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ad19970

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  • @gatsby said:

    You can hardcore tunnel someone out of the game within the first two gens. And then use that to get a massive advantage in the mid/late game.

    If you're not running obsession perks and there's no obsession, feel free to redeem your free ticket to tunnel for a easy win.

    Still depends a lot on the survivors though, how good they are in chases, and how good they are at rushing gens and protecting other survivors that need protection. A tunneling killer can sometimes be punished by rushing gens.

    However, I do kinda feel like DS is a necessity at times, even just to make the game enjoyable. And solo survivor teams always have a much harder time punishing killers for camping and tunneling. Camping and tunneling in general just are too effective for the little skill these strategies take, and if a top tier killer that can win without playing like that tunnels, things can look pretty dark. That's why i think tunneling and camping need to be nerfed in some way, once more killers become viable.

  • But when you say there are killers that you can still do well with, then that would mean that they would become op when gen rush gets nerfed or not? I think the problem is that the game has too many weak killers. The devs need to improve the balance of many of the game's maps and make weaker killers stronger.

  • I personally think the map is very balanced in general. I guess maybe the way up to the gen is a bit too long for a killer considering a killer needs to be able to pressure gens very well to defend them, but to me the map seems like one of the most balance ones until now, and I wouldn't change anything about it. The map only has like a few safe pallets, most of them are well balanced, mindgameable loops, and a few are even very unsafe. The map has some good windows for survivors, buI believe all off the windows are made less safe once the nearby wall has been broken.

    It also has a fair size for killers to apply proper map pressure, and in return it allows for more effective stealth, which is also always good in my opinion.

  • T bagging is often associated with being disrespectful and toxic towards the enemy. I do get that some people just tbag for fun, but some really do that to bully the killer. Personally I don't really care though and feel like some people react way to sensitive towards that.

    Flashlight clicking, now that is just annoying.

  • @LetsPlayTogether said:

    Double standards from killers at its best, again. You just show that the game is fairly killer sided.

    I mean I completely agree that this video proves nothing, and that this is no proof at all that killers are underpowered, but how does this show that this game is fairly killer sided?

  • What even is this post? I also love how op assumes that the long survivor queue times were because the game is unbalanced, which probably was the case, but then blames the devs for whatever reason now that killer queue times are longer. That‘s like trying to find as much fault as possible with the devs just because they feel this game is unbalanced.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164482#Comment_1164482

    then you are not using it correctly:

    Doors open, you take a hit for someone and go down, you get saved, you body block to the exit gate, killer downs you (cuz no choice), you either crawl out they get DS'ed, then end with a "gg ez".

    Literally nothing a killer can do about that.

    Also OP, pls send me to your servers because my experience is WAY different.

    Killers have a very high chance of getting at least one kill in a match because it is very hard for survivors to be able to get everyone safe out. That's why I think it's fine that a perk can help increase the odds of all four survivors escaping.

  • Just ignore what these braindead people have to say. If they wish you the coronavirus because of a game they lost against you, they have serious mental issues. If you enjoy the game, play it, don't care about people like that. They are just a vocal minority. But no one should stop bothering to try and enjoy the game because of people like that.

  • @BadGalLexC said:

    I think this is merely an opinion I think keys are fine, as a killer if you don’t want to chance that run franklins and one hit and their key is gone. I find that killers 4K or close hatch more times than a survivor can escape with a key.

    Moris benefit killers so I highly doubt devs will remove them.

    Why wouldn't they remove Moris just because they benefit killer?

  • Most of my games I face killers that play normally, and not camp.

  • @Witas said:

    Assuming the survivors are all "Ok", on balanced maps I feel like most killers have a chance assuming the player is also "Ok". The only exceptions would be Clown, Bubba, Legion and Pig.

    As for which maps I think are balanced, Autohaven and Macmillan maps are imo the best, with my personal favourite being Coal Tower, which is, In my opinion the best balanced map

    I agree on Coal Tower. Definitely one of the most balanced maps in the game for me as well. The others I think need a bit of tweaking, especially Bloodlodge, Azarov's Resting Place, Suffocation Pit and Ironworkks, but I can see why one would consider the maps of those realms balanced.

