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@jedimaster505 said:
Hate to break it to you, but killers don't earn their wins. BHVR gives killers wins for free as intended in their own words. They literally design the game to give killers free kills by inflating their kill rates. All those "wins" you got were just given to you by the developers that are afraid the loud and vocal minority of killer mains will quit the game if there is a balanced 50/50 game play. Truth is, yourself like many killer mains got a thrill from the power trip fantasy which BHVR has played into in order to sell killer DLC. Problem is, their strategy backfired with the suicide/DC epidemic so as damage control they've introduced a mechanic to help survivors rage quit. Still too stubborn to sensibly balance their game like other popular PvP titles, but since the survivor quitting was only getting worse they had to give them something before the game completely died.
For the record, killers already DC on a frequent basis any time something doesn't go their way in the match. It only seems to happen less often because there are 4 survivors per 1 killer, and the kill rates are so inflated that chances are the game swings in the killers favor, who then sticks around to shake his head at survivors, hump them on the ground, and smack them on hook.
The fact that you care about whether survivors "win" or "draw" or "lose" in an invisible MMR system shows that your motivation for playing killer is all about inflating your ego and feeling like you are so special for making the survivor lose. You've already "won" the match and the survivors want to move on yet you want to force them to hang around to rub it in their faces.
There's no way you actually believe this right? The game might be tilted towards killer a bit but that doesn't mean any of the wins or kills are free. Killer isn't even nearly as op as you think. The only 2 truly op killers are Nurse and Blight.
Killers still have to work for their kills and wins, just like survivors. Especially at higher mmr, killer is anything but easy.
Also, one of the reasons why the game is balanced around 60% kill rates is because survivors sometimes just give up at the start of a match.
But I guess for people like you it's just easier to think "killer bad, survivor good".
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Many people that play survivor are drawn to 2vs8 killers, because of the novelty and the fact that you can play with a buddy killer together. That's why queue times for killers increase during 2vs8.
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@Jock21 said:
Yeah the way some people were crying "new Chucky scamper" for both the old dog's vault speed and Vecna's Mage Hand just for both of them to end up as 2 mediocre B tier killers was really embarrassing ngl.
I mean Mage Hand for sure has more counterplay than old Chucky scamper but I wouldn't call Vecna mediocre. Though in general I wouldn't call B tier killers mediocre anyways. He is still fairly strong.
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As much as I enjoy playing this killer, I got to say he is quite a mess.
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Nope as far as I know this is a bug that was already present in the last iteration of 2vs8. Abolutely insane to me that it still isn't fixed for this new iteration.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927907#Comment_3927907
Not really, if the killer has DMS + pain res + good mobility + maybe antiloop + pop/surge etc It's complete GG you would need to be really bad at killer to lose a game where you are given several mins for free.
If it's a high mmr team on comms they can deal with it. but vs solo Q? it's just a insta loss.
No that's definitely not true. The odds might be stacked against the survivor team a bit, but there is definitely still a chance for a solo queue team to win that match. The killer doesn't have to suck for that.
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@francesinhalover said:
strongly disagree with this post for several reasons.
Nr1 if you are a killer player and now decided to do survivor you are getting baby mmr on survivor. And from what i can see it lasts for a good ammount of games.
Nr2 solo Q is random. like really random and you can get teams that can't loop any killer that isn't a m1 killer. Get a dracula vs your average team and the dracula has free hits all game. People just can't dodge.
Nr 3 doing gens is a good thing to say but there's context missing, are the survivors healing? is the gen blocked? is the survivor going for unhook because he doesn't know if someone else is going?
There's many reasons solo Q is bad and saying it's not because of X or Y when Several killers are extremely hard to play against and can win chases in seconds isn't right. Solo Q is hard because OF MANYYY REASONS all mixed together and one shouldn't just blame gens.
In my solo Q matches everyone does gens all the time, does it matter when killer slugs, tunnels, camps, has 3 gen regress perks like dms/grim that block gens? plus killer with mobility just winning chases in second and instantly being on a 80% gen.
I definitely agree that there is more to solo queue being problematic than just teammates not doing gens. Balance wise as well. Tunneling and camping definitely need to be nerfed a bit more, which I hope will happen in the next updates.
I am not sure about gen regress perks though. I think matches are still winnable even if the killer uses three or more.
