Xernoton
Xernoton
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Most killers are in a really good spot though. Sure, you have Trapper, Myers and Freddy, who really struggle but most are completely fine. Some are even a bit too oppressive.
Addressing your points:
- 1.) Ruin, Thanatophobia and Dying Light will not help you defend your first gens. Not at all. For Thana to do anything you need multiple people injured and for it to be good all of them need to be injured at the same time. You don't get that in your first chase and if you try, then it's no wonder you lose 4 gens for your first hook. Dying Light only activates once you get a hook and it gets another stack with each hook you get. It's inactive before your first hook. Ruin is kind of in the same boat. For Ruin to do anything you need to get people away from gens but before your first down, there are 3 people on gens and one in chase. After that they are likely going to finish their gens so Ruin does nothing yet. But from that point, each time you can get them away from their gens to heal, unhook or run away from you Ruin will do something.
- All 3 of the perks you mentioned aren't very good anyway. If you want to protect your first gens, then there is no better perk than Corrupt Intervention. This has nothing to do with gen rush, it's just that your first chase takes quite a bit and survivors will just sit on gens. They don't need any perks or items to get some gens done in that time.
- 2.) Most Haste perks aren't good and Hope only activates in end game after all 5 gens have been finished. That means, this Kate effectively looped you with only WoO (basically a manual how to play the game) and Resilience. Both are good chase perks but they don't provide movement speed. If you get looped for 5 gens, then it's always likely that you made some big mistakes. I would like to know on what map that happened (I can only think of about 3 maps that allow for something like this without the killer making the most fundamental mistakes). If a chase takes too long, then it is better to give up on them and go for someone else. Eventually you'll find them again in a worse position and will get an easy down.
- For a survivor to outrun you (as long as you're not play Myers or Nurse or constantly charge your power to slow yourself), they need an exhaustion perk. No amount of other haste perks will do that (at least not for long). In tier 3 Bloodlust, even Nurse cannot be outrun without an exhaustion perk. You simply move way faster than them.
- 3.) Sounds like your MMR hasn't adjusted yet. Keep playing and the game will soon find some more suitable players for you.
Ranks are no longer a thing in this game. We now have grades, that have nothing to do with matchmaking. Matchmaking is decided purely by an invisible number called MMR. It's quite rare for me to see a killer rage quite, so I have no idea how you managed to do that. Much less 7 times in a row. I don't know what you have against flashlights either to be honest. They aren't that bad anymore since macros were removed and you can mostly play around flashlight saves.
SURVIVOR ARE UNBALANCED, AND KILLERS ARE AT A DISADVANTGE OF IMMENSE MAGINTUDE!!!!
Yeah, survivors are unbalanced. So are killers. This unbalance is what keeps DBD fun. For the most part the game is pretty fair nowadays. We have had way worse times than this. Also, with the exception of a small minority of killers, they are really not at a disadvantage. We have a roughly 60% kill rate in this game which means, that killers average around 2.4 kills per match. That likely means that killers also win more than they lose (not necessarily but it's likely).
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We do care but we have asked for some changes for so long and nothing has happened. He didn't receive any buffs since his rework all these years ago but he sure got a lot of nerfs. They even nerfed the synergy of his dream pallets! Imagine nerfing a power that is already so weak even more because you can't allow for a killer to actually have some kind of interesting niche gameplay.
What Freddy needs is a dework as @GeneralV called it. They should revert him back to his original design and go from there. But for that to happen, we'll have to wait for a few years. It took them 2 years to do something with Twins (and then revert most of it) and I have little faith Freddy will be handled better.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736457#Comment_3736457
Because they whined about me not playing along in post game chat.
Ok? Just go on and play the next game then. Really they only make themselves look bad and I'm pretty sure most of us would agree. That is not some super controversial take.
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Yeah? What's your point? I'm pretty sure that is common knowledge for both sides. As long as they follow the rules everything is fair.
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@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735056#Comment_3735056
With the way that the game is going, where loops are being shortened and spread out, and killers are getting more abilities instead of one major ability, chases don't last very long for the majority of players.
Just now I had a player end themselves when they got hit with lethal. Immediately puts the other 3 at a major disadvantage.