  • @brokedownpalace said:

    I love how when people share these videos it's always of killers getting 4ks. They also only ended up finishing 2 gens LOL

    In the first match they finished four maps. But it's true, these videos prove nothing, Otz still wins and that with one of the worst killers on probably one of the worst maps for killers. Using this video as an example why this game is unbalanced is really not a smart move at all.

  • I can't believe. I just can't. Just saw this video before, and I had to ask myself if someone will end up posting that video on the forums. This video proves in absolutely no way that gens are a problem. Just because one gen got finished really fast, doesn't mean the killer lost already. Once a killer starts downing survivors, that's when they get momentum.

    Not even considering that he was still able to win the match, Otz was also playing a killer who is considered by many as the worst killer in the game who needs some serious buffs, and that on a map that is gigantic and pretty unbalanced.

  • I personally still enjoy killer, and don't think this game is in nearly as bad of a state as some people seem to think. I have taken bug breaks from the game recently, but that's also because the game can get a bit stale if you play it too long without any other games in between, and because I've started enjoying Battlefront 2 again.

    Killer can become stressful and survivor annoying vs campers though, which is also one of the reasons why I take breaks from the game.

  • @Deadman316 said:

    Escapes, I've never believed in pipping. I should add that before all the changes and matchmaking inconsistencies, I was 50/50 at best. Just trying to find a way to adapt to the changes.

    What changes do you mean exactly?

    I know that matchmaking and the rank system can screw you up pretty bad, since survivors of very different skill levels can be matched up together, sadly.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160937#Comment_1160937

    You know. Except for the part where Huntress has warning sound affects and deathslinger has none. His reload sound is near silent as well, so most people don't know if he has a shot or not

    That's the big advantage he has over Huntress. With the disadvantage being that he has to pull survivors to him in order to down them. With Huntress, you know when you need to try and predict when and where the throws her hatchet. Against the Deathslinger, you have to constantly predict it whenever you are in his line of sight. He is definitely very strong in chases, but he does have counterplay. He needs to this good in chases though because of his abysmal map pressure. I have gone against survivors that were very good at predicting my shots.

    And to be fair, seeing as how he has a high skill cap, I think it's fair that his counterplay is also pretty challenging.

  • I do agree. People are going way too crazy on the devs. Especially when it comes to balance, people just see changes to the problems they have with this game and never think about what other effects their suggested balance changes would have on this game. Increasing objective time for example would also make camping and tunneling way too viable, and make certain killers op.

    However, the rate at which they make balance changes does feel a bit slow at times, and they are constantly just releasing weak perks now. That and the bugs this game has does make me think there probably could be dev teams that would struggle less with this game, and perhaps do a better job at solving issues this game has. At least when it comes to the game's polish. The fact that the sound is still so bugged and hasn't really seen any improvement at all after multiple months is quite baffling to me. But I don't know of course, I don't have experience in gaming development and have no idea how challenging the problems are that BHVR faces.

  • @Thatbrownmonster said:

    Survivors like to win, and win the easiest way possible

    If a killer is proving a challenge to them they want it nerfed

    It's that simple

    You really shouldn't generalise survivors though. I'm pretty sure those people are just a very small vocal minority.

  • Most 110% killer work like that. Hag also plays completely different to other killers. She doesn't have to mindgame, she has to use her traps. But the best example here is Nurse.

    Also, counterplay against Deathslinger does also depend on the survivors skill. Survivors can try and predict when and where the Deathslinger will shoot, and dodge accordingly. I've noticed quite the difference when going against survivors that were good at that, and those that weren't. If his weapon was hit scan, then I would agree. But it's not, it has the same projectile speed as a fully charged Huntress hatchet, so prediction plays a role as well.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160887#Comment_1160887

    The most common suggestion is to make our multiplier increase from x1.0 to x2.0

    Through, I do like @Elk's suggestion about doubling the BP limit. However, something that I like better is removing the 8K BP per category and keeping the 32K BP limit per match. 😁

    That change would be fantastic. Not sure if it should happen for killers, cause some might try and farm blood points by just kicking pallets and gens over and over, but definitely for survivors, since they often can't choose what role to fulfill and to get Bloodpoints in every category. The best example here would be survivors that are being tunneled and run the killer around for all 5 gens. They did incredibly well yet don't get more than 8000 Bllodpoints.

