered when played in the average game.

    But what about nurses like me who have thousands of hours? If i'm going against survivors with 300 hours, sure i'll probably win every time, but that is more of an experience mismatch.

    What if you pit me against a team of survivors with 5k hours? Am i going to win that match every time? Probably not, and that changes things.

    I for one am personally in favor of reworking the nurse, but i also think that the fundamental base mechanics of the game need to change to start making the FUN parts of DBD the actual rewarding parts and to start eliminating the unfun parts. But if you rework the nurse because you accept that she is "too strong in the hands of a high level player" then you must also by definition, handle "survivors who are too strong in the hands of a high level player" and the fact that at the highest levels of play, there are maybe 5 viable killers.

    Therefore, i don't think it is as simple as "nerf nurse" or "rework nurse" i think fundamental base level mechanics of the game need to change first, to make it so nurse is not necessary when you are playing in matches with the best players in the world.

    For example, if you took the best 4 survivor players in the world, and pit them against say, the best trapper player in the world for 10 matches, how many matches do you think that the trapper would win? Now do the same with nurse, how many games would nurse win? Do this with just about any other killer and you'll realize that most of these matches will end with the survivors winning more often, with the exception of maybe 4 or so killers who might pull out ahead, and maybe another 3-4 who might break even. Then realize that there are 40+ killers in the game.

    Basically, i think nurse in her current form must exist, as long as the game exists in its current state. Until then, i think any balance discussions are pointless.

    This still fails to address why killer should win all of their games at a high level and why the best survivors should always lose at the highest level.

    If you can master a killer and stand a fair chance in most of your games comp or otherwise (this is the currently reality,) then there is no reason for any killer (character) to be as oppressive as nurse and blight are.


    Mind you, the strongest swf's still haven't even come close to the strongest kill streaks.


  • Did we forget about all the Teamwork and Invocation perks survivor has been getting?


    It's not just a killer issue, BHVR is just at the point where they stopped trying to be innovative with perks.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081469#Comment_4081469

    It might sound silly, but at this point I am pretty sure that at least some Killers just want the Survivors to feel miserable. There have been multiple Threads complaining about Survivors abandoning when they are the last person alive, because they dont want to see the Mori. Yet for Killers it is a problem, because they apparently want the Survivors to see it. (While it should be totally fine, since the Killer gets to see it and they apparently want to see it)

    But the actual reason for those (I would say it is a small amount of players who think like that) is that the Survivor sees how they lose. Which is not so different from Survivors waiting at the Hatch until the Killer sees them leave, but hey…

    It's more than you think, same reason why killer lobby dodging is never addressed or acknowledged by BHVR or killer players.

    Killer playerbase is very self-victimized and then coddled by the game, doubles down on itself.

  • Yeah I went into a locker vs Artist and had such a pleasant time discovering this bug right after :DD

  • @Aven_Fallen said:

    I almost never see Survivors giving up, neither as Survivor nor as Killer. So MAYBE it is the way you play? If you wait 10 minutes, maybe dont make the game as unfun as possible for the other side, so they are more likely to actually interact with you.

    Or you are straight up lying or exaggerating if you say it is happening in every game.

    They'll never admit to this and its exactly why the convo is just karma farm (which is funny on a forum like this.)


    Killers doing everything in their power to win every game but then complain when they get given a free win lol.

  • Considering they just nerfed fast exiting lockers I don't think a survivor buff is coming anytime soon. 3

  • Probably because its not unique at all and is just a reskinned M2 to zone until free hit ability.

    in Jason Comment by Wyndsor
  • In my opinion it's an inclusion so overdue its hard to get hyped for it, I feel like Jason doesn't fit modern DBD Dashslop ADHD killer gameplay so I see his inclusion going one of two ways:

    1. They don't give him a dash/anti-loop and he's not played because he doesn't autowin

    2. They give him a dash/anti-loop and he becomes Ghoul 2.0 and gets a bad rep because of it


    Neither would do the character justice imo. He should've came out ages ago.

  • Think of it this way, we got it out of the way now and can move on to something else afterwards.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080407#Comment_4080407


    Ah yes, the three god pallets that you can easily chain on every map. We all know those. They definitely exist. You're ignoring reality in favor of a math equation that assumes everyone moves in a straight, mechanical line, and the killer somehow has nothing to help them, while also breaking every (somehow unavoidable) pallet. Most pallets aren't god pallets—most pallets are bad. If someone predrops it and keeps going you just walk around it.

    You're also ignoring the fact that most killers have some way to hinder your journey on this straight line of perfectly spaced and stellar pallets. Killers have either mobility/catchup/dash (Ghoul, Nurse, Chucky, Spirit), a ranged attack (Deathslinger, Huntress, Plague, Unknown), an antiloop ability (Clown, Doctor, Dredge, Pinhead), or a pallet chewing ability (Oni, Bubba, Micheal, Nemesis), if not a combo of those things (Henry, Billy, Oni, Blight, Singularity, Vecna, Dracula). Plus there's instadowns on many of them. Oh yeah, and popular anti-pallet addons (Legion, Wraith, Wesker). That's not even bringing up perks. And once those pallets are gone, they're gone. You're also ignoring the reality of the maps themselves, like Ormond and Yamaoka, with areas of a bunch of useless rocks and nothing else at all. 70s for a down and all you broke was 3 pallets? If that happens you're bad, terribly outclassed, or you screwed up. You can pretend all this isn't the case, but I know very well that you know what reality looks like in this game.

    The problem here is that this type of thing LEADS to killers adapting and using strategies that survivors find unfun.

    The pallets were likely put in to help with tunneling, so survivors have resources to slow down the targeted attack. Half the perks killers are complaining about—like Babysitter, DS, and OtR—are anti tunnel perks that have zero effect on you if you aren't looking to double hook. If perks and pallets simply existing has lead to slugging, then slugging needs to be adjusted, not perks and pallets. You shouldn't be able to say you just don't like the proper gameplay and you won't participate in it until you get your way. That shouldn't even be possible.

    This is the m.o of virtually every killer poster here especially the one in question because they have some weird agenda where killer should be balanced around trapper and survivor should be balanced around 4-man swf.

    I like how they tell on themselves within the first line by minimizing how many killers don't care about pallets these days.

    That 'etc' is doing monumental work.

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