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ad19970
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723780#Comment_3723780
If the Killer isn't running gen regression, then sure. If all the Survivors are good, then sure.
But for the average game, a bad chase at the beginning can and often will cost you the match.
As a different poster pointed out, Survivors don't really have any comeback mechanics and they are designed to get weaker as the match goes on. A bad chase at the beginning of the match will often snowball out of control, even against a semi-decent Killer. Against a player that knows what they're doing? A bad chase can be lights-out for the whole team.Meh one or two good chases can definitely tilt the match quite a bit, I would argue that's the comeback mechanic. Even with a bad chase at start, and the killer running slowdown perks, the game is not lost yet. You'll just need some good chases as well. I have had such matches both as killer and survivor already.
I get that it's harder if the killer stacks gen slowdowns, but it's still possible. And not a reason to immediately give up, screwing over your entire team.
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I think Artist is the strongest one out of them. Easy A tier, or A+ tier. I just wish I was actually good with her.
Plague and Huntress are also very strong, especially the latter after her buffs.
Deathslinger is probably high b tier for me, so still pretty strong. And Trickster I would say is low B tier. Maybe. Or high C tier.
Unknown I am really not sure about. For me it's hard to say whether survivors can react to his projectiles and dodge accordingly, or if they have to predict his projectiles like against other ranged killers. If it's the former, than against good survivors, he isn't that strong, but again, I can't really say for sure.
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Giving up on hook is sadly a necessity, since right now, you can have situations where survivors will have lost no matter what, like when only 2 survivors are left, or 3 with 3 or 4 gens still around. In those cases it makes no sense to keep staying in the game.
I do agree that it's really annyoing when a survivor gives up for some stupid reason, which happens often enough, but again, suiciding on hook seems like a necessity to me.
One thing that could help to encourage survivors to stay in matches even if things are looking grim are better bloodpoints. Right now, killers get more bloodpoints on average than survivors.
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@Shuma said:
Well, there are no come back mechanics for survivors. Most times a minor mistake does end the game for survivors. Survivors pretty much have to play close to perfectly or they lose.
It’s like chess, when you know you’ve lost, you forfeit, you don’t keep playing a lost game.One bad chase at the beginning does not lose you the game as survivor. So often enough, people do give up for the most ridiculous reasons.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723104#Comment_3723104
I would agree for basekit 3-second DS in exchange for basekit Lightborn and Enduring.
Those sound like awful compensation buffs on the killers side. Flashlights would be useless and getting stuns wouldn't be very helpful either.
No if anything, killers would need some buff that gives them a bit more time to complete their objective. May it be in form of some regression buff or a second objective.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723300#Comment_3723300
Can't really camp until endgame, and when that happens then securing a kill is your objective and all bets are off.
Proxy camping, as I said before, shouldn't be called that. I see people claim proxy camp when a killer hooks and then searches the area. Other survivors should be doing gens until a new chase starts or someone manages the unhook.
Ever since the anti-facecamp, I've seen far less:
- Basement Bubba
- Basement Trapper (To a degree, a well trapped killer shack is going to still be tough but Trapper needs an edge I guess)
- Wraith cloaking near a hook
- Facecamping in general before endgame
What I have seen more of is:
- High mobility killers not losing much ground compared to M1's (as usual)
- Survivors unhooking in the killer's face or right as they're about to leave
- Killers choosing the injured survivor over the healthy one in most cases (tunneling, as per usual)
- Higher use in slowdown/regression
- Survivors deciding not to trade hook states (debatable and depends on the killer, instadowners are tricky to play around if they stay in the area)
I'm sure there's more if I think harder but off the top of my head, yes, there's been far, FAR less actual camping and new problems people have become attached to like proxy 'camping' when really it's holding a position around the hook which isn't a perfect scenario for every killer.
It's fine to call proxy camping proxy camping in my opinion. No matter what we call it though, fact is it's not fun to go against, as it has almost the same effects as hard camping.
