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  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698083#Comment_3698083

    As someone who plays both sides, I can totally see that the changes were needed, but not to this extreme extent. Here is how I would have changed healing overall.

    Base-kit and general changes:

    • Self-Care is now basekit. You can stitch yourself up, but at greatly reduced speed. Base self-healing speed is 33% (or 48 seconds)
    • Altruistic healing is unaffected by these changes.

    Perk changes:

    Self-Care:

    • Increases efficiency of self-healing with med-kits by 15/20/25%
    • Blocks aura-reading while healing yourself or other Survivors with a Med-kit. - Situational counter-perk to Nurse's Calling

    Botany Knowledge:

    • Removed the efficiency de-buff on med-kits.
    • Self-healing has a base speed of 50% (32 seconds)
    • Altruistic healing unchanged

    Boon: Circle Of Healing:

    • Increases self-healing speed by 100% (with the base-kit change, you can practically heal yourself at the same speed as with the current med-kits, or just as fast as altruistic healing with Botany). - Does not stack with Med-kits or Strength in Shadows
    • All healing with Med-kits is now 10/15/20% more efficient.

    Strength in Shadows:

    • Increases base self-healing speed to 70% when within the basement. (This has 105% speed with Botany) - No change from the current state. - Does not stack with Med-kits.

    Med-Kit changes:

    Camping Aid Kit (brown):

    • Decreased charges back to 16
    • Added a 50% self-healing speed bonus. Increases the self-healing speed to 50% (or 75% with Botany) - 32 seconds for a full heal (or 24 seconds with Botany)
    • Removed the self-heal efficiency penalty.

    First-Aid Kit (Yellow):

    • Charges is reduced to 20
    • Added a 66% self-healing speed bonus. This increases the base self-healing speed to around 55% (or 83% with Botany)
    • Removed the self-heal efficiency penalty.

    Emergency Med-Kit (Green):

    • Charges stay at 24
    • Added an 80% self-healing speed bonus. Increases the self-healing speed to around 60% (or 90% with Botany)
    • Removed the self-healing efficiency penalty.

    Ranger Med-Kit (Purple):

    • Charges increased to 28
    • Added a 100% self-healing speed bonus. Increases the self-healing speed to 66% (or 100% with Botany) - 26 seconds for a full heal, or 16 seconds with Botany
    • Self-healing penalty decreased to 15%

    New *Trauma-Kit (Iridescent):

    • 32 charges - Capped
    • 75% faster altruistic healing
    • 125% self-healing speed bonus. Increases the self-healing speed to around 75% (or 112.5% with Botany) - 24 seconds for a full heal, or 14 seconds with Botany
    • 20% less efficient on self-healing
    • Has a built-in Styptic function, where you can press the skill-check button to consume the trauma-kit in exchange for 10 seconds of Endurance. Stacks with Syringe, and this will automatically mend your Deep Wounds if you are in this state after 16 seconds

    Having an "ultimate" med-kit seems like a good idea. To make it not overpowered, this med-kit can not take charge add-ons, and it retains the self-healing debuff, in exchange for a built-in Styptic. Note: This can be negated by Streetwise and the changed Self-Care.

    Also, these ideas of changes aims to re-balance healing by making perks and med-kits synergize better togther. Not in terms of healing speed, but in terms of efficiency and versatility.

    Basekit self care would definitely be interesting. And surely not too strong with the speed that you suggest.

    So if I get it right, survivors would then heal themselves at 66% of the normal healing speed within CoH? I guess that could maybe have worked as well. Allthough I think 60% would be the sweet spot.

    I am not sure if even a brown medkit should take 32 seconds to self heal though. That seems to slow for such an item.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698400#Comment_3698400

    OP just complain about background player, please see the list of everything else killers have complained about like they always do. I give you an A for attempt E for effort and big f for fail. What is there to understand, you have nothing that makes sense to understand lol.

    "Please see the list of everything else killers have complained about like they always do"

    Thanks for proving my point. You complain about us vs them yet feed into it yourself. How can you not see that lmao? And again, different killer players have different opinions, killer players aren't all the same entitiy. How is that hard to understand? What an embarassment.

    You saying big f for fail is so ironic as well. I feel sorry for you.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698392#Comment_3698392

    I don't care if you think that something is sad or not.

