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Xernoton

Xernoton

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Xernoton
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  • @HugTechLover said:

    Stop trying to “react” to it. It’s very easy to identify when they are setting up for it. Leave the loop.

    I’m willing to bet the hug tech isn’t going anywhere, and can be considered basekit at this point.

    But leaving the loop results in a hit anyway. A Hug Tech can be set up in about 1 second. Leaving the loop after that (even with 0s reaction time) gives the survivor too little distance to make it to any object that might be a hinderence for the Blight. And even then, he can bump on it and hit you still by either going for a Hug Tech again or using bump logic and his 3 remaining rushes (with no addons). Blight has the power to force survivors into lose-lose situations way more frequently than he should.

    I also think Hug Tech is not really adding to Blight's skill cap. If anything it makes him easier. I am far from the best Blight but even I can do a Hug Tech and a J-flick to get a hit on many loops, where I would otherwise struggle to get hits using bump logic. It's just another thing that he absolutely doesn't need to this extent (although completely removing it might make him almost unplayable). You can perform perfectly fine without sliding along the walls of shack and hitting the survivor around 2 corners with only 2 rushes.

  • Play in whatever way is fun for you and try not to go out of your way to be a bad sport. You will get the occasional sore loser / winner anyway but it's best to focus on yourself when that happens.

    I was called toxic for going out of my way to get 8 hooks before my first kill, running meme builds, sending myself to extremely detrimental maps, playing whatever character I played, writing gg and even for giving hatch. Someone will always find a reason to insult you. It's best to not take it too serious.

    Remember, we are all just humans (with the exeptions of Demodoggo, Xenokitty, a Turkey and one meaty robot thing). That also means, that our emotions sometimes get the better of us and we behave irrational.

  • If I'm not mistaken, the official answer was something among the lines of: "We don't actively ban people for using them but if you do end up with a ban because of custom icons, we also can't help you with that."

  • I'm not sure about streamers but YouTube should help you out. There are tons of videos from people who supposedly main them.

  • Hex Pentimento works completely opposite of other hex perks. Instead of being active from the start and deactivating when a totem is destroyed, you can use it on broken totems to revive them and gain the effect of Pentimento until they are destroyed again.

    If all 5 totems are destroyed, you can revive them all and get 5 stacks.

  • @Aven_Fallen said:

    "Default gen time: 120 seconds

    2nd Object: 4 more or less randomly placed control cabinets. The survivors can see the auras of those cabinets in white color. Every survivor can see the aura of other survivors who are within 5 meter radius around control cabinets. Survivors activate control cabinets by solving a mini game.

    Every activated cabinet reduces gen repair time by 8 seconds across all generators."

    This sounds like 90 second-Gens, but with some extra steps. Not really interesting or anything.

    "Maps: More pallets and jungle gyms. Better defense options for survivors. More interesting chases."

    You can get more interesting chases by adding loads of Pallets, but have only very, very few safe Pallets on the Map and remove Bloodlust. And suddenly every Pallet becomes fair and mindgameable for both sides and the better player wins. And players would also not lose games because someone used too many of the good Pallets.

    But adding more safe Pallets will not make chases more interesting.

    "Unballanced killer get a significant change: Nurse power get a complete rework. Blights addons become complelty changed and rush regeneration speed minimal reduced. The silly bird lady gets deleted from the game because i dont like her xD. Slight adjustment to Spirit to balance her a little bit (like a very minimal speed reduction while phasing)"

    I mean, yeah, Nurse needs to be reworked. And Blights Add Ons need to be nerfed. The one thing I agree here.

    But the rest... eh. Not so much.

    So your idea is to have loads of weak pallets on every map, correct? Wouldn't that simply improve the efficiency of pallet camping and Shift + W?

    We can hardly add an abundance of pallets that are about as weak as the ones on the front side of Ormond and 20+ pallets about the strength of the rock loops on the McMillans would get you enough distance to run from pallet to pallet, pre dropping and chaining them together so that the killer has to break them to create dead zones. Both of these outcomes don't sound desirable to me. Maybe there is something I overlooked but I don't think increasing the overall pallet count will make chases more interesting.