And yes, normal camping is still possible, you just can't stand as close to the hooked survivor anymore, but that doesn't change much.
It's an anti-facecamp mechanic, and that's it. It doesn't really do anything against normal camping. I don't see camping that often either, but when it happens, it's extremely annoying and frustrating to go against.
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One of the reasons why survivors suicide on hooks is because solo queue can be quite rough at the moment. Not as bad as some people make it out to be, but rough never the less. But I do agree that suiciding on hook can be problematic, because survivors sometimes suicide for the most ridiculous reasons.
But suiciding on hook is a feature in this game at the moment, and I am not sure how much sense it would make to punsish someone for using said feature. I also doubt survivors that suicide early on care about the BP, this idea of reducing survivors BP if they suicide would rather hurt those survivors that suicide after the match is already 100% lost, like when there are only 2 survivors left in the match.
I think one thing that might help encourage survivors to stay in the match towards the very end despite things not looking good is to improve their BP gain. Right now, it's not as good as the killers on average.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723397#Comment_3723397
Idk where you got all of that from.
I'm just saying if you main survivor and care about winning, solo-queue is not productive or enjoyable at all.
If its your secondary role that you play to chill and not care about winning on, then sure you probably would find it playable. But that's like me saying killer has no problems because I let mostly everyone go every game and meme around 9/10 times.
Playing both roles does help improve your understanding, but I disagree that every opinion is equal when it comes to certain topics, despite everyone having a right to their own opinion.
I mean I play more killer than survivor, but when I play solo queue I also care about winning. And don't get me wrong, solo queue has it's rough edges that should be improved, but I don't find solo queue unenjoyable. I get enough matches with 3 or 4 man outs.
I really doubt the average solo queue player finds solo queue as bad as people on these forums make it out to be.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723016#Comment_3723016
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722988#Comment_3722988
Proxy patrolling isn't camping.
And if they return to hook and chase you, that's tunneling.
Otherwise, standing there near the hook has dramatically died down since the anti-facecamp. I play enough survivor to know this.
You can still camp and proxy camp, the anti-face camp mechanic only helps against actual facecamping, and that's it.
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@HPhoenix said:
I been saying on twitter, which is a hot take:
Base-kit DS (5 sec stun duration, can be used twice)
Base-kit Umbrekable (unlimited usage)
Map offering and add-ons disabled.
Basekit DS would be great, but I think these buffs you suggest would require some compensation buffs on the killers side as well.
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@ChaosWam said:
Well camping was fixed already, so there's one down.
Can we also address gen speed optimization from being so insanely fast, survivor BM and killer power disparity while we're asking for things like this?
Camping wasn't fixed, how was it fixed?
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Singularity and Unkown have quite a bit of counterplay though. Anti-Loop killers are completely fine as long as they offer up interesting counterplay. Killers like Skull Merchant or Knight are the big problem, where the only real counterplay you have is holding w, without anything interesting happening..
And the same goes for Vecna, none of his spells are uncounterable, he actually has a good amount of counterplay for survivors. Normally when a killer releases without anti-loop they aren't that strong.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718810#Comment_3718810
It is in fact an aura read on killer as well, I just played the PTB. It’s 16 meters and can be combined with open handed to be 24 meters
Yeah I have seen this too now. But honestly seems kind of useless since you have to stand still for 4 seconds.
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Maybe we should wait and see how it plays before coming to the conclusion that it's busted. Considering it's just aura reading of objectives, I don't think it sounds too crazy, even if it might make other perks irrelevant.
I am also not sure how survivor power creep is a thing in DBD.
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Killers have been eating pretty good in the past. Lower tier killers got buffed, maps have become much more balanced, and they have seen a fair amount of good perks and perk buffs as well.
These nerfs to the best slowdown perks aren't the end of the world for killer. They are rather fair if you ask me. Even if I'd rather have tunneling and camping nerfed.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718077#Comment_3718077
WYM I don't agree with my own post? When did I ever say that lmao?