    If someone is in High MMR (in which sweaty SWFs are) then it means that he got a lot of 4K's to be higher.

    If someone has skill to do so, he wouldn't complain on forum and demand nerfs to mediocre and situational perks like BGP.

    OP got outplayed and is just mad, that's it.

    Also If you think that BGP is busted, then maybe you have the same, skill-realted issues as OP.

    Nah you can have skill in this game and still complain about perks like Backgroundplayer. Just because they do not like the perk doesn't mean they are bad at the game.

    But please, would you share with us all the counters to Backgroundplayer? Especially when even looking towards a wall does nothing?

  • I feel like as long as it causes the easy to miss skill checks on affected gens that are being workend on, it should keep the long cooldown, since it's just a perk that hurts newer players more. If it made survivors that are working on affected gens scream for example, I wouldn't mind a cooldown reduction. Though 45 seconds might be too little for guaranteed info.

  • BHVR just doesn't want to try bigger changes, especially regarding tunneling and camping. If these two strategies were just nerfed properly, survivor would already be in such a better state. But for whatever reason BHVR continues to do the minimum and that's it.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697872#Comment_3697872

    Whatever everything will always be a complaint to killers, until survivors start the trial with 2 hooks each and injured by the hook killers will complain even among the pettiest of things, imagine getting mad at survivors doing what things are designed for such as saving a team mate.

    Oh I hate having to run off the record to avoid being tunneled or if am not its a wasted perk( I do not run it btw) but this us vs them is just outrageous. Do not tell survivors to run x this and that when you killers hate hearing it yourself, as the saying goes pot calling the kettle black.

    OP just complained about Backgroundplayer, that's it. Nobody wants survivors to start the trial with 2 hooks each and injured, that is just so ridiculously exaggerated.

    Also pretty damn ironic that you call this us vs them outrageous when you just accused killers of wanting free wins. You are just part of the problem lmao.

    You realise also there are different people that play killer with different opinions. Or is that already too much for you to understand?

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697924#Comment_3697924

    Exactly, they got carried to high MMR in which they shouldn't be by constantly doing 4K's via using OP builds on killers and when they are facing "sweaty SWFs" instead of "silly-chill ones" they are demanding nerfs on forum 😂

    Immediately assuming that OP just got carried by op killer perks because they complain about Background Player is pretty sad to be honest. I also find it kind of ironic that you call perks on the killers side op while simultaneously defending Backgroundplayer.

    Not to mention OP didn't even complain about "sweaty SWF's", just about Backgroundplayer being uncounterable. Something one can definitely disagree with, but maybe not in such a petty way.

  • @Royval said:

    Basekit kindred… why does survivors want so much hand holding?!

    It's not hand holding. It's just information that swf survivors already have.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410842/concerns-about-the-game

    1. I think the increased tunneling is a consequence created by behavior trying to eliminate frustrations for survivors. Like there was camping, slugging and gen kick. Now the only play stile left is tunneling or chasing different people and being honest most people will just take the easier way. In my opinion those other things were good, because they added variety to the matches (shure they could be frustrating) and made this game less stale. I also don‘t like tunneling, but I also don‘t want another new system like the other two, who make this game more boring. I just want anti gen/anti camp systems removed/changed to not distroy those playstiles, then tunneling would also become less.

    4. I don‘t think tho. The problem is that behavior makes the reworked/new maps too easy for killers and survivors are too weak in general

    Balance in general is terrible in this game. There is so much useless stuff in the game and everything gets nerfed constantly. I would much more prefer balancing this game as strong vs strong rather then weak killer vs weak survivors. This is boring, strong stuff is much more fun. Then they also remove fun things from the game constantly like sky Billy … and everyone plays only serious and mmr makes everything only worse. Blight and nurse are fine as they are in my opinion.

    Change your priorities behaviour, take actions to the things that concern your community the most at the time.

    They did and this made this game only worse honestly.

    Why would you want camping and 3 genning to become stronger again? Unless I am understanding you incorrectly?

    There are reasons to why the anti-facecamp and anti-3 gen systems were introduced, because they were insanely unfun to go against for most people. I also don't see how camping is unviable now, only facecamping is nerfed by this useless new anti-facecamp system.