    I think that would only happen, if survivors had so few pallets that they are forced to greed them. But this would also punish anyone, who isn't a top tier looper and some killers would probably become incredibly painful to play against.

    That's a tough issue to solve, honestly.

  • The game isn't over until it's over. I cannot count the amount of games that shifted in the 11th hour. So I absolutely hate when people just give up.

    It's a different story, if there are only 2 survivors left and you try to open the hatch for your team mate or when someone is dead at 5 gens with little to no progress but both sides have the potential to make crazy last minute comebacks.

  • Survivor: Ace. That smile. That damn smile.

    Killer: Hillbilly. I don't know. I guess I like pain.

  • I would love that but I reckon that might cause performance issues. It would be nice though, if we had an indoor map and had some kind of audible storm on the outside. In general I wish they were a bit more adventurous when it comes to lighting.

    The event void looks awesome and I think this could make for a very authentic and unique map. Something entirely different and way more pleasent to look at then Borgo (because identifying 50 shades of red is not really fun).

  • It's not as strong as it was before. Old Haddonfield was arguably the strongest map that existed at the time. However, it was also pretty hard to play to its max potential and I'd argue that that has become easier.

    Personally, I would like to go back to old Haddonfield. It is entirely possible I am romanticising but I honestly think it had an overall more enjoyable atmosphere and wasn't quite as unpleasent to play on. You knew what you were getting into when you got that map. Now it's a matter of: "How many free hits can you get by forcing survivors onto the streets?" and "Can you end the chase before the survivor makes it to any of the houses?" This forces killers into an awkward position where they are best off not playing around the main structures and instead utilise the huge dead zones away from the houses. For survivors, this doesn't feel any better.

    Visually it has objectively improved but still I miss the lighting of the old version. I liked that a lot more than the kind of grey-ish color scheme that we have now. It seems like they couldn't quite decide, if they wanted to make the map dark or not and instead went a middle route. This is purely subjective of course.

  • You're more than welcome to use these perks. Especially MFT. Let's get it all the way up 75% pick rate, so the devs will nerf it.

    I'm looking forward to it.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569548#Comment_3569548

    I think it comes from people wanting everything base kit. So they come up with every reason they can think of why using perks is useless.

    That might be. I can only hope that BHVR will not give in to these.

  • Good survivors won't care about C33 and Alch Ring? In what world?

    A bad Blight is pretty easy to beat but at some point you just can't do anything anymore. You get hit no matter what. That is what is wrong with Blight. C33 obliterates pallets, which are pretty much the only safety that exists against him because he will hit you around most windows anyway, if he plays good enough. His hug tech will often enough work out similar to a Pig's ambush, where he will go around 3 corners and hit you. So you have no way to mindgame him. If you go left, you get hit. If you go right, you get hit. If you fake it, you get hit. End of story.

    Blight combines the power to brute force his way through, map mobility, a chasing power that blows even Clown away, very generous hitboxes and low cooldowns all in his base kit. His addons break these. A M1 killer with 8 stacks of STBFL is already pretty dangerous but that is nothing compared to a Blight with Alch Ring, who by the way can realistically get hits quicker than other killers can even enter a chase. I am far from a good Blight player but even just some basics are enough for him to outperform whatever I can do on Doctor, whom I used to main. And that is without Blight's addons.

    There is no standard by which Blight is fine. Even the best Blight players will admit that.

  • Funny how many people actively discourage others from using anti-tunnel perks, when tunneling is supposedly such an issue.

    I don't think Renewal is the best choice though. Another chase perk is probably the better option, just so that you can make it as hard as humanly possible for the killer to hit you in the first place. You may also consider running SB instead of DH because it's overall a better option and can also make it harder for the killer to get an early hit on you after you got unhooked.

  • Ormond. For some reason I really like that map.

  • @Pulsar said:

    You can't see him, but Wraith is actually holding it there.

    He's chill like that, always helping out.

    Or maybe it's all the Freddy mains, who hold it in place.

