Xernoton
Xernoton
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It might just be me but I think this shouldn't even be considered a skill expression. Because really all it was, was a significant quality of life issue that made playing the killer for anyone who hadn't mastered it yet pretty uncomfortable. It led to people getting disoriented. The punishment for not aiming correctly should be that you miss, not to be disoriented. Unfortunately in Singularity's case, there is not really a middle ground so this will have to do.
The main skill component came from correct bio pod placement and playing a very aggressive 1v4. That is still possible although no longer rewarded quite as much since they removed the extra overclock duration per survivor slipstreamed.
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Regardless how you feel about it, Singularity definitely needed some changes. Playing it required way too much effort for some pretty mediocre results and that never feels great. Singularity also isn't among the strongest killers, really. It's in the better half for sure but not top 10 material.
Most of these changes are more quality of life improvements than real buffs, so I'm not sure how strong this will actually make the killer but I doubt it will make it impossible to play against. There were also some small nerfs in there.
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Is that really such a big deal? If you aren't unhooked with the killer right next to you, then your team mate will easily get the heal on you before they make it back and when you heal someone with Solidarity, they mostly return the favor right away too.
I wouldn't be against locking that healing progress, so that it can regress but I don't think it would make much of a difference.
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@Aven_Fallen said:
Most of the time it is up to the Killer if they created a Deadzone when it comes to Hooks. So yes, there is some form of skill expression, even if it is low. But not every Killer realizes that there is only one Hook in an area and still use that Hook instead of taking a few seconds to carry the Survivor closer to the middle of the Map.
However, I think that the Devs could have better solved it with reducing Hook RNG. Having 1 Hook in an area and then 3 Hooks in the next area (which are easily campable) is not good. Then there should be 2 Hooks in each area. So a reduction of RNG would have been the more elegant solution.
But overall, not opposed to the change, Hook Deadzones were rare anyway and getting hooked is still better than having to bleedout.
(Now, if they just can remove Hooks which spawn upstairs and add Hooks Downstars in the same area…)
I think your idea would not really fix the problem unfortunately because it would still be possible for a killer to have no choice but to sacrifice 2 survivors on the only 2 hooks in an area, which would then create the same issue.
Respawning hooks is a pretty safe way to prevent this. I agree though, that there shouldn't be 3 hooks right next to each other. It's fine if there are multiple hooks in reach when the killer picks up (after all, they have little control where the chase ends) but these severe camping spots definitely aren't healthy and on some maps the killer is encouraged to use that (RPD being one of the worst offenders).
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That Babysitter buff is my personal favorite out of the whole update. Combine that with OTR and that survivor has a very strong protection against tunneling.
IW on the other hand is probably going back to be an ultra meta perk. At least we have a decent exhaustion perk for killers now, so I can counter it if it gets too bad.
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None of these perks are slept on.
- Surge is used but only by M1 killers, who also need different perks to be viable. Even then, Pain Res was mostly a safer option.
- Opression is simply terrible. Once every 8 seconds, you have a chance that the perk may or may not do something. You kick a gen and now it's random what other gens are affected. This can hit gens that have no progress. The "difficult" skillcheck part is also pretty weak. It's really not that hard to hit them.
- Eruption is ok. Not amazing but not bad either. You sometimes see people use this perk but it encourages excessive gen kicking, which is limited by the anti 3gen mechanic and for each time it activates, that's 2 regression event on each individual gen that was hit. You mostly don't have the time to run around the map kick a bunch of gens and then go for a chase, so you'll try to defend only a few of them and this is where Eruption falls short.
- Call of Brine is one of the worst perks in the game. It's terrible. It's active for 1 minute only and it gives you 25% bonus regression which equates to 1/16th charge per second. Even if it stays active for the full duration that's only 3.75 charges extra. Even if I somehow got the gens to regress for a total of 10 minutes, it woud buy me less time than 2 uses of Pain Res. Let that sink in for a minute.
- Overcharge is ridiculously bad. It's literally worse than nothing against decent survivors. The "difficult" skillcheck doesn't matter because they'll get it anyway and the increased regression takes 15 seconds to actually come into play and then still has to be active for another 15 seconds to make up for the regression that was lost. So that's 30 seconds of uninterrupted regression to get the results you'd get without it.