    I don't know, I really don't think maps are the problem for survivors in this game. They have just become much fairer for both sides in general, with of course some exceptions. Camping and tunneling are the biggest frustrations survivors have to deal with, and those need to be addressed. If we instead just make maps more survivor sided again, we just end up with even more camping and tunneling killers.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698060#Comment_3698060

    Yeah I pray shadows is not touched… cause am tired of brining a worthless med kit and it just takes 1 franklins cringe perk to make that med kit(even with the 2 dressing add ons that is now rare) to get any use out of it. The med kit changes are so stupid. You get more use and faster speed for using it on people yet you get less use and less speed for using it on yourself and botany with it on yourself ggs you get 0 heals.

    Not sure why botany still has that item efficiency reduction on it for. They as well keep the purple one in the game and change it to common and delete the others lol. I never bring anything but a brown one so finally all my purple ones are showing big numbers almost in 3 digits.

    Personally found the medkit nerfs good though, they were clearly too strong before the nerfs in my opinion. Botany could lose the medkit inefficiancy though, I agree with that.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698049#Comment_3698049

    It was 50% self heal after some nerfs and then the final nerf is what we have now

    Yes you are right. But it was 75% healing speed of the normal altruistic healing speed, that's why I got confused. Because it was 50% increased healing speed of the normal selfcare healing speed.

    That I believe was still a bit too much, but I wish they would have just nerfed the healing speed a bit more instead of removing the self heal action completely.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698049#Comment_3698049

    I still have nice memories of when it was 100%!!! it was like self care 2.0 which I read all the changes to self care and wow yeah like circle it was really gutted. Self care also use to be 100% whew.

    Yeah but to be fair it really was too strong when it was at 100%. And even after the nerfs it was arguably still too good. They should have just reduced the healing speed a bit further than remove the self healing completely in my opinion.

  • Pretty sure CoH was 75% before it got nerfed. So I really believe even 60% would have been fine. 50% would be a 32 second heal, plus the boon activation time would mean 46 seconds just to heal. Arguably even a bit much.

  • I fear there is no way to absolutely remove tunneling, but the strategy definitely needs to be nerfed.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696498#Comment_3696498

    "all they need to do is making the survivor lose all colision. and now tunneling is gone for ever" Along with any possibility of survivors getting punished for any of their mistakes. It was an awful idea the first time someone suggested it, even more now with all the systems in place that already provide survivors with artificial safety for many things, including hard tunneling (Basekit BT + having enough game sense to do all those things that would either prevent or solve it, like not unhooking near the killer or body blocking him).

    What are you talking about? Being tunneled is not a mistake on the survivors side, this has nothing to do with removing any possibility of survivors getting punished for their mistakes. It has to do with addressing a strategy that is ridiculously unfun to go against.

  • @moputopia said:

    Injuring survivors is supposed to be impactful, and not something they can undo fast with basically no resources, like the old CoH. The new CoH is definitely more situational, but it can still be useful.

    You could try bringing a medkit or Inner Strength if you want more consistent or faster heals. Or if you want something similar to old CoH, maybe the new perk Strength in Shadows. It's relatively fast heals without using up an item, you just need to be on a specific part of the map.

    Injuring survivors would still be impactful even if you could heal yourself within CoH, as long as the healing speed isn't too high. They should have just nerfed the self healing speed to something like 50 or 60% and the perk would have been fine if you ask me.

  • This would definitely be a nice change, but even then, probably not enough if you ask me. We need a very noticeable and meaningful nerf to tunneling and camping.

  • A lot of the past changes were needed in my opinion, to make killer a better experience. But I agree that now it's time for survivors to get a bit more help. I really wish they would do more about tunneling and camping, the game would become so much better for survivor if those two strategies were nerfed.

    Some more solo queue buffs would also be welcome.

  • @LeFennecFox said:

    He's just requires too much from the player for a lack luster result. Without Soma Photo I don't even consider him a killer. His power requires you to constantly replace cams mid chase precisely swap to them at the exact right time while dealing with huge AOE blasts that remove his cameras/chase ability.

    This I would partially disagree with. I can understand the argument that his payoff isn't quite as high as it could be for such a high skill killer, but he is not weak in my opinion, and soma photo is arguably a little too strong, taking away too much counterplay on the survivor side. Or at least the addon would need a nerf if Singu ever got a basekit buff.