  • I know many people have a problem with that perk, but I personally still think the perk is fine. I guess if tehy would nerf the perk, they should really just have it deactivate when survivors start doing their objective again, because that's when they clearly are not getting tunneled.

    Personally though I would probably just keep it the way it is. The only change I think it could need is that it doesn't activate when a killer pulls you out of a locker.

  • I guess some people just find his counterplay to be boring, and chases against him in general. I don't agree with that but I guess that's the biggest problem.

    That is to be expected in a game that has so many killers though. No killer will ever please every player.

  • I think he is fine. His chase potential is definitely good and if he wants you, he will most likely get you, but he has enough counterplay to waste his time long enough for the other survivors to make good progress on gens.

    Dropping a pallet early enough before he shocks you is always good. It forces him to break the pallet in many cases. Positions on a map where you have multiple loops close together are always particularly good. If he shocks you to deny a window or a pallet, then at the time you have reached a nearby window or pallet, the shock most likely has weared off and you can use the pallet or window against him.

    If pallet loops have other objects you can loop around close by, clever routing around those objects if he is able to stun you before you get to the pallet can at times also help to waste more time of him. It's always important to keep in mind that everytime he shocks you, he loses a very small distance to you. Mindgameable loops also mostly work against him because he can either not see you or the loop is too small for him to always shock you to deny the pallet or window and then catch up to you if the survivor runs around the loop another time. But of course, at mindgameable loops he will also be able to mindgame you.

    What's generally good is when you can reach a pallet or window before he gets in range and has enough time to shockk you, but even then at times he is still too far away and you can simply run around the pallet loop. Just never stand at a pallet or window while you are shocked, or you'll allow him to get a faster down.

    Sadly I have a hard time explaining these counterplays exactly. He definitely is very strong in chases no doubt, but he does have counterplay, and he needs to be strong in chases to keep up with the very fast gen times. I have read one nerf suggestion that would increase his cooldown after he uses shock therapy, but only on his shock therapy. Right now he has a 1.5 second cooldown after using his shock therapy before he can attack and use shock therapy again. The idea would be to still let him attack normally after 1.5 seconds, but increase the time it takes before he can use his shock therapy again, to 2 or 2.5 seconds. That's the only nerf I feel would be fine for him, but nothing more in my opinion.

    Personally though, I think he is actually one of the most balanced killers in this game. Not op at all, but able to deal even with insanely good survivor teams if the killers skill is just as good.

  • @Ryjiin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158347#Comment_1158347

    Tell me more. ^^ I just registered, it's something often asked? ^^

    Pretty much yes. Especially when Legion was released because the trailer made it look like they would be able to do exactly that. But there is the one problem to this idea that is always brought up: SWF survivors would render his power useless via communication, since they can just tell each other where they are and where not, so they could easily identify the killer who is disguised as a survivor.

  • I think it's decent, but I really want to see the regression buffed from 8% to 12%. Then I would consider ranking it at least close to PGTW. The nerf Surge received from the ptb was just another nerf I just can't understand at all. It was looking like a very nice option next to PGTW, but then they nerfed it for whatever reason.

  • God that would be so awful in my opinion. Especially if they did both. Wiggling out of the killers grasp should be almost impossible. They had to spend time and effort to down you, so once they do manage to down you, you shouldn't have a fair chance of wiggling out of the killers grasp. A killer is already playing against the time because of how fast gens can be repaired, so changing any of the two aspects would not be a good idea at all.

    Wiggling out of the killers grasp is just denying the killer their objective. And seeing as they have to do more in order to fulfill their objective than survivors have to, I personally wouldn't want any of the two changes to happen in this game.

    This would be especially bad against swf, which could bodyblock and make sure just getting one hook would become hell as killer.

    Wiggling has the purpose of not allowing the killer to hook you wherever the killer wants to, which is important especially because of the basement, and it prevents the killer from just walking around the map with a survivor on the shoulder for as long as the killer wants to. It can also slow the killer down just a tad bit when it causes them to bump into an object, making him waste an extra second to hook you.

  • I coudln't agree more. The point of getting new perks is to be able to use these new perks, but why use these new perks when they are simply bad and you have other perks that are so much better?