So a survivor that suicides on hook is somehow an issue with Lethal Pursuer? Got it. If I dc against a group with 4 exhaustion perks, is that a problem with exhaustion perks then? I don't think so. Because the issue is the person that disconnected, not the perk that upset them. They would find another reason to disconnect, if it wasn't for that perk.
Back to your original point, I don't see the issue. All these perks do is help the killer stay in chase constantly. They have nothing else. Meaning, if you can manage in chase or spread out and push out gens then they are at a disadvantage.
However, I wouldn't be too opposed to your suggestion to limit the number of perks in one category killers and survivors can use. The problem is that this would kill some perks you pretty much only see in meme builds, which would reduce overall perk variety and some perks are meant to be used in combination with others, which would need to be considered too. That's quite difficult and not very realistic.
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Because they fixed one issue but haven't addressed the other yet. That's literally the only reason. Unfortunately the devs have a habit of waiting until an issue becomes omnipresent before they fix it and luckily this is not quite as common as gen hostage killers were.
It should be fixed regardless. I suggested revealing one survivor with the least hook stages via killer instinct after the killer not being in chase for 2-3 minutes and only deactivating it when the killer either comes close enough or starts a chase. This wouldn't help in a normal game because it takes way too long to get a competitive advantage from it and it would fix the issue.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736307#Comment_3736307
Well I would argue its still an issue with Lethal Pursuer because its possible that the Billy wouldnt have found him. Or me, technically, as I was there too. Its just too much information at a time when information shouldnt be given out without some type of penalty.
[…] too much information […]
We are not talking about permanent aura vision or even aura vision in chase but a perk that is supposed to help the killer get into their first chase as quickly as possible, which is exactly what it does and nothing more. That has been the case since its release and that part hasn't been an issue. Lethal Pursuer has been in this game for almost 3 years (just a few more days) and it has always worked in that exact way. If that part was actually problematic, then that would have been the case from the very start.
But the thing is, that you have enough of a warning for a Hillbilly approaching you and Nurse and Blight are issues of their own. This also hasn't changed in 3 years and it was never an issue with the perk either. If we really want to do something against this, then let their powers start on a 10 seconds cooldown. Nurse is strong enough to come back anyway and Billy and Blight would start as M1 killers, which isn't that bad. There is no need to nerf a perk that isn't problematic.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736013#Comment_3736013
This is so wrong. Im sorry, but youre wrong. I was playing literally a couple of hours ago. We spawned in on clowns map. I literally took three-four steps (I run sprint burst, so I wasnt running) and the killer (Billy) downed the survivor that I spawned right next to. We were in the match for no more than just a few seconds. That survivor was supposed to do…what exactly? The second they spawn into the match run for cover against a killer they have 0 information or location on? Please enlighten me.
I main Hillbilly and I have used Lethal Pursuer in quite a few matches on him. It takes a bit before you get to a survivor even with it. Chances are, if he really got a down that quick he was already right next to you as you spawned and the other survivor didn't take the chainsaw noise and TR as a warning. Meaning he got lucky with the spawn and a careless survivor. This is not an issue with Lethal Pursuer.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736120#Comment_3736120
This is Insane. I can't follow anyone anymore.
Yeah, it's really not good. The worst thing is that the killer role is already quite hard for people with hearing impairments anyway and now the visual aid that is supposed to ensure a killer will stay in chase doesn't work properly.
It seems to work slightly better on the best graphics but since DBD is not the most optimised game and there are lots of console players that doesn't help much.
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Supposedly they are not bugged. It's just that they haven't worked properly in a quite a while (at least 2 years). They changed them and now we have scratch marks that randomly skip a few patches or disappear into thin air.
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Simple. I run Agitation and don't think about Iron Grasp.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735341#Comment_3735341
Lethal pursuer is problematic in beginning of the match with killers with mobility blight, hillbilly and nurse. They can down survivor almost before they get loaded in the game. In soloQ match is instantly lost when first down happens in under 20s. It's too strong. Survivors should have bit of time before first chase start.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735442#Comment_3735442
The starter has points many loops are rendered unsafe to make chases shorter and expecting average soloQ survivor to loop killer long in current game is not realistic. Survivor should have bit of time in start of match not instantly get chased by blight. Match is already lost right at the start and that is not good for balance or the game.