  • Or the killer automatically destroys boon totems and Hex totems share their effects when survivors bless them.

    Then boons could go back to being strong again. Just not as strong as the PTB version of CoH. That was unacceptable.

  • How is adding more pallets and jungle gyms contributing to "more interesting chases"? We already see the effects that an abundance of safe zones on different maps have. Survivors will pre drop pallets because they have so many that there is no use in even attempting to loop many killers (they can't destroy all the pallets anyway before the game is over) and killers instantly break a lot of these pallets. Jungle gyms aren't fair loops and there pallets can be considered god pallets. Survivors can only be hit around them, if they have some kind of aversion to the space bar. More of these will only result in more killers running Bamboozle to get the pallet out of the way faster and then brute force through every loop. No mind games, just brain dead ring around the rosie until pallet is dropped, rinse and repeat.

    Adding a side objective for survivors, while interesting and probably good for the overall balance, would immensely change the core gameplay loop and leave newer survivors even more overwhelmed than they already are. And since you can't have flat out 120 seconds gens without breaking the game either, this has little to no chance to work out. Even experienced players would probably struggle with this. I mean, we all know the kind of things that can go wrong in solo queue. This would add a layer of complexity that might just be too much.

    I am also against the idea of any more base kit perks. How many perks can one player possibly need? 4 perks are enough and not using certain perks should make you vulnerable in certain situations. That's why you have 4 perk slots to begin with. To help you out where you struggle. It seems like BHVR truly opened Pandora's box when they added base kit BT. Because it leads to more and more requests for different base kit perks. This is a bottomless pit.

    Also there are more than 3 unbalanced killers. Freddy, Myers, Clown, Trapper, Pig and Wraith (to a lesser degree) aren't in the best spot either. Almost every single killer in this game could use some changes but seeing how have to wait 2 years for a Twins rework, which isn't even necessary considering that there are smaller changes they could make to drastically improve this whole situation, it goes to show that it's unrealistic to expect so many things. And if they do end up buffing all these killers in rapid succession, it's likely that they will do so with more band aid fixes because they just don't have the time to go deep into a killer's power and change more than a few numbers or add a status effect (looking at you Trapper).

  • How is it that this question is asked so often?

    The answer is: It's not a bug but latency. Due to both you and the killer having slight delays in communicating with the server, sometimes the killer will hit you when from your perspective they shouldn't. It is not something that can be fixed. By the time you leave the window on your screen, you are still in animation when it comes to the server. You also see the killer hit you later than the server detects it. And from the killer's POV you are about halfway through the animation and the clearly hit you. The server now has to deem whether or not the hit actually connects and often enough it does.

    We have seen them try to turn it around once and they won't go back to that. Because they know that it's safer to divide a few dodgy hits every now and then between 4 players than having 1 player wondering why they can't hit anyone when it clearly looks like they should get the hit 4 times as often.

  • It's both sides. We have gotten so used to some perks, that we basically don't know how to play without them. I am 100% addicted to Shadowborn and I even find myself spun sometimes when I don't use it. I guess Shadowborn does have an actual use other than to make the game look better after all.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568592#Comment_3568592

    "Me and many other top tier players"

    Other than proving that people with ten thousand or so hours are incredibly good, that experiment has little to no relevance to 99.99% of players. That's less a rebuttal and more, "People who play the game professionally can do it, why can't you?"

    Besides, they played public matches, didn't they? The people at the supposed top play against whomever the game can find and win almost every game? Shocking. This is the equivalent of me playing perkless at the absolute bottom of MMR and claiming that killers are clearly overpowered because I win every game.

    Knightlight and his group do basically the same and somehow we don't consider killers too weak when they get stomped by his SWF.

  • I'll say I would like to see one cosmetic for every character but of course I know that this isn't realistic.

    But seeing as they added a particle effect for the void, I think this would not only be reasonable as a P100 reward but it could also look absolutely amazing on the different characters with their different cosmetics.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568888#Comment_3568888

    I think stripping away alot of the rng provided by loadouts would be the best way to move towards a rankable balance for players. If there are actual issues with the core of the game (not saying theres none) this would most likely highlight them without the cover of past bandaid fixes, which could also be used to address the game as a whole.

