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  • @CrypticGirl said:

    Why? The endgame collapse starts as soon as the hatch is closed, so they can't hide forever. And the Killer can easily reach the door before the Survivor can open it. The endgame collapse timer is not long at all, so blocking the gates for 15 seconds can 100% doom them, which shouldn't be a thing. As it is, their likelihood of escaping after the hatch is closed is about the same as their chances of unhooking themselves, about 4%.

    And if you're purposely waiting to close the hatch, then this standoff is your own fault. If you don't want this standoff, close the hatch. If the last Survivor gets out, oh well. It's not the end of the world. You've already won the game anyway.

    Nope. I already told you. If the hatch spawns far away from the gate, it's impossible to reach the gate in time before the survivor opens it. This is guaranteed to occur on certain maps, such as The Game and Lery's. This is what happens:

    1. Survivor is waiting at gate for me to close hatch
    2. I close hatch
    3. Survivor immediately starts openning gate
    4. I walk straight to gate
    5. Gate is already openned by the time I arrive

    There's 0 counter play asides from waiting on the hatch for the survivor to give up. It's the exact same scenario as a hatch stand off.

    Blocking the gate for 15 seconds only affects survivors that are abusing this strategy. It's extremely rare for survivors to attempt to open the gate within the first 15 seconds. If they are genuinely looking for hatch, the time it takes to walk to the gate should already take up most of the 15 seconds.

  • This item will definitely be used for BM.

  • @Blazin973 said:

    dumbest update ever, now i have to play against p100s as an inexperienced player and get mad cause they have advantage over me, so i just stop playing mid game and then find out in the end they're all p100s or p50s p80s. revert hiding prestiges.

    Literal proof of why prestige needs to be hidden.

  • @TheRealConsent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792335#Comment_3792335

    I play Singularity, Nurse and Unknown. Arguably these are Killers that need plenty of micromanaging with your crosshair.

    Nah. I can play those killers on high sensitivity too. Low sensitivity is needed specifically for killers where survivors can juke your projectile since it makes it much easier to lock on to them. Unknown doesn't count since shooting a grenade launcher requires less precision.

  • @TheRealConsent said:

    I play Valorant on 800dpi and 1.2 sens or something.

    I play DBD Killer with 100% send with 2200dpi.

    Skill issue? And no, I don't suck at either game. I can't prove DBD but I'm Diamond in Val.

    High mouse speed on most killers is fine. It's only an issue on killers where you need to aim, e.g. Huntress and Deathslinger.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791221#Comment_3791221

    it's slower if you only look at time to die. But an extra 10 seconds on each hook state makes a lot of hooks less threatening bc there's more time to save. Plus hooking has a second time cost bringing survivor to hook and survivors may need to be hooked 3 times each.

    Downing a survivor has no extra cost and if you leave them slugged you can start pressuring other gens instead. Even if takes longer to kill everyone, you are often exerting more pressure than a hook

    Play some games where you only slug and don't hook. You will do worse on most killers.

  • Slugging is still much slower than hooking since survivors rarely save at the last second.

  • Yeah. I thought it would keep rekindling totems, but it only works once. Basically useless

  • I think Dracula will fall into the same category as pre-rework Singularity. Too hard and weak for most people to play and fade into obscurity after a week.

  • I thought it was just me with this problem.

  • @ReverseVelocity said:

    Either the person who was hit to activate Face the Darkness was cleansing the totem, or the person who was cleansing your totem was in your Terror Radius when it was meant to activate.

    So that's why. I didn't realise the person who is cursed doesn't scream.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424644/reduce-match-time-limit-in-30-minutes-to-avoid-game-hostage

    ”grrr I’ve absolutely destroyed the surviviors and they have no other way to win, so they play for a stallmate, nerf hiding in a stealth horror game🤬🤬”

    They weren't destroying the survivors though. They said that there were 2 survivors and 1 gen left and the gens were very far apart. The survivors still had a good chance to escape and chose to hold the game hostage instead.

  • I feel like all they need to do is give back the old lower attack cooldown for hitting turrets. Destroying turrets cause you to lose too much distance. Maybe remove Hindered from turrets too.

  • Showing off your prestige isn't a good idea. If you are high prestige, killers will either dodge or play as try hard as possible.

  • Yes. Blood Warden is a meme perk barely anyone runs. It's practically only used for trolling survivors.