2 things. First off, for a Hillbilly to get an immediate down, that survivor has to mess up monumentally. That means it's more a skill issue than a perk issue. Second, if it's 2-3 killers that are problematic with a perk maybe it's not the perk that is the actual problem. This could easily be fixed, if the 3 of them started with their powers on a cooldown like some other killers do.
Survivors should have bit of time before first chase start.
Why? The killer already has no early game. Why should survivors be rewarded for that even more? Especially since in most situations you have a pretty good idea where survivors spawn anyway, which means Lethal Pursuer makes little difference in that regard. It is however good when you spawn in the middle of the map and can only guess. Because guessing wrong already puts you behind so much, that it's an uphill battle right from the start. All caused by RNG (the killer's spawn is dependent on RNG and the survivor spawns depend on it).
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735652#Comment_3735652
You literally called out people for complaining about perks, yet you did it yourself. And everything you said about WoO can be applied to Lethal Pursuer. And now suddenly you care about skill rather than perks? Theres an easy fix for that…play perkless.
You misunderstood my point. Someone else mentioned people that complain about pretty much every perk their opponent can bring. For those people we really do need a different game mode.
It should be obvious that everyone has their peeves with one perk or another. There is nothing wrong with that. But when it's a majority of all perks, that becomes an issue. At that poi
nt, they might want to consider playing a different game.And everything you said about WoO can be applied to Lethal Pursuer.
No, it can't. Lethal Pursuer works at the start of the match and then it's gone. The secondary effect enhances other aura perks but it still doesn't allow you to play by a manual.
With WoO you see windows and pallets all the time with no further input needed. You can simply play an exciting game of "Run to yellow." and don't really need to think. With Lethal Pursuer and other aura perks that is not the case. If it were, then they'd be active permanently, which would obviously be stupid.
And now suddenly you care about skill rather than perks? Theres an easy fix for that…play perkless.
That has always been something I wished for. For skill to matter more than loadouts. That is partially the case but when you stack enough things in your favor it's increadibly easy to win, no matter which side you play.
As for playing perkless, what does that accomplish? My skill is not rewarded, if I lose anyway, is it? And playing perkless is pretty much a guaranteed loss.
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50% Ruin base kit would be a nerf to killers though… No more gen kicks means no more -5% regression and the base regression speed is 100%. Base kit Ruin with 50% of that regression speed would be a joke. That's 0.125 charges per second. So for a gen to lose 5 seconds of progress, it would need to regress for 40 seconds.
Simply kicking the gen already provides 4.5 seconds worth of lost charges and the remaining 0.5 charges will follow in the next 2 seconds. Meaning, instead of having to regress the gen for 40 seconds you would only need 3.8 seconds now. You would need to wait more than 10 times as long to get 5 seconds of regression.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735768#Comment_3735768
Funny to forget about Ultimate weapon, who take approximatively the same amount of time before a nerf
To be honest, I never considered UW as that strong. Yes, it was good but also overrated. The topic was also about survivor perks and UW isn't among them. I'm quite certain about that.
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Unknown isn't op. Just not very fun to play against when you can be hit through walls and sometimes you go down in 20 seconds simply because you were unlucky and they had an illusion to teleport to.
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When survivors get great perks, they take months to get nerfed. I mean, just look at MfT. This one perk basically sold the entire chapter and was kept broken for months. On the other hand you have Vecna, who is mostly underwhelming and about to get nerfs anyway.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735383#Comment_3735383
I like how you say, "these people" yet you just made a post back in March suggesting changes to the perk WoO. If you arent the pope, dont preach.
I fail to see the issue. WoO is a perk that completely automates survivor gameplay. That is incredibly dull. You literally play by a manual.
Also, I can't voice my disagreement with one perk? Interesting. I would like the game's results to depend on who actually played better and not who brought perks that automated their gameplay to the point where they basically couldn't lose. Losing against loadouts rather than players is not a great feeling. This is also why I'm fine with most info perks. They don't do anything for the killer or survivor. They help them do things. WoO is an exception because it's not about how you use that information.