    I do think that Surge is decent, I just wish it regressed a gen by 12% and not 8%. That's the only buff the perk needs to become viable in my opinion. And when Surge hits a gen, it does keep regressing normally, until a survivor touches the gen.

    I also feel like For the People does have the potential to be really strong in certain situations, but it's pretty situational.

    I'm also still kinda upset and annoyed that they actually went and nerfed Gear Head from the ptb. I really would love to know the thought process of that nerf, and why anyone at BHVR felt the need to nerf that perk. It almost feels like they do not want any more perks in the game that are just as good as the meta perks we have right now.

  • @PigMainClaudette said:

    Huntress.

    All of her strengths have a weakness to compensate. Lethal range? Slower base movement. Hum to replace TR, so that TR perks aren't godly on her. Rewards skilled play, but is somewhat difficult to use effectively. Can shut down some loops easily, but has a "limited" resource to do so. Map pressure in the form of her hum too hat can keep some survivors wary.

    And all of this is base kit, and not reliant on other player's skill.

    I don't know what people are going on about saying that Hillbilly is. He has virtually no penalty for being bad with his power compared to other killers, and the whole "he's able to be looped" is not a point in that regard because it relies on the skill of your opponent, and is not part of balancing. Oni is a balanced version of Hillbilly because you have to earn the same powers and have them for a limited time.

    If people aren't good with his power they probably won't be getting many downs with it. And why does the point that he can be looped not count? That doesn't really make sense. Of course how good a survivor can counterplay a killer relies on their skill as survivor.

  • Probably Hillbilly, Freddy, Oni and maybe Doctor.

  • @ALostPuppy said:

    Probably Demogorgon right now. His power is fair, doesn't have any bs attached, you know when he can use it and can bait it out accordingly. There's a lot of counterplay to his shred but it's still a really good ability. His portals also give him good pressure. Overall just a really good and fun, fair killer.

    People are saying Oni and I kinda disagree. Yeah his power is pretty balanced in terms of how he acquires it and what you can do to stop the power, but in a lot of situations there's absolutely no way of getting away from him and you're going down no matter what.

    And since you're including add-ons then he DEFINITELY isn't. Scalped topknot is possibly the second best add-on in the entire game under iri head which is a no-brainer. It's disgustingly broken. Whatever counterplay he had at some loops is just gone.

    I think with balanced most people mean a killer that when played optimally, against optimal survivors, has pretty much a 50/50 chance of winning or losing, just like the survivors have a 50/50 chance of winning or losing.

    Oni can definitely feel overwhelming when he has his power, and as a survivor you can get into situations more easily than against other killers where you can't do anything and get downed against him. But the fact that he has to spend time not having any power at all gives survivors a fair chance of winning as well.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159807#Comment_1159807

    I like that idea if they add some sort of windup. I dont know if it is neccessary to give him that much of a buff for that, since his terror radius is smaller anyway. If they adjust the terror radius, i would at least try it out on a PTB and see how it works.

    https://forum.deadbydaylight.com/en/discussion/comment/1160134#Comment_1160134

    We definine counterplay a bit different i guess ;)

    The problem is, that you can not say that you have anything vs deathslinger if you anticipate where and when he is shooting, since his bullet ismore or less instantly hit. He can do flicks and stuff.. i dont think i have to explain you how quickscoping works, just watch some cs go pro videos, you get the idea.

    Said that, mainly your counterplay is relying on the killers inability to hit, since in the millisecond he shoots, he hits if he is on you. Even you try to dodge, the deathslinger can react to that dodge, if he has very fast reaction time. He just has to be good and fast enough to react to survivor movement and fire, its a 100% hit.

    Against Huntress, your counterplay is to react to when she winds up a hatchet, and then start and predict when and where she will throw her hatchet. The difference between her and Deathslinger is that you know when you have to try and predict her shot. With Deathslinger, you pretty much always need to try and predict when exactly he wil shoot as long as you are in his field of view, but you still have the ability to predict and dodge. He has counterplay, it's just harder, but he has the downside of having to pull you towards him in order to down you. Of course a particularly good Deathslinger can try and predict your dodge, but you can try and predict that as well. A Deathslinger can not react to sudden movements of survivors and always guarantee a hit 100% of the time.