    This game is basically held together by millions of band aids. Let's not fool ourselves here. Fixing all of these issues would mean creating DBD 2. And personally, I think the game would lack some of its charm, if it weren't for the many, many flaws that we might as well consider features at this point.

    Tunneling? Gone. Camping? Gone. Slugging? Gone. 3genning? [Gone. Insert random other killer play style]? Gone.

    The same would go for gen rushing, spam healing, second chance stacking, dedicated builds to create one uncounterable situation, kobes, map rng, pre drops, pallet camping, Shift + W etc.

    There are too many things one could consider an issue to fix them all. But because we have perks to help with pretty much everything, that mitigate these flaws, the game still works. Stripping this away would require extensive changes to the very core of some killer's designs as well as the overall gameplay loop.


    DBD isn't a perfectly balanced game and it never will be because this is inherently unachievable in an asymmetric 1v4 game like DBD. Especially not with so much different content.

  • This wouldn't work. The game has basically no balance at all when you dig deep enough. And this is digging real deep.

  • RPD and Midwich exist. Hawkins' is gone.

  • @Chocolate_Cosmos said:

    Waiting 10 min for a match?

    Must be that time of the year again. 🤔

  • Mostly killers that rely on the basic 4.6 m/s movement speed and don't have a way to reliably hit you with a special attack.

    This includes: Freddy, Trapper, Pig, Clown, Myers, Wraith, Ghostface, Dredge, Legion, Doctor and SM.

    I do not consider Plague to be a M1 killer because her biggest strength is the Corrupt Purge, which is special attack. Singularity is in a similar spot. Most of the time, you won't rely on mindgames but instead use your power to brute force your way through. This is also goes for Pinhead, although to a lesser extent.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568591#Comment_3568591

    Oh, it is still possible. Some Maps (especially reworked ones) can spawn disgusting 3-Gens. And while Skull Merchant was the most prominent example, if you start defending your 3-Gen right from the beginning, there is not much the Survivors can do. I had one of those games against a Trapper on Dead Dawg, it was not really possible to do one of the Gens near the scaffold, because they were all in clear line of sight to each other and he was not leaving the area.

    (He also burned an Offering for this map)

    "[...] it was not really possible to do one of the Gens near the Scaffold [...]" Of course not. But if we take that as our standard, then it isn't possible to do gens at all.

    You can't concentrate on one singular gen and expect to be able to brute force your way through. Of course the killer will make it impossible to do that. That's why there are 7 gens and not 5. If a killer can't beat survivors in such a situation, then there is no way they can pose as a threat. Nobody would like to play as or against that.

    The key to breaking 3 gens is not to work on the same singular over and over again but to progress all of them at once. That's why Skull Merchant and Knight were so bad with the combination of CoB, Overcharge and in SM's case an addon that sadly still synergises with Overcharge. They were able to stop from survivors from doing that. They would run up to one gen and pressure that while simultaneously forcing survivors to do something other than gens (running guards against Knight / pre running or disabling drones against SM).

    In Knight's case the second part still works but he is no longer able to regress the gens fast enough to make use of it in holding the game hostage. Skull Merchant is still better at 3genning than I'd like but she is not able to hold people hostage forever anymore without them making huge mistakes like wasting their healing instead of staying injured and spread out on gens. I want to make it clear though, that I am not content with the Shotgun Speakers still existing in that form. Even though they are nowhere near as bad as they were before.

    Trapper unfortunately gets stronger and stronger at 3genning the more traps BHVR adds as a band aid fix. He could have 15 traps and still be pretty mediocre overall. But it would make him impossible to beat in 3gens. Because this allows him to block escape routes to such an extend, that survivors cannot even risk getting close to the gens. With 10 traps that is not quite the case yet but is evident, that works somewhat similar to Knight in that setting.