  • @Alionis said:

    Apparently I can't edit my comment here.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785567#Comment_3785567

    This is not how the math works at all. Thrill of the Hunt reduces the action speed by 50%, it doesn't increase the time by 50%. Those two are not the same and the game's code corroborates that, as it refers to speed as well.

    Thrill of the Hunt reduces the action speed from the default 1 c/s to just 0.5 c/s (i.e. half speed). This means it doubles the time it takes to cleanse a totem from 14 seconds to 28.

    I'm thinking the issue OP actually has is them not reading the perk's description properly. While survivors are indeed on a 25-seond timer that is only the case when they are outside of the terror radius. If OP comes too close to a cleansing survivor, the timer will reset, allowing them to cleanse the totem even with five stacks of Thrill of the Hunt.

    I'm fairly sure I was out of range.

  • I wanted them to focus more on Zombies for Nemesis rather than make him a generic M2 killer.

  • @HexHuntressThighs said:

    It takes 14 seconds to cleanse a totem. ToTH makes it take 50% longer. 50% of 14 is 7, 7 +14 is 21. So survivors can cleanse it if they wait at the totem, scream and then start cleansing it.

    That’s what I do every time I go against that combo.

    Is the Wiki wrong then?

    image.png

    https://deadbydaylight.fandom.com/wiki/Hex:_Thrill_of_the_Hunt

  • It's weird that they didn't nerf camping directly by making the anti-camp meter fill up faster but nerfed the time, which affects everyone who isn't camping.

  • Killers slug for the 4k because they feel like Hatch is an unfair RNG mechanic. Simply removing the RNG from hatch is also an effective method to reduce slugging.

  • @jonifire said:

    Almost one year ago Sadako/Onryo got reworked (sadly).

    @MechWarrior3‘s and my’s hope is that we get her OG version back at the anniversary exactly one year after the first rework. Therefore we want to give some ideas.

    In her first version the biggest problem was the cooldown of the TVs (and in some cases slugging). With the changes to her cooldown she would have been alone a lot stronger and with the change to ring drawing, the slugging would also have gotten lesser. Her first version would be a so cool killer with all those buffs she got (faster speed while mainfasting; longer speed boost after the teleport; longer flicker; cooldown reduction; no pallet stun while demanifasted; lock in stacks)

    Our main problem with her current version and the last rework is/was that survivors are constantly encouraged/ have to turn off TVs, which makes her gameplay very frustrating, because you can‘t teleport to a TV near a survivor. This gets to another extrem of frustration, when you encounter survivors, who know how to play against her. In the end this killer is only good against survivors, who don‘t know what do do and against everyone else you got bad chances. Also her global/all Tv condemned is a problem, because it is too overwhelming for new players and the fact that she will most likely only appear once every 30-50+games, makes it difficult to learn her for many. The first version was the simplest and fairest for both sides in my opinion.

    Instead of reworking her you should only...and leave the rest.

    • change tapes back to give one stack by holding a tape every 25s
    • remove the Tv auras (except of the one Tv, where you have to put your tape), currently this makes her chase even weaker than it already is
    • apply condemned in a radius of 16m around one Tv (another solution/idea if you want to buff condemned; would be to apply condemned based around the proximity to the one Tv for example 24-16m 0,5stacks; 16-8m 1stack; 8-0m 2 stacks)
    • remove the 1 stack trade for turning off a TV
    • revert the tape insertion speed back to 2s or at least 1,5s

    Addon changes:

    • Iri videotape: Just give it the old effect of turning TVs back on back
    • Ring drawing: Leave the bugged version like it is, but write the healing effect back into the description
    • Reikos watch: Return it back to 50% or 33%
    • Cabin sign and Well stone should both reduce the cooldown for TVs turning back on regardless of the Onryo deactivating the tv through a teleport or the survivors turning them off and they need a number buff
    • Clumb of hair needs a number buff
    • Sea soaked cloth and Rickety pinwheel should be made one addon and the range needs to be increased or they need a new effect
    • Rickety pinwheel could also hide the lullaby + range increase
    • Yoichis fishing net: Return to faster passive condemned gain
    • Telephone and distorted phote should be made one addon and one should get a new effect
    • Mothers mirror should get a new effect like maybe spirits passive phasing

    Addon ideas:

    • faster switching between both forms
    • one that affects or removes her lullaby
    • Meme addon: you get haste after going through survivors

    Just some ideas:

    • You can lock in all stacks, but through holding a tape one locked in stack becomes a normal stack every time you get a passive condemned stack or after you removed all not locked in stacks, you can remove with each tape delivery one stack
    • survivors can crawl through her TVs and get into the Tv world and can use it as some type of fast travel like in haunted by daylight event, but without loops and the Onryo gets a notification
    • I don‘t know how to write this, but the video shows it: https://youtube.com/shorts/MJio7nsFAX0?si=C3MXVry1oqFk5O4l

    I know, that there are a lot of other killers, who should get their help first. It just feels so bad, that Sadako a killer, who didn‘t need a rework got completely changed into something different and I really liked the killer before even if she was weaker. Please keep in mind for future reworks, that not everyone wants a complete new/ different version of a killer, most just want buffs.

    Weren't you one of the guys that hated her 2nd version and was very happy when they first released her current version?

  • The only people happy with the Trickster changes are console players due to removal of recoil. PC Trickster mains aren't happy with the changes.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783889#Comment_3783889

    That's what I'm saying, though, I don't think what DBD has is a grind. I think it's a fairly neutral progression system that'll give you significant progress per day of playing matches.

    I'm not saying a grind is necessary, I'm saying a progression system is necessary, and DBD has that for perks and for items/addons/offerings. I don't think it's appreciably hard to get what you want in any of those categories, unless you're hunting for an excess of specific addons (which I'm guilty of lol), I think you get those things at a fast enough rate that you don't really have to grind for them.

    You can replace grind with progression system in my comment and it's still true. The games I mentioned have no progression system for non-cosmetics. As I said, everything is unlocked from the start.

  • @jesterkind said:

    I don't think there really is that much of a grind anymore, though?

    Don't get me wrong, there's progression. If you want someone's perks unlocked across all characters, you're gonna have to play a few matches to get enough BP to do it, but that's how it should work- there should be something you're working towards in games like this, to keep it more engaging. It used to be a grind because you had to level everyone every time a new character came out, now you only need to level one.

    Even if you actually want to level everyone to prestige 3 (which, most players don't, I would imagine), it doesn't take that long. I'm basically at that point myself - I'm missing a couple characters here and there so it's not literally everyone, but it's everyone I own that is now at a minimum of P3 with some being higher - and it only took me a couple months after I decided I wanted to do it. That's even counting the time I wasn't actively playing, too, I took a break in the middle.

    The grind that exists in the game right now is pretty mild and appropriate for a live service game, in my opinion.

    I think that having to work to unlock perks is bs and it doesn't make the game more engaging. There are many PVP games far more popular than DBD that have 0 grind, as in everything that affects gameplay (non-cosmetics) is unlocked from the start, e.g. Dota 2, CSGO, TF2, Fall Guys, Fortnite, and Overwatch. These games are literally the most popular PVP games currently, which shows that the grind is unnecessary to attract players. The grind is mostly just a barrier to entry and chore for players. By removing the grind, the game becomes accessible to far more people, which helps it become more popular.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424313/making-tier-3-perks-immediately-unlock-is-the-only-way-to-fix-the-grind

    I mean "years" is a little bit dramtic especially because you won't prestige every single one of them to p3 because most of them don't have anything that useful. I'd rather have a quicker bloodweb but still to level than instantly getting the perks, that would make the game outside of matches a little bit numb because you wouldn't have anything you'd farm for.

    That being said they could make the bloodweb much quicker as excampel by letting me choose how many levels I want him to level for. They also have to skip or make the animation faster.

    8 characters are added per year. I can see the grind getting very out of hand after a few more years.

    Bloodweb would still exist for items , addons, and prestige. You still do the bloodweb for characters over prestige 3, so I don't think it would make it boring. Also, queue times are around 1 minute, so there isn't much downtime to begin with. I see the Bloodweb as a chore rather than something I get excited over.

  • @Peanits said:

    It does have it, but I'm glad to hear it feels nice!

    To quickly touch on the question at the end, pretty much any casual game (or game with a casual queue) has some form of hidden MMR. Simply put, not having MMR it totally fine if you're a really good player, but it's absolutely brutal if you're on the lower end and constantly getting matched with people who are way better than you. It's sole purpose is to keep those people apart so everyone can have a fair chance, nothing more. It's also why we don't show it to you, it's not something you should care about or stress over.

    Did 2v8 just use your MMR from 1v4? Can you gain and lose MMR in 2v8?

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782468#Comment_3782468

    That's… what I was referring to?