They could remove every good regression, chase and info perk from the game and I still wouldn't even consider using CoB, OC or Oppression. They do so little, you could combine them all into 1 perk and it would remain mediocre. Huntress Lullaby is better than each of them and that's saying something.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744035#Comment_3744035
If you guys ever nerf Distortion (it will happen, we all know it), heres my suggestion
Nerf Distortion back to 3 tokens max and not regain tokens by terror radius
and nerf aura reading altogether by only showing the auras of healthy survivorsYour idea for a nerf on aura reading is pretty bad. On one hand, it makes no sense on the other we have a perk that reveals the aura of an injured survivor. It would also come as a nerf to all aura reading perks in general, which is flawed because not all of them are actually that good. Take BBQ for example. The perk has worked like that for years (apart from the +1 second duration) and it's far from overpowered.
The only part of Distortion that needs a change is the whole "recharge tokens outside of chase" thing. That is what actually does make the perk selfish because you can use it to avoid getting chased altogether, which then forces your team mates to take these chases for you and die earlier. Basically, you refuse to pull your weight.
If that was changed, I'd be more than happy with a hook refreshing all tokens instantly to make up for it. They could also give it another effect that makes you not leave scratch marks after getting unhooked for 10 seconds so it would work as an anti tunnel perk as well.
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I'm getting masochist Freddy vibes here.
But you do you.
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The funny thing is, he wasn't really neglected. He got some changes but almost all of them were nerfs. I will never understand why Freddy's dream pallets can't have synergy with niche perks. This at least gave them so kind utility and it was actually fun.
Freddy is in dire need of an update. His power is uninspired and just a weaker version of other killers, his strengths are so few and far in between it's shocking to see that he sometimes does something and he really doesn't feel like Freddy Krueger. @GeneralV is right that Freddy needs a dework. Return to the roots and go from there. It allows for so many interesting gimmicks and a far more creative power than "Clown's puprle bottle on a budget".
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743980#Comment_3743980
A complete rework this time.
Can I get back pallet breaking? That was a reason why I have started to play her in first place... and her skins of course, but that won't be changed hopefully.
Depends on how much you're willing to sacrifice. 😈
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Great. Now all they need to do is remove Fly and rework the items so that they heal you when you use them. Then the cosmic forces will finally be in balance once again.
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Hex: Two Can Play, Huntress Lullaby and Fire Up. They are all bad, which is why nobody expects them but they can all do something of value, if you get lucky.
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That would dramatically increase queue times. Think about it like this: There are 4 survivors in a lobby, each of them with the option to ban 1 killer. That is up to 4 different killers banned each match, which is a lot. Especially considering that many would ban the more popular killers.
If we were to change it so that only 1 killer per lobby could be banned, we'd either need to find 4 survivors that all banned the same killer, which again would take quite a bit or we'd need to put them in a lobby, let them vote and then start looking for a suitable killer. This would likely make matchmaking worse overall and also take a lot of time because the survivors would need to somehow come to a compromise, which killer should be banned.
As much as I understand not wanting to play against SM, this is not the solution. She needs a rework. A complete rework this time.
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@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743552#Comment_3743552
You aren't seeing the bigger picture here. First of all, you are drastically understating how powerful the information is on this perk. "only info"? So if all players could at all time see each other's aura then that wouldn't be a problem huh? Information is extremely powerful.
But the bigger picture is that this perk makes Franklin's a meta perk and that isn't a healthy place for the game to be in. If there is a really high chance in any given game that a survivor knows they are going to lose their items or that the killer has infinite wallhacks on half the map then that will increase the chances of that survivor just not wanting to play survivor anymore. It's not fun knowing that all those items you spent so much time and effort getting on the bloodweb are not only not worth bringing into a match but will be an active detriment to you. It is not good for the longevity of the game.
You conveniently ignore the part where I mention what needs to happen for that information to even come into play. That's like if I said, that Sprint Burst was somehow overpowered because you move faster than the killer. If we ignore the downside and the restrictions this perk has, that is true. But with the downsides and restrictions it's completely fine.
That's why it's important to keep in mind, that this information (something that does not do anything by itself) has some heavy restrictions and comes at the cost of 2 perks. In the chase you activate it, Weave Attunement won't do anything because that survivor will use their speed boost after the hit to make distance and get away. After that they can go back and pick up the item again, for the cost of 30 seconds oblivious. This an inconvenience but not really strong.
When a survivor loses their item, that means they won't want to play the game anymore? That's definitely a take. One that I could simply turn around and make the same point by stating that killers don't want to play against items, if they can't counter them. Weird that both sides still play then. Also, whenever something is introduced, buffed, nerfed or changed in any way there will be players that are unhappy about that and won't like it. So the game becomes less fun for them. Do they stop playing? No. Because it turns out, that most of it is not as bad as they thought in the first place.