    One person will have to constantly take care of his powers for the others to be able to work on gens, which takes more communication and game sense than can be expected of your average potato MMR survivor in the current game. But that again would be an easy fix, if there was any way for survivors to signal such things as: "I take chase." and "I'll take care of the killer's power."

  • Blight, Nurse and Spirit (with her best addons) certainly don't. They are so strong, that they can outpace survivors by quite a big margin.

    Lower tier killers on the other hand have no way to keep up with the pace of the game, when survivors stop dilly dallying. How do you expect a Trapper to end his chases in 30 seconds or less? And that is what he would need to do when he also has to set up his Traps, reset them and wander around the map. Hitting a survivor is no longer a way to slow down the game. I'd argue it got somehow worse than back in the healing meta. Because now even free hits are worth less than nothing. You grant the survivor 3% Haste and a 9% action speed increase, so you punish yourself for hitting without downing.

    The divide between the weaker and stronger killers grows larger and larger despite our best efforts to prevent that. And no amount of band aid fixes to Trapper will fix that. Because band aid fixes to not help with the actual issues. Which in Trapper's case are maps. For Clown it's his lack of mobility and the wasted time reloading. For Freddy it's pretty much everything and so on.

  • I would really like to know what killer that was. There is almost no way for any killer to hold the game hostage anymore now that Skull Merchant got her rework, although it seems she can still make it quite hard to get through.

    You can also force the killer to either chase you or lose the gen by commiting to the same gen over and over again and coming back as soon as the killer focuses on someone else. There aren't any good perks left to really hold the game hostage (good riddance). So the killer will need to end chases to get regression.

  • Tunneling is not toxic behaviour. It is literally the killer doing everything to win. Survivors are allowed to do that but somehow when a killer does it, we consider it toxic. Double standard at its best.

    Besides that, when survivors in general refuse to use any of the tools they have to counter tunneling, then it isn't the game's responsibility to do it for them or the killer's responsibility to accomodate for the survivors' bad decisions.

    It is unfortunate, that your killers were such bad sports though. Every once in a while it will feel like almost all other players jerks. I reckon this is because DBD matches are heavily impacted by the 1v1 between each individual survivor and the killer, so it feels more personal as opposed to many FPS games for example. Luckily, you will also have some very nice encounters every once in a while to make you almost forget how horrible people can get with the anonymity of the internet.

  • Buffing DS back to 5s wouldn't do much. You'd still be screwed against Blight, Nurse and Spirit and you'd still waste a huge amount of time for a Trapper, Freddy or Clown.

    How about we'd change it so that killers can't use their powers for a little while (maybe 5 seconds) after getting stunned by the 3s DS? I think that would be a better change in my opinion and definitely impact especially stronger killers, who rely much more on their powers.

  • If it is Predator, that'll be great for all the fans of this Franchise. If it's any other license, then there will be people that are happy about that too.

    Personally, I don't care as long as the killer is fun.

  • You're not wrong, but I'd rather all killers be strong enough in chase so that they don't need to rely on Bloodlust. This will likely never happen but bloodlusting isn't particularly fun for either side. Yet it is sometimes necessary. Because how else do you expect many killers to get hits around main structures?

    Many M1 killers will automatically build up Bloodlust tier 1 just by trying to catch up to survivors. Then they have to break a pallet and everything starts from the beginning. Great. Meanwhile we have killers like Blight and Nurse, who have the potential to realistically end a 2-hit chase in about 15 seconds.

    But thinking about it, they have released a lot of killers lately, who don't rely on Bloodlust. Nemesis, Pinhead, Artist, Dredge, Wesker, Skull Merchant, Knight, Singularity and the Xenomorph don't really rely on Bloodlust. Sadako does because she has nothing to help her in chase (immunity to stuns while demanifested doesn't count). Now I'm kind of curious about the Freddy rework because it seems that BHVR have found a way around this conundrum.

  • Both of these hits aren't all that crazy. We don't have any official information how late a hit can connect but we do know that the action does not grant invincibility (thank god).

    The issue is that in DBD hits are so close that even 50ms latency will have a huge impact. Do the math yourself. Even small delays have very noticeable impact when you factor in how fast paced all these actions are.