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Yes and no. Team mates really are the main issue with solo queue. But it's not the only issue.
Camping and tunneling surely are an issue as well, which are both harder to counter for solo queue survivors than for swf survivors. And there sure as hell is still more information solo queue survivors should get as well, for example the anti-camp meter being shown on the hud.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926677#Comment_3926677
Freddy doesn't need a buff? Are we talking about the same killer? He's not even close to A tier. I can't think of any buff they could give him that could possibly make him OP.
And Doctor needs buffs because his chase isn't good enough. You shock people repeatedly to deny them the pallet/window, which oftentimes leads them to getting 5+ loops at a time anyway, because you slow down every time you shock. He just lost his shock at hook tech, which was already counterable (need I explain?), which was the strongest thing he had.
If you compare these killers to a 115% M1 killer with no abilities, they can do quite a bit. They're "strong," so to speak. But that would've been the thought process in 2016. We're past that now. These killers have to be strong enough to compete in the modern version of the game. Against a mixed bag of survivors, any killer can win (basically what the current screwed up MMR system gives us), but the moment 3-4 good survivors come into play, most killers don't stand a chance.
Nurse and Blight are only OP if you think all of those inadequate killers are fine as is, which they aren't. They should be the standard at which other killers are raised to compete. If they're still the best after that, then we'll concede that they're OP and needs nerfing. But it has to be after other killers have been buffed to somewhat compete with them. You will kill the game by making Freddy or Myers the standard for killer strength. They're not good enough.
I mean if you were in charge of this game's balance, I am fairly sure killer queue times would be 20+ minutes at the least.
Freddy has good map pressure and a fairly good chase ability. No idea how you are using it but it's definitely quite good. I don't see why he would need any buffs.
Doctor I would say is also mostly fine after the buffs he received. Maybe he could receive a few more tiny buffs? But not sure on that one. Also yes, he lost his shock tech. But I don't know what to tell you if that's what you used to play him.
I am sorry but even against a team of 4 good survivors, many killers still have a chance at winning for sure. The killer player just has to be just as good. I have been playing Vecna for quite a bit now as an example, I would say he is high B tier or low A tier, and I am doing just fine with him. He is strong, but allows for counterplay, and is very balanced. And that's without any tunneling or camping. Take those cheap strategies into the mix and killers become even more viable.
Nurse and Blight are op, and it seems most people in the community agree with this. They need nerfing and I am still optimistic that they will be nerfed. Hell killers like Hilbilly or Spirit are on the verge of being op as well. At least Hillbilly, not sure about Spirit.
I also hope you realise this game can't just be balanced around the absolute highest MMR, where swf's surely still have a bit of the upper hand against most killers, because that would truly kill this game. Not balancing this game around Freddy's power level.
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@Lixadonna said:
They had to put Survivor Bots in public PTB lobbies if that's any indication on how Killer is going.
In which PTB was that?
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Some of these basekit changes are way, way too much. Legion just got a buff and honestly, I feel like he is in a pretty decent state now, especially for being arguably the easiest killer to play in the game.
Increasing his movement speed to 6 M/S would be broken, since it would allow him to down survivors on his 4th frenzy attack far more often, which would be awful to go against. Especially if the duration is also increased. Decreasing the cooldown of Feral Frenzy even more is also unnecessary in my opinion.
Lastly, the buff to his cancel cooldown would be way too much as well. He could just cancel his power right next to a survivor and the survivor would gain very little distance. It again would be awful to go against. I think these changes would make Legion even more hated by survivors than original Skull Merchant.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926094#Comment_3926094
To be honest, I will not be surprised if Kaneki becomes Skully 2.0 and you will have tons of survivors just giving up.
You simply- can't hold W (dash in front of you)
- can't double back (he can just cancel and stop there)
- can't drop pallet (way faster vault than Wesker has)
- can't greed (he is not really punished for pulling out his power unlike other killers)
- can't play window (often use Bamboozle and even has purple addon for it)
Basically only thing that works against him is playing with Resi, stay injured and just gen rush him back to lobby.
But good luck trying to convince soloQ teammates to play injured, they don't do it even after all this time against Legion…
I don't really think he is better than Blight, Billy etc. not even close, but I definetly think he is so much easier to play and way more annoying to play against.I am not so sure about that. If they don't fix the bugs, or techs, of Kaneki, then maybe. But when he works as he should, and we assume that what you have shown in the clip as well as kidnap tech are bugs, he is kind of balanced now in my opinion.