Pretending that getting an item takes effort is pretty ridiculous. That might have worked a few years back but not now. I stopped levelling my Ace about the time when they reworked prestige to level different characters and unlock their perks and I still have items left on him. Granted, I don't use a commodious toolbox with BNP every game and I also don't use medkits with double iris every chance I get. But if you are so dependent on that stuff, maybe this would actually help you learn how to play the game instead of crutching on your loadout.
Pretending that items become a detriment just for the existence of Weave Attunement + Franklin's Demise is pretty wild. That is 50% of the killer's build. So your payoff at worst is that the killer doesn't use something better, which is already pretty good. This makes them vulnerable in other areas.
You know what's also bad for the longevity of the game? Creating metas that exist of only 4-6 perks. Would you like to go back to slowdown stacked on slowdown and slowdown combined with slowdown? I much prefer a wide variety of perks on both sides. But you don't achieve that by introducing a perk that is interesting and fun to use, if not all that strong but then nerfing it to the point where it does nothing, which would be necessary to removee the inconveniences you mentioned. In this case it would push 2 perks out of the meta again. Not to mention that we just nerfed some of the most popular killer perks because they were overused. The irony is priceless.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743655#Comment_3743655
This is very true.
The only thing I would mention is that this is a common problem of text based communication. There is no body language, facial expression or context clues to draw from, which is why emojis exist, as a means of helping us provide context and meaning.
E.g. Say you pull a practical joke on someone. Compare the responses:
- You jackass
- You jackass 🤣
- You jackass 🤎
- You jackass 🖕
The meaning of each is quite different, so this means without supporting emojis or properly framing your GG in a sentence, the reader of a text message has to infer intent, and likely if a person has just lost, and especially if they lost badly, they are likely not in the healthiest mindset in that moment, and thus not likely to read "GG" with the best case scenario in mind...
So my point largely is, saying "GG" is not inherently toxic... but if your intent is to genuinely convey "Good Game" to another player, this point is very much worth bearing in mind... and I would argue that failure to acknowledge/address this point once aware of it does kinda throw shade at that "GG" being genuine.
Thankfully I'm on console, so have no need to navigate this space at all... but when I used to play PC, I almost never said GG first if I was on the winning side, because I'm aware it can provoke a negative reaction. If I ever did, it was when the game was genuinely on a knife edge that couod habe fallen either way in the scramble that realistically noone could be mad at... and even then I actually used a whole sentence to say how good a game it was.
Interesting take.
I mostly agree, that the absence of body language and audible cues makes it harder to identify the true intentions but there really is no way to fix that. Emojis wouldn't help, especially if you're already in a bit of a bad mood because then everything would be understood as sarcasm.
I think it is on the winner to keep in mind that their opponent might not be in the best mood after losing and the loser to try and be calm enough to understand that sometimes a gg is nothing more than a gg. Especially since sore winners tend to write gg ez instead. Meaning, when one side absolutely stomped the other, saying gg first might not convey the intended message and in a normal to close game the loser should try and understand that their opponent is actually trying to be nice.
When I lose badly in a game, I rarely respond with a gg and instead say well played. The game wasn't good for me but I can aknowledge that my opponent played well. There is no need to lie in the end game chat and logically it makes little sense for them to be spiteful when they won. Sometimes the game can be a context clue for the opposite but I view that as the exception, not the norm.
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The problem is not the winner saying gg first but the loser being salty and taking it the wrong way. More often than not, the winner is probably genuine and they wish to express that they had fun playing against their opponent.
I know it's easy to assume the worst about people but that's not good.
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Sorry to hear that. Unfortunately, the sweat is strong in this game and many people will not stop just because it's an event.
Tunneling, much like camping or the survivor equivalent of gen rushing is not really toxic but it's a way to play the game in a more efficient and ultimately more win oriented manner. There is not a whole lot you can do to avoid it but some things that can help with a tunneling killer are:
- Playing with friends and coordinating unhooks and chases. If someone else comes for a bodyblock or you are unhooked while the killer is far away, that will make it a lot harder for them to successfully tunnel you out.
- Perks like DS and OTR. Yes, it sucks having to run specific perks pretty much every game but it's still better than being tunneled out early.
- Enduring this unfortunate situation and using the extra attention as a way to practice chases and make it harder for killers to tunnel you in the future.
Either way, I wish you some more enjoyable matches soon.
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It sounds nice in theory but
- With 36 killers in the game and more coming in the future this would be unobtainable especially with killer buffsm nerfs and reworks.
- Some killers perform really bad against good survivors but absolutely stomp less experienced ones.
There is also the issue, that this would need to scale with loadouts too.