Half the reasons stated ARE silly reasons to DC or suicide but thats what I witnessed.
No that's what I meant. You seem to agree that at least some of your points are silly reasons to give up.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718230#Comment_3718230
[…] they could become a little oppressive when used together.
That hasn't changed. Stacked on top of each other they are still damn powerful. What has changed though is the strength of only 1-2 slowdown perks. Each individual perk was completely fine. It's a similar situation to exhaustion perks. Imagine, if you could stack all of them and they only had individual cooldowns.
We are at a point, where we can only achieve perk variety by forcing it. Otherwise people will stack the same kind of perks for as long as they remain useful. Nerfing all slowdown perks into obscurity isn't an option though.
It would certainly be nice if the devs could have figured out some exhaustion type for killers so that stacking gen regression perks wouldn't be as strong anymore. That way they would still be very strong on their own but not as oppressive put together. But stacking these perks now together, while still good, won't be as oppressive anymore, that's for sure.
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@Rudjohns said:
Equip Knock Out and always slug
I really don't think it's smart to incentivise such a perk and the playstyle it comes with. Knock Out is long overdue for a rework anyways.
Then again, I think we should wait and see how much of a difference these sabo changes will make, cause I kind of doubt sabo will become meta after the changes.
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@Xernoton said:
Welp, time to run Knockout. How the devs refuse to do something about actual problems but then nerf the killer meta, that at least required to hook without compensation is a mystery.
This will end up worse than the 6.1.0 meta.
Knock Out is definitely in need of a complete rework, or a hefty nerf. But the nerfs to the most popular slowdown perks are understandable, they could become a little oppressive when used together.
If killers will struggle too much with gens, the devs can always add something to the killers basekit to help them with gens. That is of course, if they also nerf tunneling and camping.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718039#Comment_3718039
As stupid as half of the points I made sounded, they were indeed reasons why people threw games. I never specifically stated if I managed to escape or not, which I of course did in most cases but that's just how it went down.
As you feel that you play killer more (even though you SoloQ as well), would you agree that it's safe to say that I have a higher chance to see more of the silly dilemmas that occur on a daily basis?
I agree with your points there for survivors quitting too, I did state in my original post that I could have went on forever, but I kept it short because nobody likes to read an essay at 2am lmao
Even with all the silly stuff that goes on in this game, it is still fun in most cases, even when losing.
I mean fair enough if you yourself don't agree with all the reasons you stated. From your wording it just sounded differently.
I mean as a killer I can still see why people leave matches as well. But sure, as a survivor you get that experience even more, because it can depend on the different killers gone against, as well as the playstyle of different killer players. And I get that survivor can be rough at times, no doubt.
Personally my experience has been that solo queue isn't as bad as some people make it out to be, but that solo queue could definitely use some help as well. Again, I believe solo queue could use a bit more information to work with, like kindred basekit, and I believe that tunneling and camping need to be nerfed as well in my opinion. I still can't believe that the progress of the anti-face camp feature isn't shown on the hud for example.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717968#Comment_3717968
Here's another question for you, how many hours have you played as killer vs survivor?
Why do you think survivors suicide on hook or DC?
I am getting your point "mate", believe me. But as I said, most people surely don't leave games for most of the reasons you described. A lot of them are just ridiculous.
I get that people sometimes leave matches early because of a very unfun killer or because the match is going horribly. Of course the former is incredibly subjective so generally never a good reason to just screw over your team, but I get if people are fed up with going against a killer they hate multiple times in a row. And the latter I guess is ok, if the match really is going badly, i.e. 2 or 3 survivors downed or hooked before the first gen is done or something like that, but not 2 or 3 survivors injured before the first gen is done. That's not a good reason to quit.
I also realise that solo queue has it's rough edges, especially with camping and tunneling still being so strong in the game.