    Obviously it's not perfect and I think BHVR could do a few things to improve this but one side will always be screwed in some way no matter how much fine tuning you put into it. And we have seen already what happens when they try to fix latency completely in favor of survivors (2021 around the anniversary, if I recall correctly).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318619#Comment_3318619

    Probably because there's still a game to be played in one example.

    For the Survivor who is slugged, they have zero agency. They can't do anything, they're stuck unless someone picks them up.

    When Survivors go back for the 4-man out, everybody gets to participate. The Killer has an opportunity to get more than a 1K and the Survivors have the opportunity to get a 4 man out. Everybody has agency and the ability to affect the outcome of the match.

    It's not that they aren't allowed to try for the 4K, it's just that it's dreadfully boring for the poor ######### slugged on the ground and clearly, BHVR agrees in some sense.

    The problem is, how would you fix this?

    Guarantee one survivor the chance at hatch? Remove hatch? Rework the entire mechanic and add base kit Unbreakable for the last 2 survivors? How would you prevent it from being abused?

    No matter what you do, you are going to step on someone's toes here. It's the choice between the devil you know and the devil you don't. And honestly, I kind of prefer the devil I know (though neither one is great).

  • If we removed all obstacles from the game, Nurse's mobility would be weak? Too bad.

    The more interesting thing is not how she traverses the map but how she skips short distances and immediately hits you or goes to the gen without having to walk.

  • I ran into a Tombstone Myers. I lost track of him and suddenly I was dead. I had no idea what was going on and I vividly remember screaming: "What's happening? What's happening?"

  • As far as I'm aware it was never gone.

    When it comes to MMR in this game, then the devs have a pretty difficult job to please as many people as possible. Some people would like DBD to be super competitive and others want it to remain more casual. Personally, I think MMR is fine now. BHVR have done quite a bit of fine tuning it seems and my matches overall have been way less predictable and stale than back when it was first added to the game. Although, it might also have something to do with how I approach the game now.

    From what I understand, your matches suddenly became way more difficult than usual, correct? If that is the case, then you might have passed the threshold to a higher MMR bracket. In DBD the MMR distributes players in 3 brackets. When you win a lot of games it can (and should) happen that your MMR increases so much, that you enter a higher MMR bracket. This will mean that you consistently play against better players because in theory you could be matched with anyone in the same MMR bracket. How accurate the matchmaking is, is determined by factors such as queue time (and number of available players), backfilling and a bit of randomness (SWFs are treated depending on their MMR avg). Also, once you reached a higher MMR it takes a lot to drop down again. I have my own theory, why that is but as far as I'm aware we don't have any official info on it.

    Another possible explanation is that you aren't playing quite as good as usual. It happens to all of us. Sometimes you just make mistakes you normally wouldn't and don't notice until it's too late. I also wouldn't say that one side is strictly easier than the other because that is very subjective and quite hard to determine. Killer and survivor gameplay differ by a lot, so it's hard to say who has more skill than the other and who plays better. Basically it's 2 different games. A reason why many people (myself included) often feel like survivor is easier, is that survivors get a bit of down time throughout the match when they work on gens. You could listen to music or some podcast in the background and it wouldn't affect your performance on gens. Killers on the other hand are constantly.

  • Everyone has bad games sometimes. I have more than 9k chainsaw hits with Hillbilly and I there are still games where I can barely hit someone running in a straight line.

  • The updated UI is far from useless. It's a little bit of extra information to help survivors make better informed decisions. That is definitely helpful, if you know how to use it.

    I wouldn't call a good chunk of DBD's players fragile minded or babies. Players will always play how they want to play and so far DBD is the only game where I've seen people complain about that. Just let players play how like to play. It's not their fault that certain unfun things work better than other more fun play styles. That's for us to find out and notify the devs and for them to evaluate and fix / change, if necessary.

    I also have more fun playing this game casually but there will always be players, who want to be the best. And as long as that keeps them playing, that is good for the game.