Vaulting pallets isn't that strong anymore with kaneki, at least in my experience survivors often make it to the other side of the pallet again in time when I play Kaneki and use his vault in enraged mode by latching on to survivors. Unless the loop is particularly big.
If the pallet is also not dropped yet, you can play similar mindgame to that against Huntress for example. At least in my experience the cooldown after he just pulls out his power is big enough.
Doubling back also works sometimes because of the momentum he has when he dashes. It depends on where he latched on to however.
I think if they just remove these two terrible techs that he has right now he could be in a decent spot for survivors. Most importantly however, the frustrations that survivors have with Kaneki can be addressed much more easily with him than with Skull Merchant. If his vaulting ability continues to be too annoying for survivors for example, they can simply increase his vaulting time, maybe to something like 1.7 or 1.8 seconds. Meanwhile with Skull Merchant her problems where much more rooted in her fundamental design.
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I found some of the newer map creations or reworks to not be bad actually. For example, I enjoyed the Mount Ormond variants all quite a bit and found them pretty balanced. They also did a good job with the Dead Sands map, which in my opinion is pretty balanced.
They did botcher some of the maps though, like some of the Coldwin maps and the Borgo maps.
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Can't say I agree with this list a lot. Killers like Oni, Artist, Spirit, Wesker, Huntress, Freddy or Dracula sure as hell don't need any buffs, they are strong enough at this point. Especially Spirit, who is an S tier killer if you ask me.
Also, I fail to see how someone like Leatherface or Doctor needs massive buffs. Some small buffs maybe, but no massive buffs. Doctor might not need any buffs after the last buffs he received.
Nurse and Blight are also not balanced in my eyes. They need some nerfs, especially Nurse. Blight probably only needs some small nerfs, but nevertheless, nerfs.
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In my experience Wesker does hit survivors if they are to close to them after he vaults a pallet. Same with Ghoul.
Vecna's is a bit troublesome because he seemingly doesn't have a hitbox anymore when he cancel's his fly ability. If he had an hitbox simply on cancelation of his fly, his ability to vault would also be somewhat decent. I wish they changed that ability to have a hitbox at the end.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926052#Comment_3926052
I wouldn‘t doubt that it is intended, because this is already possible since release and would have been fixed already.
If this is intended then it just shows how disconnected these devs are from their game's balance. There is literally nothing you can do against what happened in this clip as survivor.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925682#Comment_3925682
but nurse and especially blight aren't getting nerfed? if those 2 can be op i see no reason for kaneki to be too. I wont even touch spirit because that one is far worse than ghoul
Just because those killers are op doesn't mean Ghoul has to be op as well. Especially since Ghoul is easier to play than those two.
Nurse and Blight simply should be nerfed as well.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925894#Comment_3925894
Im sorry but its not a think or a guess this is just known.
Hes directly on top of the person, if the bug (instant hit) didnt happen it wouldnt matter here. Take out the instant hit and its a clear m1 down through and through theres no debate.
He was down from an m1.Maybe you are right but I am not fully convinced. In my experience survivors are able to make it around loops again after Kaneki vaults, most of the time at least. Since the hindered nerf that is.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925926#Comment_3925926
Do you want to know fun thing? I have submitted the clip to bug reports and it was tagged as "not a bug"…
Now thats just a ######### joke.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925685#Comment_3925685
In the version I discribed the survivors are locked in place longer, but I‘m unsure whether they fixed it in the last patch.
The kidnap tech specially means the exploit. In the clip above it is just his normal vault while grabbing someone.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925687#Comment_3925687
What do you mean with two bugs? The clip above is just normal gameplay, no bug.
There you can see what kidnap tech is.You can't honestly claim that that what happens in this clip is intended. It's clearly broken and shouldn't happen. The survivor is multiple meters away from Kaneki and he still gets downed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925832#Comment_3925832
I demanded nothing. BHVR will do as they please, as they have always done.
Ghoul breaking a pallet and having the ability to instantly catch up was a poor mechanic from any standpoint. This keeps his mobility intact, which would've been what got sacrificed.