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@KingFieldShipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743552#Comment_3743552
I am going to play devils advocate here, and I’m genuinely curious and I’m not trying to bait, because I really haven’t had enough experience playing against it or with it, but if it’s subpar information then why are people running the combo? If it’s that weak of a combo, then it wouldn’t be replacing two more useful perks, no?
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743570#Comment_3743570
It is more the way HOW it is defended. But yeah, it is a bad combo which is getting more popular, because we all know that Killers like to run Meme-Perks, sure. :)
Remember when Nic Cage came out and people actually used his perks? They were something different from the mold, if not all that strong. That's the reason why people often use new perks. If they are at least functional (by that I mean good enough to do something noticeable) people will test them. After a while they'll go back to running their usual builds though.
Weave Attunement is a niche perk. It's one of the few anti item perks in the game and one of 2 that actually do something. That already makes it stand out. Much more so since it has synergy with another perk and allows you to switch your play style a bit.
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@Aven_Fallen said:
Obviously diehard Killer Mains will defend the Perk. This just shows that the Perk is overtuned. That people call it weak is just a joke.
I usually bring Items I find to the corners of the Map, but the more it is used, the more the gameplay revolves away from the main Objective. And doing a "side objective" of basically delivering Items into a Corner where they dont provide Aura Read all the time is also neither healthy nor fun.
Obviously diehard Killer Mains will defend the Perk. This just shows that the Perk is overtuned.
So, if someone says that a perk isn't that strong, that actually means it's overtuned? Wow. 261 perks in the game and all of them are overtuned then. That's some next level logic.
I mean, I could make a post about how No Mither would somehow be unfair and some hardcore survivor main would say that it's fine or even weak (which for the record I agree with), but applying that logic here, it would mean that the perk is in fact overtuned.
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I stopped caring about who it is, that I chase. So I always chase the first person I find and that switch targets when convenient. To a degree it's the survivor's responsibility to make themself a bad target. If they are careless enough to run into the killer again, then it's not really tunneling because no survivors were ignored to hook that person again.
If they can't last in chase, then too bad. I'll just play the way I usually play. I don't go out of my way to target them but when they're dead, they're dead. That's already playing nice. I won't just surrender because someone plays bad. If the situation were reversed, I'd lose the match too, which is fine.
In short, I play like normal. If I absolutely control the match, I might be in the mood to give someone an extra chance but it's not the norm. At the end of the day, it's not my responsibility to account for poor matchmaking. It doesn't fix the actual issue anyway but instead makes it worse, since MMR only cares about kills and escapes.
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"Oh no, the killer uses 2 perks to get sub par information. How horrible."
Seriously, it's only info. Info that needs to be set up by a M1 on a survivor with an item (otherwise, you can immediately pick up the item again, since the downside is not that big of a deal) and only works around the spot where you hit them. All of this at the cost of 2 perk slots. I feel like we're back to complaining about perks just to complain about perks.
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@OrangeBear said:
I think original snowmen were BS (this was 2021). Everything else i am fine with honestly.
Agreed. Although BL 1 into exposed wasn't that great either. It basically encouraged killers to walk behind a survivor until they had BL 1 even, if they could get the hit before that.
I think what we have now is mostly alright and even showcases how big of an impact things like injured noises and the time to hook survivors actually have.
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SWFs have always had a bad reputation. There were these super coordinated teams a few years back that would go out of their way to make you miserable (some bully squads still exist) and others were just pretty much unbeatable because they stacked everything in their favor. This was fixed for the most part.
What we see now is a remnant of that combined with some killer players coping that every group they lose to is a highly coordinated SWF. In reality, most SWFs are just normal players. Yes, they do have an advantage but this advantage alone doesn't completely scew the balance towards them. Especially since MMR isn't perfect and always has some variety in the skill levels of each individual player.
What's really scary playing killer isn't the full 4 people SWF but 4 people that all play well.
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@thynderbird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741402#Comment_3741402
With devour hope, find the totem, put your trap and now you have 5 tokens of devour hope secured.
How do you figure? It's not like the totem can't be cleansed just because there is a trap. You crouch through the trap and then destroy the totem.
Overall Hag is a powerful killer but against coordinated teams, her power is miserable. You are so busy setting up traps that you don't have time to innitiate a chase, which gives survivors time on gens and the chance to go around disarming your traps. The worst part is when you pick up and 2 survivors run through all your traps. Yes, they aren't on gens but now you are a 110% killer without a power until you set your traps again.
Getting a 4k in your first match doesn't tell a lot. I mean, I played a game as backwards Nurse (I was only allowed to move backwards) and got a 3k. Does that tell you anything about how strong she is? Not really. The second game I lost with 0 kills and the next few games weren't much different. But in 1/1 games I had a 100% win rate. That's why statistics are done with big numbers.