But there is no doubt that some people also quit just because they got downed first or the match isn't going exactly the way they wanted it to go, which is quite ridiculous.
I've got over 3k hours in this game sadly, but of course I do not know how many hours of that I played survivor and how many of those hours I played killer. I do play more killer than survivor currently, but have been playing more solo queue recently as well.
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@ReverseVelocity said:
I think Hexes should be blocked until the first hook or something like that. You'd still get to see them, but not cleanse them.
Personally I find these type of buffs to Hexes not a good idea because of Devour Hope. That perk can single handedly win you games as killer, so it should be cleansable right from the get go if you ask me.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717599#Comment_3717599
No, I read it all. Already answered future comments with my original comment which you must have not read yourself since you wrote exactly what I said would be written in one of your points.
Lol if you can't see it then no point even explaining it bruh. I'm sure others will see it clear as day. Good day.
Yeah you edited your comment after I read it. Also, I did contradict myself a bit, so I'll admit that. But my accusation of you being biased is at least based on the points you made.
No I get the point of this thread, but most of your points aren't reasons for normal people to give up immediately. A lot of them are pretty damn ridiculous. That's the point I am making. It has nothing to do with truth, if you give up for all these reasons listed above, that's not a problem of the game at all.
Plus stuff like "gens take longer" are something you know before even queueing up for the match, so those points just sound like complaints about the game's balance and that's it.
Not to mention you make claims in these points of yours that are not true at all, for example the claim that you won't get all of the gens done if you don't bring toolboxes, or that loops are all 50/50 mindgames, which is just absolutely untrue.
Not sure why I would have to elaborate on that either to be honest.
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717411#Comment_3717411
Got to keep those survivors happy. Busted survivor perks will always be the last thing looked at. DS got buffed AGAIN after how cancerous it was but hey... Slowdown needs nerfs tho.
I don't get this mindset. Buckle Up + For the People and Background Player are literally getting nerfed this patch as well, and there are enough other survivor perks that have gotten nerfs in the past too.
DS is also not a busted perk, it's a necessary evil because of how strong tunneling and camping are, and the nerf to 4 seconds is already pretty stupid if you ask me.
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@Souplet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717876#Comment_3717876
So you are one of the 3 people that like this killer
Since BHVR works only from spreadsheets and stats, their own stats state that this killer is a failure since its launch. The playrate is abysmal for years, thats not without reason and its not because the killer is weak or bugged, thats just not true. A good twin player can crush most of their games by playing dirty (i mean, playing with the killer design in mind which is facecamping)
Its not an opinion when the vast majority of the community thinks the same
It actually still is an opinion, just an opinion that is shared by the majority of the community. And people are allowed to have opinions that aren't shared by the majority of the community.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717591#Comment_3717591
Your first two sentences tells me all I need to know. Love the contradiction btw.
Let me guess, that's all you probably read, right?
Also, what contradiction?
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@MoNosEmpire said:
You have frustrations with other survivors not enjoying the game? Let me easily explain why, killers will hate this post because they know most of it is true but I'll be straight to the point with it.
Survivors have had the following butchered:
- Gens take longer to do
- Healing is currently ridiculously too slow so if a killer is fairly close it is virtually impossible to finish one heal if they have even 1 slowdown perk due to how fast killers currently move.
- Maps are ridiculously small or terribly redesigned
- Loops are 50/50 but with killer speed they start becoming useless fast
- survivor perks that would give you some sort of protection like dead hard is now butchered
- Boil over is useless and should be deleted from the game already
- Most PC killers still don't even feel the wiggle when carrying someone
- If you don't have at least one healing perk in moderate+ MMR games you can forget healing most of the time
- Survivors quit when 3 people are injured at the start before a gen is done because of the above healing issue, knowing it's useless to continue.