Between you and me, I'd rather keep his mobility than keep the zero brain break pallet and press m2 to catch up playstyle.
Couldn't agree more with this. The alternaitive would have been nerfing his mobility or inrceasing his cancel cooldown duration noticeably, which would have probably been complained about much more.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925683#Comment_3925683
From the video and experience you can tell.
Hes right behind him when he vaults, the bug is just immediate damage here. You can see kaneki is right on this guy after the vault.
The cooldown between him vaulting and then just m1ing the person in the clip is not even beating him past the front end of that car. He would have downed him around the front left of the car with an m1.
Just how it is unfortunately :\I don't think so. The reason he was so close to Ghoul is because he got downed so early. He would have been half way around the car when Ghoul would have received his full movement speed again, it would have been a close call I am pretty sure.
As I said, in many cases survivors are now able to make it around the loop even if Kaneki vaults the pallet in enraged mode. But I guess it does depend on how big the pallet loop is.
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@Cetren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925421#Comment_3925421
This occurs even if you don't vault sometimes. The other night I had it happen to me after throwing a pallet, not even vaulting it. It's buggy and weird right now.
That is beyond weird and I have no idea what would cause something like that if he didn't even vault. You are absolutely sure it wasn't just some weird latency problem?
Nevertheless, I can only pray they fix these bugs finally, at the latest when Springtrap releases.
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@etisatis said:
Ghoul design is a huge mistake. The killer with such power should have never been available to mediocre players at first. He has no trade off. Remember Moira from Overwatch when she was first released? This is Ghoul now. Zero brainwork, max flex and efficiency
This is definitely not true. Ghoul is far away from being the most skillful killer in the game but there's still some skill needed for him as well. And with the recent nerfs he received he is now in a much better spot, his broken bugs just need to be fixed now.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925665#Comment_3925665
Kidnap tech is when you grab an unmarked survivor and mark them to vault very fast while they can‘t move for a very long time. Here it is just the normal vault while grabbing someone.
Great so there are two bugs that make Ghoul wildly overpowered. How have none of them been fixed yet?
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925417#Comment_3925417
In the clip shown you dont make it around its not a 50/50.
Even without the bug he was dead.How can you tell that? He would have been half way around the loop when Kaneki's cooldown after vaulting the pallet ended. I don't think one can 100% tell for sure if he would have made it around or not, considering he went down immediately after Kaneki vaulted.
And in my experience, most survivors now make it to the other side of the pallet when I use my enraged vault while grabbing on to a survivor, because the hindered was now halfed in duration. Unless the pallet is like really, really safe.
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@francesinhalover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925429#Comment_3925429
will most likely get buffed to losing 1 less token tho.
Well I for one sure as hell hope not. But I honestly doubt the majority of feedback is negative towards that nerf. Ghoul needed nerfing according to many people before that nerf.
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@FreakyFranke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925429#Comment_3925429
Then please record a round where you play as Ken, against survivors who aren't just standing around AFK or giving up, who actually play normally and you still get something out of it besides maybe two or three hooks. Then just show me that it's “fair”, because it's definitely not at the moment.
I've also been playing Ken constant since his release, and as mentioned the first nerf was justified, but the second nerf just doesn't feel good. More waiting time for abilities than you can imagine. So far, every round where a generator comes on one by one, within a few minutes, while you have to fight to keep up with a survivor who is constantly running from palette to palette and knows that if you crush it, he can immediately go to the next one because you can't get after him right away.
The buggy kagune is next. Instead of jumping in the direction you're aiming, you're suddenly somewhere completely different.
My point here is not that he should be “stronger than others”. No, it's about the fact that he was taken down in such a short time and that they will probably always listen to the crying survivor mains who only want to win by pressing the W button. So why is he so nerfed within a month but other, stronger killers aren't even touched after months/years?Yeah I am not going to spend time recording my gameplay, but you can believe me that out of my 30 matches or so with Kaneki not every match had afk survivors, or survivors that would give up immediately. I also went against some pretty good survivors as well, and was still able to do well. It's just that survivors now have a fair fighting chance as well.
If you are just chasing one survivor who is dropping pallet after pallet against you, while you break all of them, you are also clearly doing something wrong with Kaneki.
He was simply balanced properly in this short amount of time, and thank god for that.