    If his weapon was hit scan, I would agree with you, but it isn't. It has the same projectile speed as a fully charged Hatchet of Huntress, so a Deathslinger also needs to try and somewhat predict where exactly a survivor will be right when the shot reaches the survivors distance.

    Here's the counterplay that I know of against him:

    • Predicting his shot and trying to dodge it, the farther you are away from him the easier it gets
    • Keeping objects between you and him to break line of sight, it's dependent on map and what area on a map you are, but still counterplay
    • when injured, throwing down pallets early enough will ensure he won't be able to down you at many loops, it is loop dependent though
    • if he hits you from a decent range, you can try and and get an object or a survivor between you and him to break free before he gets you

    His counterplay is no doubt challenging, he is very deadly in chases. But he needs to be because of his very bad map pressure. And I feel like the counterplay I listed is more than enough against a killer who only has his chase potential going for him and nothing else. I am pretty positive he won't be nerfed, since most people to seem to agree that he is not overpowered. If anything, his poor map pressure makes him unviable against optimal survivors that know how to counterplay him. If the devs do nerf his chase potential, he will need some kind of ability to help him with map pressure, that's for sure.

  • @NursesBootie said:

    I think his harpoon should have a short scoping time and addons should reduce that. Make him 115% for that one.

    If he got 115% movement speed, I feel like that change would be fair. Though I do feel like it's pretty easy to avoid the Deathslingers shots by just moving left and right, because the hitbox of his weapon is very small. So if survivors always knew when to move left and right in order to dodge Deathslinger's shot, his weapon might become a bit weak.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159479#Comment_1159479

    CAn we really talk about counterplay when the only thing survivors have is "guessing" where and escpecially when he is shooting? As been said, there is no reacting to his shot but predicting which is in reality just a gamble at best.

    For example a situation vs huntress, when she winds up her hatchet. The survivor tries to dodge the shot by for example moving left to right to left to right. Before windup animation he has nothing to fear. Since deathslinger can quickscope and the shot is basicly bulletspeed, you are constantly in that described Huntress scenario.

    The only real counterplay you have is getting distance superfast and just keep running and trying to break LOS constantly simply avoiding chase at all (Say goodbye to evader emblem). You can not loop him on any tiles since his shot is more or less an instahit. People who think he can be looped just played versus non optimal deathslingers, thats it.

    https://forum.deadbydaylight.com/en/discussion/comment/1159476#Comment_1159476

    Let me guess, are you playing on PS4 or Xbox? I think it is mainly a pc problem, because of dedicated servers. I get hit and i land hits through walls,trees and gens all the time.

    Most of this game's counterplay is preactive, not reactive. The entire concept of mindgames is that you try and predict the move of the opponent. Deathslinger is just harder to counterplay because you have no warning when he is about to attack, which means you are constantly forced to try and predict when and where he will shoot. It's just harder, but it's still counterplay. Also, if you drop a pallet early enough, if you play it right, at many loops the Deathslinger won't be able to down you. Of course it's loop dependent.

    I've been able to dodge other Deathslingers and I've seen people be able to predict and dodge my shots properly. He is very hard to counterplay, but that's honestly fair seeing how he himself has quite the high skill cap as well. Survivors don't need a reliable counterplay that allows them to consistently counterplay the killer, because people who play killer also want counterplay. Survivors just need a chance to counterplay him, and they certainly have that.

    Also, I play on PC. Just had another game where two shots looked like they went right through survivors.

  • I personally enjoyed my time with and against him up until now. I do feel like there is fair counterplay against him, clever routing and trying to predict when he will shoot, and where he'll aim at. His shots aren't hitscan so you'll always have a chance to avoid his shots, but it's based on you predicting his shots, not necessarily reacting to them.

    His map pressure is pretty bad though, but his chase potential is really good which is why he actually seems fairly balanced to me, though I wouldn't mind some tiny buffs. I do think killers with a good balance between map pressure and chase potential is better, because if you just focus on a killers chase potential, it's very likely that the killer will become uncounterable for them to make up for their lack of map pressure. But I personally don't think Deathslinger has that problem. He is really deadly, but he has fair counterplay in my opinion.