  • @MaTtRoSiTy said:

    The only real change I want to see is infection should be cleared when a survivor is hooked.

    As currently Wesker can be a tunnelling machine due to survivors coming off hook already hindered by full infection. Wesker is already strong enough that he doesn't need this imo

    I don't think it should be cleared, because it is a mean of slowdown for him that he needs. But it should reset completely back to 0, and survivors that are unhooked should probably gain a short time of immunity to infection gain after the unhook.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697985#Comment_3697985

    No giant deadzones, better loops that can be mindgamed instead of unsafe pallets that have to be dropped and none of those terrible new tiles.

    Interesting. Definitely not my experience with the current maps. I find them to still have enough pallets that survivors can work with well, and I don't find the new tiles to be bad either. The only problem I see is the occasional RNG that spawns too many deadzones, which indeed is a problem. But that I feel can be easily fixed by increasing the amount of minimum pallets allowed on maps that suffer these deadzones.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697982#Comment_3697982

    It doesn't have to be perfect, it can be a full reversion to that patch (I forgot the number) and it would work.

    Maps were not too similar back then, but their layouts were better than the ones we have today.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697983#Comment_3697983

    I disagree. I think the layouts from back then are far better than the ones we have today.

    How so?

  • @GeneralV said:

    I believe map offerings should stay, but the maps themselves need better balanced.

    For instance, quite some time ago there was a patch that attempted to fix the maps without making them overpowered for either side. If we still had those layouts in the game, map offerings would not be a problem.

    I mean, in my opinion BHVR has been doing a good job at making maps more balanced and fair so far. There are not as many outliers anymore if you ask me. The worst are probably Springwood maps for killer and Rancid Arbattoir for survivor.

  • @Shirtless_Myers said:

    Dead by Daylight is one-sided toward killers, but that's obvious to everyone. The developers don't want a balanced game and want to correct their awful game design with perks. You may as well AFK in half your matches since you must do three generators, a two-minute+ chase, and still unhook people in a single match to stand a chance in solo queue.

    I really wouldn't want someone like you in my survivor team for sure, if you afk in half your matches.

    Survivors definitely face some issues, mainly camping and tunneling, but it's also not as bad as you are making it out to be.

  • In my opinion the most annoying part about Singu is placing biopods. The collision is often very finicky about where you can place them. I wish that and the reveal mechanic were more consistent.

    Singu does have potential though and EMP's are absolutely needed to keep him in check.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693302#Comment_3693302

    Lets just say everything C and below you don't have a good time with. At least you are consistent, but looking at the rest of them, i have seen people complain about:

    • Sadako is unfun because of TVs
    • Pinhead is unfun because box
    • There was literally a Freddy thread yesterday
    • Wraith is complained about all the time (Hit and run is boring)
    • There was literally a bubba thread yesterday complaining that he facecamps (I guess AFC deactivates when you play bubba?)
    • People constantly complain about how often they see wesker
    • People constantly complain about blight
    • People constantly complain about Pyramid head and "tunneling"
    • People constantly complain about billy now that he doesn't suck.

    So leaving that, you have nemesis demogorgon and oni.

    Oni and demo are super bullied by good survivors because oni doesn't have a power if he doesn't land his, and demogorgon is so easy to bully its not even fun for the survivors anymore.

    You realise these aren't always the same people right? Different people enjoy going against different killers. So it makes sense to see complaints about a majority of killers.

    Also, how exactly does demo get bullied by good survivors?

  • Slowdown is still the meta on killers, and honestly, I feel like you would have to nerf most slowdown perks substantially to not have it be the only meta anymore. But at that point gens would probably go too fast again.

    Honestly, I am just happy that Pop is one of the meta slowdown perks, since it's the healthiest one design wise if you ask me. I wouldn't mind small nerfs to perks like Pain Res though.

  • Now that CoH isn't busted anymore, I definitely wouldn't mind a small radius increase for boon totems. I don't think that breaking totems when kicking a boon totem should be basekit though.

  • I agree that it would be better for a non-teachable perk to be an effective anti-tunnel perk. DS being locked behind a paywall is problematic. Even better would be basekit changes that help against tunneling.