    @Sandt1985 said:

    The people who want a FNAF chapter in DBD outnumber those who don't by leaps and bounds

    How would you know that?

    I personally am impartial towards FNAF in DBD.

  • Killers shouldn't tunnel, camp, slug, 3gen, commit to chases, play hit and run, play certain killers, use certain addons or try to get the best results in a match.

    Can't we just let everyone play the game how they like?

  • I don't think BHVR would be too keen to do that. Which is understandable, if we're being honest. They spent time and resources on creating this content after all.

    However, I think it would be reasonable to make some of the older original characters a bit cheaper. Maybe reduce the cost to 4,500 shards? That would be very welcome.

  • @carl1982 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564138#Comment_3564138

    Mainly second chance perks like adrenaline, plot twist, etc

    I am not quite sure how Adrenaline is a second chance perk, honestly.

    But that aside, Adrenaline while it is a strong perk, also means, that this survivor played with only 3 perks for most of the game. Which is very risky and leaves them vulnerable. As dumb as it sounds, your best way to counter it is to win before it activates. I know full well that this won't always work but they play at the same handicap as you with Noed. They give up strength for the longest part of the game to get a very good effect at the end and if you can prevent the gens from getting done, then it does nothing. Slow down perks, info perks and chase perks can help you to either stall the game until you win or save so much time, that you win before the survivors finish the gens.

    I can't really give you much better advice in that regard because I don't know how you play, what perks you have unlocked and use and what killer you play. But it helps to reflect upon what happened during the game and how the survivors reached end game. Did you lose a bunch of time somewhere, or were they maybe just that fast on gens?

    Plot Twist is one of these perks, that don't necessarily need to be countered. If a survivor tries to use it agressively in combination with Power Struggle and Flip-Flop, then your best play is to ignore them or get someone else to drop the pallet they downed themself under. They are likely going to follow you, which means there are only 3 survivors on gens. 2, if you chase someone else. This automatically puts you in a favorable position.

  • Lightborn is your friend.

    Other than that, don't play their game. Make them play yours. If they keep trying to lure you to a certain part of the map, then you do not want to be there. They probably know why they do this and will blind you in spots where you can do almost nothing. If you have the chance to get someone into the basement, then use it. The basement is a pretty dangerous place for survivors and if you have someone down there, that can easily snowball into a win, if they don't play carefully.

    Also, keep facing walls and try to stand as close to the wall you face as possible when you pick up. That makes it even harder to blind you. If you know, you won't be able to pick up that survivor because there is another in the area, then you can pretend to pick up to bait out the other survivor. This works especially well, if you first pretend to chas after them and then quickly make your way back. Chances are, they will run close to you and you can get a free hit.

    The most important thing is to stay calm. As long as you stay calm, you will play to the best of your abilities, which means you can punish survivors for playing risky and making themselves vulnerable.

  • Noed can be a bit of a trap. Especially, if you feel like you need it.

    It will sometimes allow you to crutch back a game that you should actually lose and it can also have you feel like you can't win without it. If that is the case for you, I genuinely advise you to take it off for a bit and play with different perks. Just so that you don't get too used to playing the perk rather than the actual game.

    I would also be interested to hear what second chances you mean specifically. You can play around most things in this game as long as you know how. Second chances aren't different. Not anymore.

    (Thanks again for removing DH for distance, devs! 😘)

  • This is not a hitbox problem, honestly. The tentacle clearly didn't hit you on your screen. That we can agree on.

    But that has little to do with hitboxes and more with latency. Even 50ms latency can make a huge difference and since both your and the killer's respective connections factor into it, you'll easily exceed that. This would mean, that from the server's perspective your character was lacking 0.2 metres (or more) behind when the Nemesis used his tentacle, which would make this much closer than in the visual feedback.

    Unfortunately latency has quite a big impact in a game like DBD where mere milliseconds decide between win and loss in many situationd. If you have a friend, who also plays DBD and one of you owns Nemesis, you can try hitting a stationary survivor. You'll find that the hitbox is actually rather small.