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@Caiman said:
Haven't bought the DnD chapter yet, and I'm not feeling enticed to with this constant suggestions of nerfs.
That's how I feel about it as well. I made the mistake of buying Chucky on day 1, then he was nerfed and I haven't played him since because this also removed the fun part for me. Vecna is already kind of meh and yet it is suggested we nerf him again.
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Survivors: "Killers only use slowdown and tunnel every match!"
Killers: Use different perks to find survivors.
Survivors: "No, you can't use 2 perks for information to find different survivors!"
At this point, just remove perks from the game. No matter what perks a player uses, someone will complain about them.
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"Ok, I just hooked Meg. Now let me go after Feng."
20 seconds later: "Oh no, Meg just came for a bodyblock. Guess I'll get banned from the event queue for the crime of tunneling?!"
This would never work. I'm not saying that tunneling, camping and slugging during the event are good but honestly both sides still play like it's comp every match and only queue up in the event queue for the extra BP and potentially easier matches. Meaning, players in general are the issue, not one side or the other and doing something about that is way harder than you may think.
To combat this, survivors would need base protection against tunneling (base kit DS or stronger), camping (stronger AFC) and slugging and everyone would need to have random loadouts, so that survivors can't go into a match with 4 BNPs or similarly strong equipment either. This would still be exploitable btw.
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That's just a visual bug. For some reason their BP are displayed with the modifyers applied already (at least partially). I had that happen a few games ago and it said I got about 110k BP but with all the cakes it was still only 150k, so there was no way actually got 110k BP base.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740397#Comment_3740397
You are not safe from hillbilly if he misses his cooldown is so small that you barely make any distance. Blight has longer cooldown if he misses and he can't even instadown you. Hillbilly feels stronger of these killers.
"Feels" is the important word here. He isn't stronger than Blight though. You can no longer get 3 loops worth of distance on Hillbilly after a missed chainsaw (which is in part because of the faster chainsaw speed, that needs to be reduced first and allows him to move a bit more) but you still get around the loop to a safer position.
For Blight it doesn't matter, if you dodge because as long as he doesn't swing, he can use another rush to readjust. Billy's power can also be countered on reaction in most cases. In Overdrive you are mostly forced to play the mind game but even then some smart pathing and loop chaining can buy you a lot of time.
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No. Blight is still a lot stronger. Hillbilly is definitely a very powerful killer and he has an addon (LoPro Chains), that now pushes him too far but Blight is still better. The main difference between Blight and Hillbilly is, that a Blight can always readjust. Billy on the other hand cannot. He misses you and you are safe for a while. Billy is also more predicatable then Blight and needs more set up for his power work in chase.
I see that the "showcase" that Hens did a while ago was brought up in this thread and I find it funny, that the we take this video without even the least bit of salt.
https://www.youtube.com/watch?v=a-zw3TipZqUNot only does the Hillbilly have a stronger loadout, the survivors also play pretty terrible. These are comp players and yet, they don't know that the syn car is incredibly unsafe against the new Hillbilly and try to loop that of all tiles on the map? Pre drop the pallet and leave like you'd do with any other loop (except maybe shack). Or how about the Nea on Thompson House, that walks in a dead zone, so the killer has an easier time back revving her instead of using her Sprint Burst to get away. Survivors in public lobbies play a lot better than that. This looks like paid actors.
If this is the best they can do, then that's embarrassing.
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This mindset is exactly why killers play like it's comp. Survivors ignore the event stuff, which means that they outpace the killer, so they ignore the event stuff to keep pace with the survivors, so they ignore the event stuff, so they can keep up with the killer. The order doesn't matter. What's important is that it's a cycle.
Both sides create their own worst enemies and this mindset is the reason why.
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Well, it seems BHVR meddled with the cosmic forces too much when they stopped nerfing Pig. Now it has to be Chucky instead. This is brutal. First they take away flicks, then scamper, now they nerf the addons and also work on a nerf to his cooldown. Thanks, devs. For a moment I thought I might play him again just for the 12 seconds cooldown. But after seeing this, I don't think so.
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There would be no point to the hindered effect, if he was a 110% killer. That's kind of his thing. He slows you and speeds himself up and if it works, he gets a hit. That is all he has. Clown falls short in every other regard. He has no map pressure, built-in slowdown or information in his kit, so of course his chase has got to be very strong.
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Technically it is possible (stream sniping is possible too after all) but you shouldn't do it. Killer and survivors working together is a reason for a report. If you want to play against your friend as a killer, you can always go into a custom game with them.
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@Pulsar said:
It's alright.