Either way, that last sentence is a pretty poor point. I am fine with most perks in this game and I certainly would like to see quite a few perks be buffed or reworked on both sides. That does not mean, that I will complain about pretty much every perk somebody uses against me. I won't rejoice (which should never be the case, as perks are meant to make the game harder for your opponent) but I can live with them.
If you couldn't tell, the part about people that complained about every category of perks was not about you specifically. I explained this because someone else, who seems to have vanished from the forums, brought it up.
@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735383#Comment_3735383
The most popular slowdown was these four one? (Corrupt, pain res, pop, and deadlock) ? I know for killer, they play a lot with four slowdown, or just pop and pain res, but in my memory, these are not the most popular
You got ruin/ undying, pain res/dead man (before pain res was nerfed for being active only four times) ,eruption meta, buggy merciless storm, …Ruin, Undying and Eruption fell out of the meta a long time ago. If we were to talk about the all time most popular slowdown perks, then that would probably be Ruin + Undying (I consider both to be slowdown because Undying is just a decoy for Ruin) and Pop. But I was talking about the ones that were meta at the time. Even then, Pop was nerfed and Ruin got obliterated almost 2 years ago.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735346#Comment_3735346
Theyre still slower than they ever have been. Find me any other time in DBD where gen speeds were slower. Lol. You cant. They were always faster.
6.1.0. When we had that whole gen kick meta and Thanatophobia on top of that. Why do you think we have the anti 3gen mechanic now? Because it was possible to hold the game hostage. That was way worse than what we have now. Also, @OmegaXII is correct. The most popular slowdown perks were nerfed this patch. So gen speeds are higher than they were in the last patch. Objectively speaking.
@AntiSWF said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735341#Comment_3735341
Survivors complain enough and this is the final result. I am curious what perks are going to be next for the chopping block.
Lethal pursuer is such a joke of a perk nobody ever needed it since its release.
Unfortunately this is a problem with both sides. Whatever category of perks it is, someone will always have an issue and complain. At this point, we need a game mode with no perks for these people. Though they probably wouldn't play that since it means they can't use their favorite meta perks either.
Lethal Pursuer is definitely a good perk. I use it pretty often and not having to worry about spawning in the middle of the map with nothing to help you guess where the survivors could have spawned is a great quality of life improvement. It's also good on killers like Nemesis and Doctor, that want to hit multiple survivors with their power.
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Wrong. Lethal Pursuer is a healthy perk in its current state. Every perk the killer uses for information is a perk they can't use for slowdown and info perks do absolutely nothing by themselves. They only become useful when the killer actually does something with that information like using it to find and chase survivors.
The killer can only chase survivors they can find and the less information they have, the more they will rely on what little information they do have, which means camping becomes more prevalent as does tunneling as a logical consequence. You cannot expect killers to walk around the map and look for survivors anymore. That doesn't work.
The pace of the game does not allow for that. Survivors spread on gens and progress the game so fast, that the killer has no time to lose. Walking across the map without actually finding someone is easily 10-20 seconds of free gen time for up to 4 survivors. That is a total of 80/450 charges, which is about 1/6 of the progress needed. Keep in mind, that could happen multiple times per match.
Lethal Pursuer is a perk that helps the killer get into the game faster than they otherwise would. I fail to see how that is a problem. It doesn't work in chase and it doesn't directly affect the survivor experience. It does however help greatly with inconsistent spawns and it allows the killer to play smart because they can see all 4 survivors at the start of the match, which serves as an indication of their position after the first chase.
Lastly, I want to point out that all killer perks can be divided in 3 categories. Info, slowdown and chase tools. Slowdown got nerfed and is also complained about, chase tools are unfun to play against because the only interactive part of the game becomes very one-sided and now info perks are complained about as well. What is left? Distressing?
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Seconded! Please. We need it back. It was the most fun I've had in this game in a long time.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734196#Comment_3734196
Well, that's different.
If you can only have two regression perks, just for example, then you don't even need alternatives. People will just run different stuff because they can't run more regression since they're hard-locked out of it.
I don't think hard-locking people out of perks is the right way to go. It should be more like No Mither + Self Care. Yes, you can run both but why would you? It makes no sense. Anyway, BHVR wanted to shake up the meta by nerfing the most popular killer perks and they failed. There are multiple ways to achieve it but if we want to change the meta, then we'll need an alternative.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734132#Comment_3734132
The problem is that there can't be an alternative without it being busted.