    But I personally still feel like this is better than nothing. It will definitely help with tunneling a bit, and that's what this game desperately needs at the moment. I also find it hard to believe this buff won't benefit top players at all. Even if they know how to make use of the 3 second stun, having that 5 second stun will definitely aid them even more.

    I definitely think there needs to be more done about tunneling, but I also believe that buffing DS back to 5 seconds is at least a good start.

  • I really hope they don't nerf pop, it's the healthiest slowdown perk in my opinion, since you have to hook a survivor to activate it and then move to the generator that you want to kick.

    Pain Res could maybe need a slight nerf though. Maybe decrease the percentage from 25 to 20% or so.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686913#Comment_3686913

    DS is not buff, it's just reverse of latest nerf.

    Stop introducing some kind of symmetry, this narrative is completely valid, you just don't see this and don't want to see.

    People who believe the devs only favor one side are not the brightest, that's for sure.

    It has nothing to do with not wanting to see it. Both sides have been seeing good changes over the past, killer just have seen much more in the last many years because there was a time where survivor was way stronger than killer.

    Perhaps BHVR went a bit overboard with changes favoring killer, but that doesn't immediately mean they favor that side. And honestly, the problem is less about the good changes that killers have gotten, but more about the good changes survivors haven't gotten yet, that help against tunneling and camping. DS buff is at least a start however.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683871#Comment_3683871

    It‘s no bad thing having survivor sided maps since most of the killers a powerful and performing good. Survivors should have something to play with.

    Borgo was the worst map rework, it‘s incredibly killer sided. It‘s such a unfun map. Garden of joy also was a terrible rework, you only have the strong main building and everything outside is trash. Most maze tiles don‘t even have a window most times. The cold wind map with only shack in the middle is far too small and has most times only one pallet near gens or no pallets at all near gens. Rancid like you said. The sice decrease of mothers drawling was unnecessary and what ever else got changed.

    No rework actually helped survivors and not every map should be made bad for survivors only to be easy for bad M1 killers, instead they should buff them. Making every map easy for bad M1s leaves you no chance against an actual good/stronger killers.

    Heavily disagree. Most map reworks were good for the game. Maps should be actually balanced and not survivor sided.

    I see no problem with Borgo. That map isn't as big anymore, and it doesn't spawn as many safe loops any more, but it still has a good amount of loops, some of them still very safe.

    I also am very surprised to hear that Garden of Joy is now a bad map for survivors? Pretty sure most people agree that that map is still survivor sided, with how strong the main building is, and how big the map is. Coldwin maps are also perfectly fine if you ask me, except for Rancid Abattoir.

    My only issue with some maps right now on the survivors side is that rng can sometimes screw over survivors, spawning too many big deadzones. I do not think that has necessarily something to do with the map reworks however, because I have noticed this issue on the swamp maps as well.

    Killers having higher kill rates definitely shouldn't be combated by making maps unfairer again. Instead, actual survivor issues should be addressed, there are still more than enough. Solo queue could use more buffs, and tunneling and camping need to be further nerfed. No idea who would actually prefer maps to become survivor sided again instead of having survivor issues like tunneling and camping addressed.

  • @jonifire said:

    For me the problem starts with their 60% kill rate goal. This alone makes the game miserable, because they then do stupid decisions to accomplish that.

    All the past map reworks did only do one thing in my opinion make the survivor experience even worse.

    Then they do questionable perk changes all the time for both sides and why is their only solution for everything nerf it into uselessness?

    I don‘t mind the newer killers, but most of them have one thing in common easy and quick downs.

    I still fail to see how the map reworks were in any way bad. Many of the maps were survivor sided and are now fairer for both sides. Survivors simply don't have as many loops any more where they are safe. The only bad map rework I can think of is Rancid Abbatoir. Tunneling and camping are the real survivor issues if you ask me.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683432#Comment_3683432

    For me personally, I'd just rather not waste my time.

    It's one thing when someone hates a Killer for some dumb reason. Like, I kinda really hate Trapper but I'm not gonna give up against him.

    It's another thing when the ENTIRE community (besides the avid SM fan club) despises the Killer.

    Where theres smoke, there's usually fire.

    Who decides if you have a dumb reason for hating a killer or not?