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@Roaroftime said:
He's been nerfed? He's still instantly teleporting to me after the first hit with his dumb overpowered range tentacle thing and magically downing me mid animation when he jumps over a pallet? He's completely bugged and needs kill switching until hes fixed. Also the auto aim is still way too precise and overpowered how is he hitting me from 3 miles away exactly and freezing my movement? Really not fun and my solo q teams are still being stomped by him literally game ruining level of broken.
Kaneki is pretty balanced now actually, I certainly wouldn't say his autoaim is in anyway op now, but there is a bug that lets Kaneki hit a survivor immediately after vaulting a pallet, even though the survivor is multiple meters away from Kaneki. And that has to be fixed asap.
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I couldn't disagree more with this. I have been playing Kaneki almost non stop ever since the nerfs and he feels actually fair and balanced now, but still strong. It's just that he now actually has some counterplay for survivors.
HIm losing two power tokens after breaking a pallet was the best nerf they could have given him in my opinion because it simply allows survivors to have a fairer chance at getting to some resource that they can use against Kaneki, which is only fair. Survivors should have counterplay against a killer.
His vault ability also needed a nerf and now it feels like it's in the perfect spot. It no longer gives you free hits at pallets and instead positions you to mindgame the pallet against the survivor you are chasing. As long as the pallet loop is mindgameable of course.
I also fail to see how Legion is stronger than him. He still easily has some of the best mobility in the game, and his downing potential is also better than that of Legion.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925417#Comment_3925417
It's usually 50/50, unless it's a safe pallet, where you just get downed…
Yeah you pretty much get in the position to mindgame the pallet if you vault the pallet. But it's no longer a guaranteed hit at most pallets unless the pallet is incredibly safe as you said.
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@indieeden7 said:
It's not a bug, it's to prevent survivors from sneaking behind you during a vault to avoid the hit. There's a lot of things that are frustrating about playing against the Ghoul, but this one is understandable.
I believe they are talking about the bug that lets Kaneki hit survivors instantly after vaulting that are multiple meters away from them. It should only hit survivors when they are right next to Kaneki, but right now you can get hits against survivors right after vaulting even though they are multiple meters away from you.
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@ChuckingWong said:
Whats funny is he will still beat you around the pallet regardless of that bug. You were dead anyways.
Balanced killer am I right?That hasn't been my experience at all. I have been playing Kaneki a lot and survivors now often make it to the other side of the pallet when I use my enraged vault against them. The vault seems pretty balanced to me now.
This bug however needs to be fixed as soon as possible.
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@Twiggsy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923726#Comment_3923726
Except it's like 90% of the survivor player base that hates ghoul they don't like his grab vaults, his grab attack nor his short cooldown when landing right next to them. Those are the areas they are gonna have to be forced to nerf more
I am sorry but where on earth do you have these statistics from? Especially considering he was just nerfed again three days ago, and there is still a broken bug of him that also affects his perception?
I am really not convinced BHVR has to nerf all those areas to make more survivor players happy.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923971#Comment_3923971
Yeah, as long as he grab-vaults over a pallet or window, and you don't have to mend, you go down once he's finished his vault animation, it's broken as hell! i do think he has potential to be super fun, i love a good sweaty match as much as the next guy— except not so much when the odds are stacked so much against me that the only resources I have are made redundant.. it is not it at all.
Yeah that bug of course is beyond busted no doubt. There is nothing a survivor can do against that. I've been playing Kaneki a lot these last days and only had that bug happen one single time luckily, now I know why. His basekit feels much fairer to me now, since survivors have more counterplay, but that counterplay is completely thrown out of the window with that bug.
At least now I know how to prevent the bug from happening.
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@[Deleted User] said:
They just need to remove/reduce the 1.25 second buffer window for removing weakened.
This I heavily disagree with, because it would hurt newer players that have a harder time looking back in chase constantly more than experienced ones. If anything, the time to remove the weakened state should be inrceased slightly.
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@Langweilig said:
A good nerf for him would have been shorting the time you have between leaping onto something and reducing the hitscan hitbox, which is still too big. Both of these changes would make a little more difficult to play and reward playing good with him rather than playing bad.
The problem with further reducing the hitscan hitbox is that it would very likely hurt controller players too much. It would be nice if the hits through walls weren't possible anymore though.