- Still nothing can be done about stopping a killer hard tunnelling without throwing the game unless your team is good
- Pallets are still 50/50 when they should 60/40 to survivor due to all the killer buffs and outdated pallet drop mechanics (Getting hit when you're in the pallet drop animation and the killer hasn't even finished the animation on their side)
- If a survivor does not bring a toolbox, unless the killer is bad you can forget finishing all the gens in time
- Ridiculously large hitboxes for killers still exist (huntress hatchets hitting you around corners for example)
- Nurse still exists in the game and impossible to beat unless she's awful at the game (killer has a headset which you can't reduce them hearing you at close range like iron will used to
- Unlimited map distance for range killers with miniscule objects in the way to stop them
- Still getting stuck on absolutely everything for no reason (Garbage map optimisation)
- PC players being able to play with filters (Clearly borderline cheating because it gives a lighting/tint advantage but if dev's don't want to address and accept that then so be it)
- Survivor perks are starting to become borderline useless and will continue to be when they continue to get massacred
- Killer movement speed is starting to get out of control when using survivor perks like lithe and they are still directly behind you within 3s (I honestly think this is a bug somewhere because killers should lose bloodlust but they don't, I also had a killer traverse 8 different rooms with me on his shoulders with 0 movement perks and without iron grasp (so clearly something is wrong)
- PTB is on PC so only the PC audience is being taken into consideration when getting feedback (one sided feedback, you do the math)
- Foliage such as bushes have also been nerfed on some maps so it's just chases unless again, the killer is bad as they were in 1 of my games today
- Turning animation for survivors needs to be adjusted and sped up slightly.
- Targeted before the game has even started for being TTV or a high prestige when you're just trying to chill
- Being forced to save teammates but they don't do the same back
- Being left on the hook
Of course you'll have the white knights who main killer saying "git good" or "skill issue" after this post because they win 3 games out of 10+ in the games that they play which suddenly makes them a legendary killer who magically knows all about the game and have secretly been watching you play DBD in your bedroom and magically knows your skill level, then get upset about a survivor tapping a button on the controller at the exit gate like it affects them in real life.
I used to get annoyed at people DC'ing but now? How can you blame them? They're not enjoying the match or the game anymore and you're at the sole mercy of the killer, these matches do tend to be funny at parts if you do decide to stay though, and there are nice killers.. I had one where 2 people DC'd and me and a random were still in the game, I let the Wesker practise chasing me probably for around 7 minutes or so while the random did other stuff and it was still fun. The point with this last para? People do have the right to choose and DBD is still a casual game, adding a harsher penalty than one already in place will hurt the player base.
I could go on forever with this post and this list but you get the gist.
This post having 15 vote ups tells me everything I need to know about these forums. I am not sure when I read such nonesense the last time.
You discrediting anyone that disagrees with you as biased killer mains is also incredibly sad, and just suggests that you can't actually defend any of your arguments.
Survivors quit when 3 people are injured at the start before a gen is done because of the above healing issue, knowing it's useless to continue.
Excuse me what? What Survivor team gives up just because 3 survivors are injured before the first gen is completed? I have had enough matches that started like that where survivors were still able to win, or draw. That is just so beyond ridiculous.
If a survivor does not bring a toolbox, unless the killer is bad you can forget finishing all the gens in time
Again, where the hell do these arguments come from? Of course a survivor team can still complete 5 gens without toolboxes, even if the killer is good. The survivor team just also has to be good.
Loops are 50/50 but with killer speed they start becoming useless fast
This is factually wrong. Some loops are 50/50, but there are also enough loops that are still strong for survivors on most maps.
Killer movement speed is starting to get out of control when using survivor perks like lithe and they are still directly behind you within 3s (I honestly think this is a bug somewhere because killers should lose bloodlust but they don't, I also had a killer traverse 8 different rooms with me on his shoulders with 0 movement perks and without iron grasp (so clearly something is wrong)
Killer movement speed is still the same it has always been, and I never once had a match where the killer seemed to suddenly move too fast. If anything, you went against a hacker.