    In the end it still all comes down to opinions, even if a majority of people agree that something is badly designed. I also have my doubts that everyone besides the avid SM fan club hates Skull Merchant to be honest. That just seems like a desperate attempt to disregard different opinions.

    If you give up against Skull Merchant right from the get go, it really doesn't make you any better than someone who immediately gives up against Trapper, frankly.

  • @Aven_Fallen said:

    What is wrong with it?

    Arguably a tad too many pallet loops. I have already seen a few nasty loop chain possibilities. There is also one new tile that has a window that might be a tad too strong, but not sure on that one.

    Other than that the map seems fine to me, not sure why it would need a rework. It's big for sure, but the gen spread never covers the entire map, so I don't see it's size as much of a problem.

  • @felipesegatto1 said:

    none! there are no more good loops

    If you actually believe this then you are deluding yourself, survivors still have a lot of good loops in the game.

  • @MikaelaWantsYourBoon said:

    You can secure 3-4K with almost all killers. I don't see the point of this tier list.

    Also it's funny how SM has highest kill-rate in public matches but it's below on your tier-list.

    So respectully i will disagree with that.

    OP even states in his post that it is of course possible to 4k with every killer. This list is about how easy and consistent it is to do so. Just because you can 4k with every killer some of your matches doesn't mean it always happens.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656130#Comment_3656130

    Are you sure that hook suizide is more common then getting hatch for exmaple? You do realise that this also distorte stats quite a bit - arguable more then suizide? I can not speak for everbody but my killer games are almost without suizide and hatch escapes are at least 10 times more common then loss through suizide. I also rarely have this problem as survivor and it usually only occures against SM and when the game is hopelessly lost anyway.

    Farming killer is rare, but it happens. Killer giving last survivor hatch or gate is not that rare. I do it all the time and i would say at least 15-20% of the time, the killer also gives hatch or gate.

    Killer giving up.. like i said, i have this way more often then survivor giving up. Apparently, we have different experience.

    Hatch escape, by whatever means, is definitely not uncommon. More common than hook suicides, that is true. But so is securing a last kill as killer when survivors open the exit gates. Especially with killers like Bubba, Huntress or HIllbilly, there is pretty much always one survivor that has to sacrifice themselves. This has become a bit rarer ever since the removal of hook grabs, but it's still a common outcome. 4 man escapes are arguably as rare as 4ks. So that kind of evens hatch escapes out if you ask me.

    Hook suicides aren't super common, no doubt, but in my experience it happens definitely more often than killers giving up. Especially when playing survivor. And in general, it's just logical that it happens more often on the survivor side, because again, there are four survivors for every killer. So the likeliness is higher that a survivor gives up than a killer.

    Again, survivor definitely needs some help in some areas. Especially now that maps are becoming fairer and fairer, I would argue camping and tunneling need to be addressed more. But I also don't think survivor is in an awful state either.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655836#Comment_3655836

    40% is very bad considering all the killer that give up, give hatch, let survivor escape, want to farm, disconnect and to top it all off, the fact that we have hatchescapes that are just based on luck and have nothing to do if killer are powerful or not.

    Since killing is easy, its a very boring game.

    Not sure what you are on about. Killers that farm, and let survivors escape for no reason are extremely rare. Disconnects don't count towards statistics.

    And survivors are arguably 4 times as likely to give up in a match as a killer because for every killer, there are 4 survivors in a match. So if you want to count killers that just give up and do not dc, you also have to count all the matches where a survivor gives up by suiciding on hook or going afk, which is definitely more frequent than a killer giving up, especially since survivors can suicide on hook, while killers can't end the match sooner unless they dc, in which case the match doesn't count to the statistics.

    Survivor could be in a better state, especially since tunneling and camping continue to be a serious problem, but you are trying to make it look worse than it is with every chance you get, it seems. Killing also isn't easy if you go against a team that knows what tit is doing.

  • Oh yeah I know which loops you are talking about, definitely wouldn't call them unsafe though. They are big enough in my experience. Unless you classify unsafe as mindgameable, which the majority of loops should be if you ask me.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646069#Comment_3646069

    We found a lot of maps to have more unsafe pallets than safe pallets.