In general I think he is in a good spot now balance wise.
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I heavily disagree. I have been playing a lot of Kaneki the last few days and he is still incredibly fun in my opinion, but now much fairer. Him losing two tokens after breaking a pallet is a fantastic nerf if you ask me, because it gives survivors exactly what they needed: more time to reach some kind of resource so they have more counterplay against Kaneki. Having him break the pallet and then immediately catch up to you is not very fun for survivor.
And the hindered nerf was also important, now survivors can actually get around the loop after he vaults the pallet in enraged mode and participate in a mindgame instead of just going down.
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That's all it takes to down a survivor after vautling a pallet with Kaneki even if they are way too far away? They have to be not in deep wound? That is absolutely ridiculous.
I am quite happy with how much more balanced Kaneki is now with his intended kit, but that bug needs to disappear as quick as possible.
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I don't know. Different people like different things. I could definitely see more people enjoying going against Ghoul now that he has been nerfed into a more balanced state.
I guess some people will never enjoy going against Ghoul because the killer is just not for them. But that's with every killer. I doubt that most survivor players want him to be nerfed into D tier though. Just up until the last update he was too oppressive.
Also in my experience his ability to vault is fairly balanced now ever since they nerfed the hindered effect. The only nerf I could still see happening is a slight increase in his cancel cooldown duration, but maybe that's not necessary.
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@VibranToucan said:
Im sorry but a lot of that is just not true.
Yeah, he can't hit you with his power to get the down, but he still has his power. He can still use it to catch up, he can slide cancel to get the advantage of high mobility without the attack cooldown. He can also still use it to lock the Survivor in place and vault extremely fast on pretty much any dropped pallet or window.
And he is not a worse legion, he has arguably the best mobility ability in the game giving him fast but unrestrained mobility with a relatively short Cooldown.
I wouldn't say he can lock survivors in place when vaulting a pallet, his hindered has been nerfed and his pallet vaulting seems much fairer now. But in general I agree, he is still a very strong killer and definitely better than Legion.
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@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923650#Comment_3923650
I don't know why you don't check reddit yourself and only believe the information that is convenient for you.
As for the Kaneki nerf, it is one of the topics of this update, and it is difficult to name a representative one. (Obviously, there are some topics that are strongly critical of the nerf, but since they seem to be posted by killer mains, they would not be appropriate as representative examples.)
Above all, it is possible that I saw many of those opinions due to my cognitive bias, so it would be fairest to see for myself.
However, not only is there a lot of criticism of the nerf, but also a lot of negative feedback on the advocacy for the nerf, and a lot of positive feedback on the criticism for the nerf. At least, from my point of view.I have checked reddit myself. I have only seen one post so far that was complaining about the nerf where Kaneki loses 2 tokens instead of one, and it didn't even have that many likes, especially for a subreddit that is known to have a lot of killer mains in addition to people who are survivors mains or play both sides.
I am not saying I am right, but i just have a hard time believeing the majority of people dislike the nerfs Kaneki received considering just before the nerfs there were still a lot of people unhappy with how strong Kaneki was.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922108#Comment_3922108
That's just not true. He's never gotten free hits over pallets. The survivors were just bad with the movement, or it was a pallet where he could've just Bloodlusted them anyway. He doesn't need more nerfs. His current ones have just destroyed him. Absolutely destroyed him. But people will still complain because he still has the possibility of downing people.
How on earth did the current nerfs destroy him? What on earth? Survivors have a bit more counterplay now, thanks to the nerfs, and that's it. Sorry to tell you but killers are supposed to be fun to go against as well.
He still has insane mobility and a very strong ability to injure survivors. His downing potential is also still pretty decent as well. He is definitely still strong enough, just not overtuned anymore.
And from my experience, before the hindered nerf, there were too many pallets were survivors were simply not able to get to the other side of the pallet again, without doing anything wrong. Now his ability to vault in enraged mode feels noticeably more balanced and fair.
Him losing 2 tokens after breaking a pallet was also a great nerf. It gives survivors more chance to reach some resource instead of just having to go down as soon as Kaneki breaks a pallet. It also makes your decision when to break a pallet and when not more meaningful.
Just because he is fairer now and takes a bit more skill doesn't mean he is destroyed.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923638#Comment_3923638
There are some reddit posts bemoaning that they can no longer break pallets and immediately catch up to survivors, but the support to buff ghoul again is not nearly as big as that post claims.