Maps are ridiculously small or terribly redesigned
Very untrue. Maps just aren't as survivor sided anymore as they used to be. There are some bad exceptions, like the new Haddonfield rework, but in general maps have simply become fairer.
At least a few points are understandable, like tunneling and camping still, after all this time, being such a problem in the game. But in general this post is just a complete mess, like holy crap. You claim that you are just saying the truth, but no, you aren't. You are just stating some incredibly biased opinions.
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The nerfs that survivor perks are getting in this patch are generally reasonable, For the People + Buckle Up is a ridiculous combo, and Background Player is overtuned. The only nerf I do not agree with is the nerf to DS.
Meanwhile killers are receiving nerfs to all their best slowdown perks. So I am not quite sure where this post is coming from. The devs do not just take away strong stuff from survivors for the sake of it. They are trying to balance the game properly.
Also, killers still have the same movement speed they have always had. 115% or 110%.
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All of these changes together are way too much. I main Singu myself, and in my opinion, all he needs are quality of life updates and maybe a very small buff to make him less dependent on Soma Family Photo.
I'd rather not have the devs add haste to Singu's basekit as well, there is enough of that already. If anything, I'd rather have the devs buff the teleport speed ever so slightly.
EMP's also definitely shouldn't be nerfed like you suggest, that would just make Singu's 3 gen too opressive.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716959#Comment_3716959
I do think many have started to get better but there are still many bad ones. Garden, Ormond, Eyrie, Game, Springwood ect.
I agree with Garden of Joy, Game and Springwood.
Eyrie is stil a bit survivor sided but not that bad anymore, and Ormod in my opinion is rather balanced.
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716954#Comment_3716954
If you play against a halfway decent killer you wont win on haddonfield a single game.
That's not true. Of course the survivors have to be decent themselves. But if the survivor team is good, they do have a chance of winning. It's just stacked against them.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716961#Comment_3716961
It does exactly what it is supposed to do, it makes it impossible to be 20 cm away from the hook and camp that person. If that has an impact in some way shape or form on general gameplay is debatable, but it does exactly what it was supposed to do, it killed facecamping immediatly (unless in endgame).
Well sure it does what it's supposed to do. But what it's supposed to do is a freaking joke. That's the big problem. It does nothing against normal camping, and after such a long time of complaints about camping, you would expect a system like this to do a bit more. As it stands it was just a waste of resources.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/413746/the-cannibal-change-and-anti-camping
It is anti FACE camping, which is why the range is short, glad to help you out there ;)
Yes we get it, it's an anti-face camp mechanic, doesn't change the fact that it's a waste of a mechanic.
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@Blueberry said:
I definitely don't think it's unplayable, I've won there many times on survivor in solo queue.
I think it skews towards killer as much as many, many of the maps do towards survivor currently.
I would argue there really aren't that many maps that are survivor sided nowadays. I think BHVR has done a great job when it comes to maps.
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I agree that the map is a bit too killer sided, but saying that all pallets are bad is just a lie. The map actually spawns a fair amount of decent pallets that survivors can work with.
It just doesn't spawn enough pallets and windows for it's small size. But it certainly is playable, and survivors can win on that map.
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I disagree. I think in general these changes are healthy for the game. If killers will struggle too much with gens, BHVR can instead buff some basekit mechanic for killers. But I am really not sure if that will be needed, considering the current kill rates.
I do believe these changes are generally good, making multiple gen slowdown perks not as oppressive anymore. I've been playing Singu with Surge and Sloppy as my 2 slowdown perks and have been doing pretty well. I think the slowdown perks that are getting nerfed will still be good enough.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716343#Comment_3716343
You....you said movement perks. That's not movement in general. Perks are a different game mechanic. Absolutely baffling. Killers are still 110-115%,..
That being said my unpopular opinion is that most maps should be survivor sided within margin of error. When maps are very killer favored such as midwich it like.... Feels worse? Than when they're survivor favored. It's a weird thing and hard to pin down.