You do get that 5% total regression from the kick, so I do think that helps it.
Yeah the 5% is neat but I get that 5% with or without Pop. Meaning, this doesn't really make the perk any stronger. If I were to kick a gen at 50% then a kick with Pop would do a total of 5% + 9% = 14% = 12.6 charges in total regression. The base kick did 4.5 charges alone. Meaning, Pop would give me 8.1 charges value. For a perk, that requires me to get a down, get to that gen and kick it, that is pretty bad.
Pop is now inferior to Surge, which isn't even that great and it would be inferior even if Surge only hit 1 gen each time considering, that I wouldn't need to kick the gen and I'd also get information each time.
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That is a HORRIBLE idea. The killer doesn't pick, who they chase. The game does it for them. Meaning, survivors could (and would) abuse this by running in front of the killer and getting their team mate an instant get out of jail free card. So no matter who the killer would try to chase, you would only need to run somewhere close to them and suddenly the other survivor gets a huge advantage. This would also mean, that killer would have to run away from the unhooked survivor instead of the other way around.
Your suggested restrictions would not be enough because this would also allow people to unhook mid chase and get away, which should never be encouraged.
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Ghostface should do the job just fine. Noed can also work but it will probably take 2 games then.
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Cracked Primer Bulb on Hillbilly: Only does 1 health state damage but allows Hillbilly to vault windows and curve again similar to the LoPro Chains. Also allows Hillbilly to keep on running after hitting a survivor but disables Overdrive.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738692#Comment_3738692
They got nerfed for a reason, maybe kill rates too high?
I'm pretty sure they stated it was because of the pick rates.
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Huntress Lullaby is the single best regression and info perk in the game. As soon as you get some stacks going, you turn the one thing that allows survivors to breathe and reconsider into a sweat fest as they will now have to pay extreme attention to skill checks or risk giving you slowdown and regression every few seconds. This completely destroys SWFs on comms. But solos will be affected even more. It also bypasses the 8 regression events limit.
Because of the insane pressure built up by Huntress Lullaby gen progress will stop and everyone will look for the totem. But because you take the only time for survivors to calm down after a stressful chase, they will not be able to keep track of where they had already looked for the totem. Meaning, Huntress Lullaby serves as a way to spam them with so much information and pressure they won't be able to concentrate on the task at hand either.
This makes Huntress Lullaby close to unbeatable.
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You see the problem, don't you? You don't run meta perks but you play against people that do. That already puts you at a significant disadvantage. This is sadly a huge issue on both sides. Trying to get value out of some obscure builds is only going to end with you losing no matter which side you play.
I agree, that survivor content in recent years hasn't been great overall. There were a few maps and perks that were absolutely broken (reworked Boil Over, MfT, CoH, Garden of Misery, Borgo) but aside from these things, which the devs mostly dealt with, it hasn't been great. Many perks that were dead on arival, map reworks like Haddonfield, that are absolutely terrible and a bunch of killer buffs (that were mostly needed) have definitely taken a toll on the survivor experience. I think playing survivor is still fun but I hope that the devs will soon release some nice perks (like Nic Cage's) again, that people will actually enjoy using.
The main issue this game struggles with is that it's incredibly difficult to find the middle ground between balanced and fun for both sides. When kill rates were closer to 50%, survivor queue times took forever because the overall experience as a killer was pretty bad. Now we're slowly going towards the opposite end. I honestly care much less about the results than the match itself. But even that is very inconsistent when you play solo queue. Sometimes you have pretty decent team mates and everything works well, other times you lose against a Pinhead on Garden of Misery because you constantly have to get the box while 2 of your team mates run around looking for totems and the last is in chase. Now which of these games is more memorable?
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They definitely don't report anyone to the authorities for this stuff. Even if they tried, that wouldn't do much. DIfferent countries have different laws, so the first thing they'd need to do is track the IP address that was used and then file a report to that country's respective legal authorities. This however would also require them to be familiar with the laws in that country because otherwise they would risk reporting a bunch of people that by the law cannot be further prosecuted. That would take a huge amount of resoucres and quite frankly it's not worth the headache.
They do however ban you for these things, which is the harshest penalty they can apply.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738154#Comment_3738154
I think your assuming that old billy is the same as new billy, they aren't remotely close. What your describing is old billy who if you knew what he could flick he was not strong in chase, he was way slower, way longer charging time, easier to read and had a massive limitation on his power usage.