Yeah that's what I thought. It's probably mainly just people who played a lot of Kaneki and have to get used to the nerfs and him being actually fairly balanced now. That or biased killer mains that play very little survivor.
But in my opinion it's a fantastic thing that Kaneki now loses 2 tokens on pallet breaks, it gives him more counterplay, which he needed.
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In my opinion Kaneki is pretty much in a perfect state now. If anything he might need one more tiny nerf and that's it. He is still very strong, but actually pretty balanced now.
Kaneki is still incredibly good at getting injuries. On top of that, he easily has some of the best mobiltiy of any killer in the game. I also fail to see how he is just an M1 killer after injuring survivors. Sure he can't down with his M2, but he can still catch up to survivors incredibly well with his power, just not as oppressively any more thanks to the cooldown nerf after he breaks pallets.
Sure, survivors can go the other way when you try to catch up to them with your power, but you as a killer can also predict that. It's not bad when survivors have some form of counterplay anyways. Not to mention you are most likely cutting them off from where they wanted to run to, potentially making them run to an unsafer spot, or even a deadzone in some cases.
I think the last 2 nerfs Kaneki received were perfect, and he is now in a pretty good spot.
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@daikaimon said:
In fact, the nerf to Kaneki in 8.7.0 has been criticized quite heavily outside of this forum. (Reddit is probably the most vocal in its criticism.)
Really? Where exactly? I have my doubts it's the majority of players complaining about the nerfs consdering how many people still complained about Kaneki being too strong before the nerf.
I think Kaneki is now in a fairly decent spot, if anything he is still a tad too strong. I fail to see how the nerfs were too much in any capacity. And I have been playing him almost non stop since the nerf. Survivors having some actual counterplay is a good and healthy thing for the game.
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@Elan said:
We know that Bubba is very fun and iconic but struggle a lot at downing someone due to many pallets and windows making him urging to have bamboozle all the time. Those changes would make him more threatening and climb up a few tiers.
- Tokens are removed, chainsaw will now last 16s basekit without needing to retap the button, chainsaw can be manually canceled.
- After breaking a pallet with chainsaw, Bubba keep sweeping until he cancels or deplete power gauge.
- While sweeping, his movement speed increase from 5m/s to 7m/s as he keeps sweeping.
- Tantrum will block every pallet or window for 16s.
- Tanrum duration decreased to 1.5s
Those buffs sound absolutely broken. First of all , Bubba not stopping his chainsaw at pallet breaks would make him completely busted all alone. Survivors would have no counterplay at all with pallets.
And then having tantrum last that short while it blocks all pallets and windows for 16 seconds would just mean you would purposefully get a tanrtum, and then chase down the survivor without there being anything the survivor can do.
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I disagree in general that Singularity was overbuffed. He is certainly very strong, and feels better to play now, but not sure I would say he is overpowered. At least when played normally.
But as far as I have seen, his slugging potential is through the roof. An easy nerf to that would be to have slipstreamed survivors lose their slipstream when downed instead of only when hooked. And I guess Soma Family Photo makes tunneling too easy as well.
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923319#Comment_3923319
They're not nerfing what is problematic for survivors. His attack range is ridiculous, he was able to swing right after breaking resources (this is now super punishing to do, it was more balanced at 2-4 seconds), he vaults too quickly when direct grabbing a survivor.
Only 1 of these things have been changed, his passive piwer aspects got hige nerfs and no compensation buffs. The minamum leap distance is terrible
Hmm I disagree. I think the attack range isn't that problematic personally, I think the bigger problem was the fact that he could vault pallets too quickly. I would say the hindered nerf definitely helped with that aspect.
And him losing his power for a bit after breaking a pallet is the perfect nerf in my opinion. It allows survivors to have a fairer chance at getting to some resource before he can catch up to them again. I prefer it over some big nerf to his cancel cooldown.
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923304#Comment_3923304
I take back everything i said, Ghoul keeps getting nerfed in the wrong way and he lowkey feels awful to play now. Especially cus of the minamum leap distance
Really? I have been playing him since the last patch for like 20 games now and am absolutely in love with the Ghoul. Now that he feels somewhat fair and balanced I am enjoying him more.