I don't really get that. Maps should be fairly balanced so both sides can actually enjoy the game. I don't think maps being survivor sided is what survivors need. I'd rather have maps be actually balanced, like a lot of them are now, and instead have tunneling and camping nerfed.
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The part with only weak pallets is not true. It definitely has some strong pallets as well. The problem with Haddonfield is that it just doesn't have enough pallets and windows for how small the size of the map is.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716111#Comment_3716111
Every single change they have done to Mac and Autohaven have been for the worse in the past 3 years besides the edge map filler tiles on auto and I guess the car wall split. Coldwind was too strong with those S tier fillers but I think they went too far.
Got to disagree here. The new Macmillan variants are all good in my opinion, and the autoheaven maps are generally some of the most balanced, don't know about any changes that made those maps worse.
When it comes to farm maps, I arguably agree regarding Torment Creek and Rancid Abbatoir, which just don't spawn enough pallets, leading to massive deadzones in the former map. But the other 3 Coldwin maps are generally balanced in my experience.
The Red Forest maps are also very well balanced now in my eyes. The one newer map rework that wasn't that good is the Haddonfield map.
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This I very much disagree with. Gen slowdown perks allow killers to apply more pressure, and therefore switch between survivors, going for hooks and not just kills. Meanwhile second chance perks like OTR or DS help survivors with tunneling and camping killers.
If we had none of that, most matches would probably just play out with the killer tunneling the first survivor out of the game and then the match becoming a 3 vs 1.
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@I_CAME said:
My guy the kill rate has risen by more than 10% since 6.1. Weak killers are being buffed left and right. Maps are being turned into massive deadzones with few good pallets. Do I need to go into how nearly every good survivor perk has been nerfed in the last few years? How can you objectively look at the state of the game and pretend like the devs favor survivors?
If you really want to balance around high level play then give all survivors voice comms and make the MMR strict like it is in actual competitive games. If they did that you guys would change your mind about balancing around high level gameplay because you would be playing against a SWF every match at high MMR. People say they want to balance around high level players but don't actually want to play against high level players.
Maps definitely haven't been turned into massive deadzones, unless you are talking about outliers like Torment Creek. The map balancing has actually been very good on average in this game at the moment, with only a few mess ups, like the new Haddonfield.
I do agree that OP's post is wrong though. Killers have been eating pretty good at the moment.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715669#Comment_3715669
Predropping is not effective if your infected he can just slipstream past it or during the drop for a guaranteed m1 not to mention overclock gives 50% action speed which depending on your build can be increased further hes only considered bad cause how boringly simple emps hold him back to get any real value from the normal killerbase if they ever nerf Emps thats when Survivors are gonna start hating him like hes the new blight
This is definitely not true. If you break a pallet by having it dropped on to you, or by teleporting on to the pallet, you are slowed down considerably for 3 seconds. That's more than enough time to make some distance as survivor. He can break pallets much quicker with overclock as well, but survivors can still make a fair amount of distance during that time as well. There is definitely no guaranteed M1 in this case.
Not to mention you can also predict that Singu will teleport, and simply not drop the pallet in that case.
You can just teleport to a survivor past the pallet, that is true, but again, the teleport takes a bit of time. If the survivor just stays at the loop, they can gain enough distance to run to the other side of the pallet, or they can just go back to the pallet and slide over it before Singu can get a hit against the survivor.
He has more than enough counterplay in chase, it just depends on whether you know that counterplay or not. He is honestly more of a anti w killer than an anti-loop killer.
I do think they shouldn't nerf EMP's though, that is true. They are in a good spot at the moment, arguably.
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@Pulsar said:
He's just extremely difficult to play.
He requires an extensive amount of knowledge that the average player really isn't gonna have. You need to know the maps inside and out, check spots, goofy geometry spots, predict common Survivor pathing, predict hot spots, make reads based off of the match etc etc
Well yes definitely. He is very hard to play. But I feel like he is also a bit too dependent on Soma Family Photo. I would love if they somehow could make him a little less dependent on that addon, and nerf Soma instead.