  • @MeowMeow93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564038#Comment_3564038

    Problem is when killer is playing vs party by voice who knows how to play +genrush its crazy taking into account new anticamping system which means you cannot execute fast as before

    When killer like nurse/blight is going vs randoms they are falling apart and their chase is no longer than 15 seconds which is awful too.

    So somehow nurse and blight deserve good nerfs but how can't really say but nerfing addons its still not enough with them they need to rework or touch their ability .

    And about meta perks on both sides they need to be nerfed too.

    It's no secret that SWFs are stronger than your average solo queue lobby, so I agree that this kind of coordination often makes all the difference. But balancing around fully coordinated SWFs would create problems for those who either play solo, without voice comms, or just more casual.

    I think the best solution on that front would be to give solo queue a means to communicate (preferably NOT voice comms though) and then adjust killers accordingly. But not in the form of a second patch 6.1.0 but more individual killer buffs. This will be a long process but I believe it would be the healthiest and safest way to balance without breaking.

    When it comes to nerfing meta perks, I wouldn't quite agree. There are definitely perks that need changes but I think most meta perks are fine (at least on their own). It's just that many perks aren't good or useful enough to be considered worth a perk slot. That and the fact that there will always be some kind of meta make me a bit wary of these general demands to nerf meta perks.

    I don't how this would work out but I'd like to see the devs test it on a PTB: Distribute perks in different categories and allow only 1 or 2 perks in the same category on each individual player. This would prevent killers playing with quad slow down, which is considered pretty boring to play against and survivors from gen rushing and stacking chase perks to a point where killers have to play in very unfun ways to compete.

  • @MeowMeow93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562822#Comment_3562822

    What im saying that the game should have balance .Killers like Nurse ,Blight just nerfing their addons its not enough their ability should be nerfed like Merchant's now because they are way too strong comparing to other killers i would even consider some slightly nerfs to Wesker since its high winrate as them.Other killers like Trapper,Pig,Freddy,Twins are reallly unplayable comparing to this ones.So what i suggest is to buff walking killers and their addons and nerf killers with mobility to make them equal and make people playing as different killers.

    And what comes for survivors i think genrush speed should be nerfed hard to give other killers without jumps and etc a chance to win.And also made for this,windows of op,adrenalin should get nerfed.

    After it i think game will be far balanced than now.

    I definitely agree that both of them could use some nerfs. But I wouldn't want them to fall off completely. Which in Nurse's case could happen very easily. Increase her cooldown too much and suddenly she is forced to play hit and run with little to no mobility since you'll need to save your blinks for the chase. Her addons with 1 or 2 exceptions aren't all that incredible either. Pretty mediocre actually. But this is fine for a killer as strong as her.

    Blight needs a complete addon overhaul. There are like 7 or 8 addons that are just too strong for a base kit that is already incredibly good. I think they should also consider reducing his base movement speed too 110% or increase the cooldown of his power. Definitely not both though because that might end up making him much less fun. That and of course to remove Hug Tech and fix his bugs. All of them, no matter who they benefit.

    I do not agree with nerfing all high mobility killers. Think about Wraith, Freddy (has a teleport after all), Hillbilly and Demogorgon. Are they too strong? I would argue they are on the weaker side already. So mobility alone is not what makes a killer strong. But it is true that many killers without mobility are weak. That's because a killer that has no mobility needs to be strong enough in chase or in the 4v1 to make up for it, which is sadly not the case for many killers.

    The more I think about it the more I am worried that nerfing gen speeds is also not a good idea. Sitting on gens for all eternity isn't particularly fun after all. Instead, they could add a budget version of Corrupt Intervention (maybe 10s) or maybe more strategic / interesting side objectives for survivors. Like opening windows or closing doors to make some loops stronger or to enable them in the first place.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563766#Comment_3563766

    To be honest, when you report someone you will receive an email where they say they WON'T tell you the action taken so...weird you get to know if someone is banned or not

    Oh. Yeah. That wasn't the best coice of words. My apologies.

    They inform you that they did take action. And for cheating that is always a ban. But they don't tell you they banned them directly.

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