  • @LetsPlayTogether said:

    Whats more frustrating are the hitdetection and the servers. I got hit through walls, trees, boxes, tires, and even cars and through other survivors, as well as got some "homing" spears, making curves to hit me, where they obviously shouldnt have hit. Also in my experience theres no action that has any effect on struggling: WASD nothing does anything, sometimes not even changing directions. Thats bs. With those 110% hits on windows its even worse. Hes literally unplayable against.

    Really? In my experience it seemed the other way around if anything. I feel like some of my shots go right through survivors, but I haven't yet got hit by any shot that looked like it shouldn't have hit me. The hitboxes in general seem pretty fair on him.

  • I love how the video immediately starts out by him talking bad about survivor mains again and pretending killer mains don't do the same. Sure, I've never ever seen a killer wanting to dictate how survivors should play the game. That guy is so set in this killer vs survivor mentality, it's really not healthy.

    Regarding the actual topic, having a gen pop before the first minute of the game is pretty normal. Things slow down much more once you start hooking survivors and you have to patrolless gens. I'm never quite sure whether I agree that gen times are a problem or not. But this video definitely doesn't convince me.

  • One problem I have with Deathslinger is that at some rare occasions, right when I hit a survivors with my gun, they start vaulting the pallet they are at. I feel like hitting a survivor with your gun right as they start vaulting the pallet, the animation should be canceled.

    However, as soon as a survivor is sliding over the pallet, no matter what half of the pallet they are at when your shot connects, I think the survivor shouldn't be dragged off the ballet and back to you. I personally think that's fine the way it is right now.

  • I would argue his map pressure is not good enough for him to be the strongest killer. His static blast does give him some map pressure, but it's not that much. In the end he lacks mobility.

    But he is very strong. His chase potential is really good, only a few killers, like Spirit or Nurse, are better in that regard, he has great detection and can even slow down the game slightly thanks to madness tier 3. But I would argue that some killers, like Nurse or Hillbilly, are still better, because he does lack map pressure.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157479#Comment_1157479

    Any skill check triggered the aura reading the in the PTB. Live version only a good skill check does, ei great skill checks prevent the aura of the gen turning to yellow.

    Oh dear lord you have to be kidding me. This is ridiculous. It's like they saw the potential that this perk could become another meta perk and said "nope, can't have that".

  • @[Deleted User] said:

    Probably because it’s unnecessary to have it active longer than 30 seconds.

    Lets look deeper into the perk. It’s really just a tracking perk so that a killer can quickly get into another chase after downing a survivor (2 hits). It’s semi BBQ without the hook requirements. Whether the killer slugs or hooks, if other survivors are on gens then the likelihood that NONE of them get a skillcheck during that time gear head is active is super low.

    It doesn’t need to be longer because the killer should be in another chase by then, so further gens lighting up are irrelevant.

    I have to disagree here. The longer the perk's duration is, the higher the chance that a generator will get highlighted if a survivor works on it. Which also means a higher chance of having all gens that are being worked on being highlighted to you. And that's always a good thing for map pressure. The more knowledge you have over where survivors are, the better. If playing killer really was all about finding a survivor, and then chasing them until you down them, I would agree. But that's not necessarily how you apply map pressure. Sometimes it's better to injure a survivor and then go for another survivor to try and pressure more survivors off of gens. That's where this perk could be good if the duration was 45 seconds.

    I'm not saying the perk is bad, but it's also not really good, weaker than other perks that help apply map pressure.

  • @Todgeweiht said:

    I dont get it neither, perks like discordance and surveillance did its job better even before it was nerfed.

    With the skill checks nerf it was enough, why reduce the timer?

    What was the skill check nerf? I think I missed that in Otz's video.

    But yeah this nerf is beyond me. Getting pretty disappointing that we don't get any new perks anymore that are worth using.

    I guess Dead Man's Switch can be good with certain perk combos though, so that's at least something.

  • You did not lie. I laughed my a** off reading that post.

  • @Fibijean said:

    Six metres is what Hangman's Trick should have been from the start. It's supposed to give you warning if survivors are hanging around the hook ready to sabo or bodyblock, not tell you where everyone else is while you're carrying someone. A six metre radius is plenty for that.

    Which just makes it another useless perk nobody will use. We've got enough of those. Only being good for that one specific aspect is not enough. It should have had it's range decreased to 12 meters, than it would still have been a decent tracking perk.