    Some maps are different, like Garden or The Game. A lot of the Colwind, Mac or some Autohaven maps have more unsafe than safe.

    Coldwind and Macmillan maps? Really? Can't think of many pallets that are unsafe on those maps personally.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645842#Comment_3645842

    Coincidentally, they listed Hawkins as having a lot of safe pallets.

    As we all know, the upstairs pallet is basically a god pallet, so I figure they must've gotten confused in it's majesty.

    Lol, well of course Hawkins has very few safe pallets at all. But again, except for Hawkins and Dead Dawg, I can't think of any map with a lot of unsafe pallets.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645718#Comment_3645718

    If you can't see that most pallets are unsafe, I can't really help you, I'm gonna be honest.

    What maps do you find to have mostly unsafe pallets? I can't think of many personally. A lot of maps have a mixture of stronger and weaker pallets, with a few maps having almost only safe pallets, like Eyrie of Crow or Gideon.

    The maps I can think off spontaneously with mostly unsafe pallets are Hawkins and Dead Dawg Saloon.

  • I still don't see how maps like Borgo or Nostromo are killer sided. If anything those maps are some of the fairer maps in the game now.

  • @Rudjohns said:

    Coldwind is the worst

    Thompson House and Torment Creek, half those maps are dead zones

    incredible

    But those maps are pretty big and while they do have certain spaces that are deadzones, they still have enough tiles to work with elsewhere, you just need to know where those tiles are. I fail to see how those maps are bad for survivors.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622485#Comment_3622485

    Especially because it was probably the most balanced Coldwind-Map before. I mean, Cowshed deserved a Rework (even tho it is really weak now), but Abattoir? Not so much.

    @Topic:

    Dont forget the MacMillan-Maps they added. The 5 original Maps were totally fine, nobody complained about this realm. And then they added a variant to each of them and they all suck.

    What exactly is the problem with the new macmillan maps? I find them to be pretty well balanced. Not too big, and not too small, with enough tiles to use.

    On the other hand, the original Groaning Store House is pretty damn survivor sided.

    And I also fail to see how Fractured Cowshed is now really weak. Abattoir is the only problematic map in my opinion, because it spawns too few pallets.

  • Personally don't see the problems with the newer maps. If anything, a lot of them are fairer now, giving killers more counterplay. Haven't run into any crazy deadzones personally, and most pallets in my experience are still good enough to work with.

    Borgo for example, the times I played on that map, it didn't have any crazy deadzones. I also fail to see how the loops on that map are weak in any way or form.

    Coldwind can spawn deadzones for sure but except for Rancid Abattoir I never felt like those maps have too few pallets. Especially considering a lot of the coldwin pallets are ridiculously strong.

    I also fail to see how Nostromo has nothing but bad loops. Certainly the average tile on that map is weaker than on other maps, but that just means M1 killers have a bit more counterplay. And I certainly have seen some strong tiles on those maps as well.

    Dead Dawg I can see being a bit killer sided, just like Midwhich. But nothing crazy in my experience.

    Really the only map that got changed in a bad way was Rancid Abattoir. That map I agree spawns too few pallets on average.

  • @Pulsar said:

    https://youtu.be/7b1PYeeAGUc

    Give it up for number eight in a row. You'll never guess what happened after I got unhooked!

    I'm done dude. I'm not even pissed off anymore. I'm just ######### done. Even though I ran this Chucky for two gens, his perks bail him out and I still get tunneled out, humped then mori'd.

    My actions affect nothing. Any skill I showed amounts to nothing and only serves to make me feel worse. My teammates weren't even bad this time, Corrupt PR PGTW and Deadlock just absolutely destroyed any progress they could've made

    While I agree that tunneling is a serious problem, and it's ridiculous that it still hasn't been addressed in more impactful ways, I will say that you didn't really play all too well after getting unhooked, and that your team could have even won if you didn't give up, considering 3 gens were already done.

    I do get the frustration though when this happens multiple times in a row. It's a shame this is not being addressed more, seeing as how games are supposed to be fun as a first priority, and DBD just has too many situations where it's not fun.

  • I mean, I would love to see improvements to his biopod collision and biopod detection. Those can be really bad and frustrating, especially the former, so improving those features would be very welcome. Balance wise I do not think he needs much though.

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