I disagree. They can create an alternative without it being busted. They just need to limit the synergy, so that people won't stack that stuff to ridiculous levels. This is also what's wrong with the current slowdown meta. Well, that and the fact that Pop works perfectly fine when tunneling (it should deactivate when a survivor dies).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733720#Comment_3733720
If knowing it is a SWF group vs not a SWF group creates a scenario where everyone starts dodging the SWF groups, that would indicate that there is a problem with SWF and the game balance would it not?
Not really. How many times have you seen people curse at these horrible, unbeatable and totally unfair SWFs? And how many times do you actually lose against a SWF? So many people seem to gaslight themselves into thinking, that SWFs are some kind of unstoppable force, that completely changes the game. When in reality it's just people playing with their friends.
Do they have an advantage? Undoubtedly. Can you still beat them? Yes. But it's easier to cope when you tell yourself that you didn't have a chance to win anyway because your opponent used something unfair. Honestly, what's scary as a killer is not 4 people playing together but 4 people actually playing good. That can happen in solo queue as well (although the chances are lower).
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734089#Comment_3734089
Even if regression was strong, we'd still see most players stacking it, hence the Eruption meta. I'd rather weak regression be stacked than strong regression be stacked.
That's true but those that used 1-2 regression perks might double down and use 3 or more now. That's what happens each and every time you nerf a meta without providing any alternative. Playing killer without slowdown doesn't really work and now that Pop and Pain Res were nerfed heavily it should come to no surprise when people will use even more slowdown than before to make up for that.
Given that the reason why these perks were nerfed was a high pick rate, I'd say they failed spectacularly.
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@Aven_Fallen said:
I dont see any change of Builds. Seems like the Nerfs were not as severe if I see at least two of the nerfed Slowdown-Perks in every game.
More like there is no alternative. Gen regression is a necessary evil and nerfing these perks without providing alternatives isn't going to change that. I also predicted that some killer players will double down on slowdown after the nerfs and stack even more of it. We'll see how it goes but I don't expect the pick rates to drop significantly.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733720#Comment_3733720
And I have a right to know the survivors have an advantage that I cannot counter, voice comms, and a right to decide if I want to play against people with an unfair advantage.SWF win rates might not be much higher than solo queue (or so BHVR said and I take their word with massive mounds of salts) but it's miserable to play against SWFs regardless.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733723#Comment_3733723
Yeah, because it's the same argument I always see SWFs use to argue against anything that could provide Killers info that they are at a disadvantage.
The bad faith comparison SWF mains make is 'well why can't we see who the Killer is in matches'? Because that would allow SWFs to directly counter the Killers base kit. Going against the Doctor? Bring Calm Spirit. Going against the Plague? Bring things like No Mither or Resilience. Going against M1 Killers? Bring chase works since most of the M1 killers are incredibly weak.
I find SWFs to be miserable to play against. I don't expect to win every match but to get stomped by a highly coordinated SWF and you feel helpless to do anything the entire time? That just makes me want to quit.
Oh, about to get your first down? A SWF member rushes over and bodyblocks and sandbags you so you can't get the down. Oh, you got your first down? SWF rushes over with a flashlight, flash bang or sabos the nearest hook to you. Give up the chase because it's clear you're wasting your time? The SWF rushes over to quickly patch up the injured survivor meaning you spent your time in case for absolutely nothing.
And I have a right to know the survivors have an advantage that I cannot counter, voice comms, and a right to decide if I want to play against people with an unfair advantage.
As far as the devs are concerned, you don't. It's completely irrelevant. Also, the rules decide what is and isn't unfair. Playing in a SWF is not against the rules, which means it's not unfair. Even with voice comms.
I find it so interesting that some players always seem to know exactly that their opponents are playing in a SWF with voice comms. Do you have some sort of nasa technology, that tells you who is and isn't part of a SWF? Most SWFs are really not any different to play against than solo survivors, so it's pretty hard to tell. You can assume, sure, but that doesn't mean you're right.