And he could definitely use some quality of life changes. Placing Biopods in the environment in particular can be unnecessarily frustrating.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715500#Comment_3715500
QoL i will agree he needs, Soma photo is strong to be able to go against strong survs however i dont know why you think he has interesting counterplay since he nullifies pallets, loops in general, vaults, Hold W and Emps are braindead simple. Furthermore 3 gen system doesnt effect singu at all with all the TP pressure he can apply. Even if they do buff him they would have to address frustrating points about him like his spam teleporting in chase cause i know survs complain about that so he would have to have a cooldown for that
He definitely doesn't nullify pallets. Predropping them is effective against him, and sometimes there is a 50/50 mindgame whether you should drop a pallet or not based on whether he swings at the survivor or not. Survivors gain enough distance after a teleport to have decent amount of counterplay for sure. And then of course there are the EMP's.
And of course the 3 gen system effects Singu as well.
I don't want any major buffs, I just would like to see him become a little less soma family photo dependent. Pretty much what they are doing with Bubba for example.
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Going against a 4 stack of slowdown should at least feel a bit more manageable now. Which is good, but on the other hand, this also hurts people that only used one or two slowdown perks, and those might now use three or four. Though that's just a wild guess to be honest.
In general I think these changes are fair though, if killers start to struggle too much because they don't have enough slowdown, maybe some basekit changes could be added. But then again I still am hoping for some more nerfs to tunneling and camping.
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Yes this is the roadmap I was talking about. Interesting to see that it was planned even before the Twins update. I really am hoping that the SIngu update is still coming, and that they just needed more time to work on the update.
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@Marioneo said:
Heres the problem with Singularity after watching Ohtofu play him alot Singularitys skill ceiling is so high hes like the second strongest killer in the game if you take the time to master him hes a god in high mmr but since hes so technical and hard to reach his full potential hes filters most of the killer playerbase. If he received buffs or QOL to make him more easier to play he would be as hated as Skullmerchant
I definitely doubt he would be as hated as Skull Merchant, even with some small buffs. There is a lot more interesting counterplay to Singularity, and the 3 gen strat can't get out of hand too much ever since the anti 3-gen system.
I do get that he has a very high skill ceiling though, but I would say no matter how good the Singu player is, he'll have a rough time against survivors that are very good and know how to play against him. That is without Soma Family Photo of course.
What I kind of want is him to be a bit less dependent on Soma Family Photo. I am going to guess you saw that one otofu video, where he used exactly that addon. With Soma, Singu is indeed a menace and doesn't need any buffs. But without it, he can struggle a bit.
So yeah, making him a bit less reliant on soma family photo would be nice. That and some quality of life updates. It's aggrevating having to lose a slipstream because the game didn't let you place a biopod at a perfectly fine position.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714937#Comment_3714937
no that would not work. what they could do is make scamper work like billy chainsaw when you have 1 second of full control to turn. this would also fix the problem.
That just sounds like it would have no counterplay again, if you could just turn freely after scamper. The point of this change is to allow for some more counterplay on the survivor side, which is a good thing.
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I think they could reduce the time to scamper more than they are in the ptb. Otherwise though, I think this change is very good, he will certainly be more fun to go against now.
I also don't think they should bring back his 180 degree flick, that again would take too much counterplay away from survivors side. Survivors want to be able to counterplay Chucky as well.
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@vBlossom_ said:
Ok, then next time BHVR will nerf slugging, untill killers would learn to play fair, kthxbye
What about tunneling and camping? Those would need to be nerfed as well, because killers will surely resort to those strategies. Then the killer can learn how to play fair.
Only you will quickly realise that most killers in this game need some good slowdown options to be able to play fair and square, so if killers don't receive any compensation buffs in the cases of nerfs to slugging, camping and tunneling, I think the more likely outcome will be very long survivor queue times.