New billy has:
-A shorter charging speed
-Walks way faster when charging
-Moves way quicker
-Can curve corners at over 180 degrees now
-Can go straight for half a second and then curve 90 degrees
-Can curve 90 degrees one way and then 90 back the other way to go around tight bends and obstacles
-Way more generous curving and easier to use curving, flicking as billly used to be really hard, now its really easy
-Has overdrive which is up about half of the time and moves faster than a nurse blink and has an even faster charge time
-Has a wayyyy shorter cooldown after ending a chainsaw sprint
-Has a minimal penalty for bumping now and can move whilst bumped
-Also has no limitation on his map mobiliy or his power usageThese things add up because it means its extremely difficult to survive in a chase. You can't play any loops because he can hit you around anything. Predropping is inneffective because of his break speed. He can also hit you around dropped pallets similar to a blight. Hiding behind walls or obstacles is much less effective because its infinitely easier for him to simply curve around them now or hold his rev until he gets overcharge. In overcharge as well you have to instantl drop every pallet and hope he doesn't hit you around it or on the way to the next one or you're dead.
So what's billys actual weakness now? He takes slightly longer than the other S tiers hit you. BUT when he does hit you its an instadown so.
You can't chain loops or simply loop a chucky he'll hit you anywhere unless you have an insane god pallet infront of you or something, its like trying to loop a blight you'll just get hit around everything. Except that its way harder for chucky to miss. Artist does have to take a bit of time to zone you and catchup again to kill you which means on average you'll probably have quicker chases as chucky than artist against good survivors.
The charge speed is reduced by 5% and only in Overdrive. Otherwise it's exactly the same as it was before. 5% of 2.5 seconds is 0.125 seconds. That's really not that big of a deal for something that only happens in Overdrive.
The movement speed while charging remains unchanged. It was 3.68 m/s and it still is 3.68 m/s.
His base movement speed also remains untouched. They gave his chainsaw a 10% speed buff from 9.2 m/s to 10.12 m/s and in Overdrive 13 m/s. You have a very audible clue for when that happens and you can also clearly see it because his chainsaw emits blue flames.
The curve window was increased from 0.75 seconds to 1.0 seconds. That's a 33% increase. It's a lot but not gamechanging.
He could go straight for 0.25 seconds before and still get the 90° turn. The difference is not as significant as you think.
Zigzag curves have always been a thing. The longer curve window doesn't do much when it comes to this part of his gameplay.
Curving itself wasn't changed and I have no idea what you mean about being easy now. It's still the exact same mechanic it was before. The difficulty didn't come from the 0.75 seconds turn window but from the highly increased sensitivity, which remains the same.
I already covered everything there is about Overdrive.
The cooldown before the rework was 3 seconds. Now it's 2.5 seconds. That's a 16.67% difference. It's noticeable but again not that crazy considering he was overly punishing before.
The bumping penalty is 2.5 seconds of moving at 1.84 m/s second and not being allowed to do anything else for that time. Again, he was overly punishing before, now he is pretty forgiving but still fair considering his counterplay.
He didn't really have limitations on his map mobility and power usage anyway. At least not for good players. They had already toned down overheat to the point it didn't do anything other than unnecessarily nerfing DriftKing Billy, which is a meme build.
Before you make such a list, at least fact check that stuff. About half of what you said is simply not true and the other half is grossly exaggerated. All of these things add up to a killer that is very strong, no doubt. But we are talking about a killer that was considered C-tier (sometimes even low C-tier) before and is now A-tier just behind Artist and Plague, making him the 6th best killer in the game. He has a lot going for him but he ultimately lacks these situations in which you simply go down no matter how good you play compared to those above him (unless of course you do what the survivors in that video did and give him absolutely free hits).
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738114#Comment_3738114
The hens video wasn't the best quality but theres plenty of others as well showcasing just how strong new billy is, he's very akin to blight powerwise except he can instadown which is insane for a killer of that tier. If a billy player is good it's extremely difficult to last that long in chase because not only do you not get a second chance because he can instadown, but predropping isn't even effective against the killer. He also has the best mobiliyt in the game, has no cooldown on his power unlike any other S tier character and has instadowns.
As for Artist and chucky, artist also has no map mobility either, infact i'd argue it's worse than chuckys because chucky can use his really short cooldown now to dash across the map akin to a wesker. Chucky also i'd argue has an equal or in some cases better chase power. The reason chucky and spirit are comparable is because they do the same thing. They are 110 killers who rely on their extremely strong chase power to down people really quickly and win through fast downs. Chucky and spirit can both hit you nearly anywhere except around a few dropped gods, which in both cases they'll simply break and hit you after like any killer would. Also chucky gets a good stealth ability as well for some strange reason.