The interesting part about all the things you list and that make SWFs so "horrible" to play against, is that it can in every game no matter if any of them play together or not. They get a flashlight save because you failed to counter it. They bodyblock you because they did something right (someone was healthy, in the area and also got between you and the other survivor), they sabotaged a hook because they noticed that you carried their team mate to a certain hook etc. It can all happen in solo queue too and it is not an issue for the most part. The situations in which any of these are problematic, are a completely seperate issue. They don't go away just because people start dodging every other lobby.
@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733720#Comment_3733720
You can play as much as you like in kill your friends though. Oh you don't earn bp? Isn't the point to play with your friends and not farm bp? Or are you actually using a swf to farm bp?
Just because you want to play with your friends, doesn't mean i want to.
Bold of you to assume I play in a SWF. Especially since you're wrong. I am a killer main and as a survivor I play almost exclusively solo.
Also, why should you get to decide if you want to play against a SWF or not? Survivors can't choose their killer either and neither side has the option to choose their opponent's perks. But if we're going to let people choose even one of those, then there is no reason why the others shouldn't follow. This would lead to DBD turning into TCM where players spend more time in the lobby than the actual game. Congrats, you have successfully killed a game that somehow survived 8 years.
If you're so scared of encountering a SWF, that probably means you don't have a lot of confidence in your skills as a killer. In that case you have a different issue altogether, which is expecting results you already know you can't achieve.
That part about playing in a KYF lobby works for killers too. Oh, you don't want to play against SWFs? Just invite a bunch of random people to play with you. Unless of course the point is to farm BP and not to avoid SWFs.
Let people play with their friends and focus on yourself. Who knows, you might even learn something from all these terrible, unbeatable SWFs on comms.
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Rejoice! Pop, Pain Res and Grim Embrace were nerfed. They'll still remain meta because there are no alternatives but they were nerfed.
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Lobby dodging should be highly discouraged. It messes with matchmaking and also artificially increases queue times. SWFs have as much of a right to play this game as everyone else. Also just because someone plays in a SWF that doesn't mean they suddenly turn into a professional basement dweller.
Chances are you play against more SWFs than you think and mostly don't notice any difference. But SWFs have a pretty bad reputation because many killer players find it easier to cope when claiming everyone they lose to clearly plays in a SWF.
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She used Invocation: Get me out of here! It's pretty busted really because it turns unsuspecting killers into mind controlled puppets. I know it feels bad but you'll recover and next time you'll use that opportunity to tunnel someone out at 5 gens like the sweaty killer you are.
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@ZE8ERDEE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731736#Comment_3731736
they still dc left and right for no reason with them so…
So the penalties aren't harsh enough. 5 minutes penalty for the first dc, then 10 and so on should improve the situation. I remember that League of Legends used to give you a penalty on queues (probably still does), so that you had to wait some time in queue before the game was actually looking for other players. That's also an option. Or you get paired with other people that dc regularly for a while.
Basically anything to get them from queueing up for a while that is also annoying as hell to deal with. At the same time they should remove the most convenient ways to leave a match. Add a 10 seconds timer before players can disconnect (forces them to wait and calm down so they might not dc to begin with) and remove ways to suicide on hook.
Slippery Meat is a terrible perk and needs a rework anyway and Deliverance could still work in the exact same way.
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Lethal Pursuer has got to be up there. Noed is also a safe bet. After that probably Franklin's Demise and Bamboozle.
Also, Pop and Pain Res will stay popular, so the complaints won't stop.
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@Bloodartist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733062#Comment_3733062
Feels like we are not playing the same game. The skeletons have tiny hitboxes. They miss like 80% of the time.
/s... It's sarcasm.
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And just like that, BHVR added quantum physics to the game. Truly marvellous.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733132#Comment_3733132
but in the ptb he could still vault fast.
scamper was the pallet scamper not the window.
I read the notes on both patches and it doesn’t say anything about removing window vaulting.
scamper is for the pallets not the windowsScamper is Chucky's ability to quickly vault windows and pallets in hidey ho mode. You cannot use scamper on windows either now. This is what is discussed here. Scamper is now tied directly tied to slice & dice, which means no more faster vaults for Chucky outside of it.
The patch notes are clear on this.
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@Chilli_man2400 said:
probably just a bug
It’s not in the patch notes, it only says pallet scamper was removed. It will be patched next update
- Scamper is now only available while performing a Slice & Dice.