  • @adsads123123123123 said:

    Most killers are rocking 40% kill rates. Balanced? :thinking:

    People have constantly been saying that these kill rate statistics aren't fully representive of the game's balance when BHVR released statistics that showed kill rates above 50%. Are you really now wanting to use this statistic of a sample of 228 games as a representation of the game's balance?

  • That and adding reversed skill checks to Doc's base kit are the two changes I find a bit questionable. Hopefully they'll change the addon in the future.

  • @nicnc82 said:

    They're just trash, low skilled killers is all. Im rank 4 killer, play against red ranks and never camp no matter what (unless a survivor keeps trying to just farm their teammates in front of me) and I try my best not to tunnel. Still get 3 and 4ks. And I dont use ruin. They just are whiny little babies throwing temper tantrums so they are taking their ruin nerf anger out on survivors and trying to ruin the game for them. Its pathetic.

    Yeah that must be it. All these little baby killers. They just don't play the game to teach survivors a lesson. Has nothing to do with the fact that they don't enjoy playing killer anymore.

    To bad it really does lead to survivor players taking way longer to find a lobby. But yes, blaming all these entitled killer players is the way to go.

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132656#Comment_1132656

    You guys say once you “learn” killers. Okay I have learned that a perk does indeed counter. But it’s not like I get to see what killer I’m going up against to put that perk on before the match starts. AND it’s not like I can adjust my playstyle accordingly once the match has started if the counter is a specific perk. Like all killers one knows to keep your distance. That’s not really learning anything new. Killers are all super fast regardless of who it is. They all have some ability or speed that make them equally as frustrating as the other to go on chases with. Trapper is REALLY fast lmao I can’t believe you made him sound like he has standRd speed. NO HES REALLY FAST actually. It’s almost not even fun. I’m sorry but these killers got a big helping hand the last patch and survivors need their buff in terms of chase survivability. Because I don’t have fun going on chases with these same few killers over and over because people know their good. Killer mains complain over and over and it’s sickening. 4/5 people you play against as killer are REAL people too that are also customers. It’s not about YOU getting your 4K every game. Several hooks and a kill or two sounds about right . That’s ideal. But how short I see people go on runs with killers nahhhh I’d rather quit too.

    115% movement speed is considered standard speed, and Trapper has exactly 115% movement speed. That's a fact, whether you want to believe it or not. If you really think killers are too fast, then you really just need to improve at the game. Everyone has to when they start playing a game.

    Killers need to be faster than survivors, otherwise they would be useless. And they need to be powerful and threatening in chases, especially with how fast generators can be repaired. In fact, in many maps, weaker killers still struggle way too much because of all the safe pallets. You aren't supposed to be able to easily run the killer around for multiple minutes.

    I'd just imagine what would happen if all 115% movement speed killers got their movement reduced to 110% movement speed. Survivor queue times would be over 1 hour in that case, I bet.

    Also, people don't complain about not being able to 4k all the time. At least most don't. They complain about having matches they lost where they feel like they could have done absolutely nothing to have any chance of winning that match. And your argument about needing people to play survivor goes the other way as well. Survivor players need killer players to play this game. And at the moment, many people seem to be complaining about long survivor queue times, because of a shortage of killer players. Because many people don't seem to be enjoying killer at the moment.

  • @Groxiverde said:

    Kindred basekit would be too strong. You will always know where the killer is going after hooking a survivor. That's an unfair nerf to stealth killers.

    Then they would maybe have to be buffed in other ways. Fact is, swf survivors already have this information, and the only way to properly balance this game is to reduce the balance gap between solo and swf survivors.

  • Of course it's an advantage, because the information you can share with others via communication definitely has an impact on the outcome of the match. More than in any other online game I have played. Simply knowing approximately where the killer is, if he is chasing someone, and the real biggy, being able to organize who goes for an unhook and who stays at gens repairing them. I honestly don't see how anyone could deny this information being helpful and advantagous.

    The only way to properly improve this imbalance is to give survivors ways to receive this information without comms, and then balance the killers around the buffed solo survivors. The most common suggestions are adding kindred to base kit, and giving survivors an UI indication of who is being chased.

    The devs would never be able to completely remove any form of imbalance that voice comms create in this game, but by adding enough informtation to survivors base kit, the devs could theoretically minimize the imbalance between solo and swf survivors very well.

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