Billy still has the same counterplay he always had. You win the mind game, you're safe. You know which loops he can curve and play around that and suddenly his strength is not all that great anymore. I main this killer and I have done that for 2 1/2 years. Believe me, I know a thing or two about his abilities and his limitations. Hillbilly cannot readjust. If he misses, then he misses. Blight on the other hand can readjust. That's what puts them apart. The only thing that migth push Billy up close to Blight are the LoPro Chains. They were fine when he was weak but with all his other strengths they just aren't fair anymore. At least not in that form. Maybe if they had a big downside.
Artist doesn't need map mobility because she has map pressure. As long as you're not profitting from elavation, you are never safe against her. She can down you from across the map through objects. That's way more powerul than Chucky trying to use Slice & Dice for mobility. When it comes to loops, there is also no doubt that Artist is a lot stronger. Against her, you cannot loop anything. You need to chain. Against Chucky you can do both and even then Artist can play around you chaining loops better than Chucky.
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737800#Comment_3737800
There's a video by Hen's I believe showcasing Billy vs Blight where they conclude that Billy is even stronger than blight (which i don't nescaserily agree with), but the point is new billy is incredibly incredibly stupidly strong. I'd suggest you watch it and see what you think.
As for chucky vs artist don't get me wrong artist is completely broken, but the chucky changes were pretty much just buffs and i think he's basically an easier to play spirit now.
Yeah and that video is hilarious. I mean, he couldn't have shown something more biased and false if he tried. First, compare the builds. Then look at how these supposed comp survivors actually played. A comp player that doesn't know how deadly a Hillbilly is around the syn cars? Another comp player, that is in a dead zone with SB and instead of running, he walks so that the killer has an easier time back revving? Hilarious. Seriously, they looked like they weren't even paying attention half the time.
Public survivors play better than that. At least they wouldn't make these kinds of blatant mistakes. This looked like they didn't even try.
Also, the Chucky changes were some heavy nerfs. He can no longer scamper windows or pallets without using Slice & Dice. That's huge. Artist isn't broken either. Just way better than Chucky. Chucky has no map pressure, no mobility, a chase power that is weaker than Artist's and when it comes addons he is also weaker.
I don't see how Chucky would be comparable to Spirit. Both are 4.4 m/s killers but that's where their similarities end.
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Unfortunately this bug has been in the game for quite a while. At least half a year. Sometimes the chase will start when you get a hit on a survivor but because chase detection doesn't work, you lose it immediately. There is nothing you can do about it as far as I know.
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Seeing Billy in S-tier is kind of wild to me. Yes, he is extremely good. Just not that good. I'd rank him right after Plague (who would be number 5 thanks to her addons right after Artist). Chucky is also way weaker than Artist. She can force hits in every loop and also has huge map pressure. Plague simply has the pressure and addon advantage as well as one of the most powerful chasing tools DBD has ever known.
Other than that, I'd put Dredge above Nemesis and Freddy right at the bottom. He is the only killer that absolutely cannot snowball, he has about 4 good addons (2 of which are killer instinct after teleporting), a base power that is so lackluster, downsides upon downsides and self-inflicted restrictions. No way he is better than any other killer in the game. Myers has Tomb Stone Piece and Tuft of Hair, can snowball and is also a bit stealthy, Trapper has some very mean addons and has huge snowball potential and Legion has better addons, a way better chase, built-slowdown thanks to constant mending and the ability to traverse maps quickly.
@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737725#Comment_3737725
But your average game isn't against four man comp squads, it's mainly solos which makes tier lists irrelevant.
Wouldn't that put Artist at number 2 and Huntress at 3 though? They can hit you from almost anywhere on the map, if they're good enough and their skill ceilings are close to infinite.
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Damn. My dark secret's out. I thought I had planned everything perfectly but I was found out after all. Now, I'll have to hire a killer to tunnel you in your next survivor game to destroy all evidence.
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Sorry to hear that. MMR is a bit wonky indeed. It doesn't aim to give you perfectly balanced matches each time (which is good because that would be incredibly tedious) but the range of players that you get matched with is less than ideal. Unfortunately, there is nothing you can do about it other than accept that you will have a hard time at first and keep playing.
Some games are just not worth the effort to win. That doesn't mean you should give up but when a match is clearly not working out for you it may be better to concentrate on whatever killer it is that you play and take it as a learning experience to try out new stuff than to sweat like your life depends on it. That way, you will be less stressed out and less frustrated while simultaneously getting better at the game. This means, that your MMR will decrease and you will sooner be matched with people that are more on your level.
And if nothing else helps, vent your frustrations and carry on. We've all been there and it's certainly healthier than bottling everything up.
Good luck and see you in the fog.