That is from the official patch notes. So it is intended and not a bug.
Anyway, I stopped playing Chucky when they removed the flicks because it already made him very bland for me and this only makes that issue worse. The only thing, that's special about him now is the 3rd person view and that honestly isn't enough to get me to play him when the rest of his kit is so generic and boring.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733099#Comment_3733099
Yes. And Ill gladly do it again.
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Let's not buff her again. She is already pretty damn powerful. You don't need a fully charged hatchet every time and when you do, they won't run in a straight line, so they will not cover 7.6 metres either.
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Did you just talk smack about my precious Lightborn?
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733051#Comment_3733051
Same... I guess he means additional grades? And it being too easy refers to the no depip anymore? However the 3) makes no sense... I am not sure if he means demo in the sense of free trial is supposed to have weaker matchmaking or if he means demogoegon and I have no clue what he means at all with this one…I can only assume it is all about the grade system? But lead by the misunderstanding that grades have something to do with matchmaking?
Yeah, I figured it might have something to do with grades and matchmaking but the third point confused me so much that I am not sure what they meant. Thanks for sorting through this though. 😅
When they mentioned levels I initially thought this might be related to the grind but that doesn't seem to be the case either. Unless of course, op has some inside knowledge that is hidden to us peasants.
@GuyFawx said:
Well anyone from New Jersey is pretty hard to decipher if youve ever been. Tho their name is probably just a reference to that folk horror tale rather then being actually from there. Ya I think what Archol said is right
Unfortunately, I haven't been there yet (though, judging by how it is represented in the media, it might not be my number 1 priority to change that).
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733062#Comment_3733062
Dodging is fine and all until the skeletons come at an angle, you have limited space or are behind a wall close to him giving you no time to react.
Agreed. That's why I think that the change from the PTB was exactly the opposite of what they should have done. Dodging should be the counterplay. Not pressing Ctrl and immediately making that power useless. That's terrible design. The first actually has some thinking and room for human error involved, which makes it much more interactive and interesting. The latter doesn't have any of that.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733054#Comment_3733054
Not just at loops. Every minor elevation screws you over.
Yeah. Because actually dodging the skeletons is out of question. It's not like you can position yourself between them to avoid a hit. That's definitely not how any of this works. /s
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Yikes. That is broken. And I mean that in the most literal sense of the word.
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@Smoe said:
It was made that way because back in the days when killer perks were visible at all times, swf Survivors would call out the Killer's perk to their friends who were still in the match.
Wait… That was a thing? When did they change that?
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No. If anything, DS should be buffed even more and get a few extra restrictions. As an anti tunnel perk DS is not strong enough in my opinion. You give up one of your 4 perk slots in order to prevent the killer from tunneling or at least make it risky. 5 seconds was barely enough for the average survivor, much less 4 seconds.
However, I fully agree, that the aggressive use of DS should not be supported. Reading over past patch notes, it is pretty clear that DS is supposed to be an anti tunnel perk and nothing else. But running up to the killer and making yourself a meat shield for your team mate isn't actually the killer tunneling you.
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Hit validation is still a thing. A few patches ago it was extremely noticeable on Huntress. A 40 ms ping is pretty low indeed but think about how close many of these hits actually are. Even the smallest latency can have a huge impact when it's only a matter of a few inches whether or not the hit actually does connect. It's also dependent on the killer's ping since they can only play around what they see on their own screen.
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As others have said, your movement speed is indepent from the platform you play on. Without further context it is impossible for us to know what exactly was going on.
However, Nurse is the only killer that does in fact have a slower movement speed than running survivors. Many killers are also slowed down when charging / channeling or using their powers. Survivors have a number of perks that allow them to move faster as well (mainly exhaustion perks like Sprint Burst and Lithe but there are also perks like Hope and Made For This that can increase movement speed). In general killers are faster than survivors though.
Since you mentioned Huntress, Nurse and Pig, I can give you a possible explanation of what might the issue with them. When you pull up a hatchet as Huntress, your movement speed is decreased drastically to the point where you are indeed slower than a survivor. Pig's movement speed when crouching is decreased as well and she is also slower than survivors while crouched. Nurse always moves slower than a running survivor unless she uses her power.