    They had separate MMR because 2v8 was put in the mode, event, and modifier queue. In that queue, gaining and losing MMR doesn't happen. Whatever MMR you are at when you play a Killer in that queue, you stay there. The devs have confirmed multiple times before that this is how it works in this queue. That is why it feels good, because MMR range is wider because there is no gain or loss happening, so the MMR can actually work properly.

    In normal 1v4, you can gain and lose MMR. You gain faster than you lose it, so you boost yourself faster, so you end up with more aggro sweaty opponents quickly. This is why it feels bad, because your MMR gains faster than it's lost so if you end up to a place you can't handle you're stuck for some time. It also means you can be trapped in the baby levels for a while with less skilled players, getting your butt handed to you because say… your team is three sub 100 Hour Megs.

    I really don't know how else to explain this in a simpler or easier to understand way.

    When I say separate, I mean each mode has their own MMR. You still gain and lose MMR in 2v8.

    The devs have confirmed multiple times before that this is how it works in this queue.

    Source?

  • please look (or share with us) at the escape statistics of survivors who play SOLO.

    image.png

    https://www.reddit.com/r/deadbydaylight/comments/1arg1o4/developer_update_stats/

     we solo players die 90 percent of the matches.

    Solo escape rates are similar to SWF at all MMR ranges.

    And please, consider how 90 percent of killers play against SOLO players now.

    More like 50%.

    image.png

    @Peanits said:

    Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:

    • This data does not include the recent PTB.
    • Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
    • These are very general statistics, so use caution before drawing any conclusions.

    https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg

    Average Party Size

    This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.

    https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg

    Party Size Survival Rate

    This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.

    https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg

    Survival Rate by Rank

    This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.

    This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.

    https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg

    Average Game Length

    This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.

    https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg

    Most Popular Killer by Rank

    This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.

    https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg

    Highest and Lowest Kill Rates

    This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.

    https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg

    Most Used Perks (Survivor)

    This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.

    https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg

    Most Used Perks (Killer)

    This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.

    Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.

    If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT

    The Q&A will take place in the #game-discussion channel.

    What's weird is that when you added the 2vs8 mod, the percentage of my solo escapes became higher

    2v8 was heavily survivor sided.

    I am so sorry none of the stats align with your arguments. I hope you can take this as an opportunity to reflect upon yourself.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782442#Comment_3782442

    I feel like you misunderstood me. Yes 2v8 "had" MMR in the sense that it had it to matchmake, but my point is you didn't gain or lose MMR. If you were in a comfy spot, you stayed there. Same as the other modes/modifiers. THAT is what makes it feel nonsweaty I think, because there is no penalty for losing and no dread of "winning too much" which personally I think actually motivates a lot of sweat. This is also called ladder anxiety and it's common in games where the playerbase is competitive.

    My argument is not to fully remove MMR, my argument is to NORMALIZE the way it is gained and lost, so that it actually swings and balances around a true average for the player. I explained why MMR doesn't quite follow a normal bell curve and why it should before, but can't seem to find my post now. The real issue with MMR is its narrowness.

    I have no idea what you are talking about. 1v4 and 2v8 used exactly the same matchmaking system. Only difference was that they had separate MMR.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782389#Comment_3782389

    Disagree, the new brown makes a massive difference as it gives him considerably more range across the entire map. If all pods are out it's 32 extra meters of coverage across the map if they're spaced evenly.

    That assumes none of the Biopods are limited by LOS. In reality, only half of your Biopods will benefit from the extra range. If it's an indoor map, the addon is completely useless. I think it's a decent addon but largely overrated.

  • @VantablackPharaoh91 said:

    All they actually need to do is remove MMR and only have it count for being really good, or really bad. Make MMR progression and Regression normalized. I shouldn't have to lose ten games if I am stuck in sweatland to escape, or win twenty games to get out of Baby MMR.

    This game feels best balanced when the MMR is switched OFF like in the modes, the matching is more random, and we have no gain or loss. The Devs should take note. And that has nothing to do with 2v8, which should not come back yet until its major flaws are fixed.

    The other thing: 1v4 isn't why the game is sweaty and frustrating. The community is.

    Because we made this silly slasher tag game all about winning, because we saw there was MMR and a pipping system, and it fostered more and more of an arms race until nobody trusts anyone anymore. THAT is why the game is sweaty and frustrating.

    And we have only ourselves to blame. If we want it to end, it has to start with us. All of us. The Devs cannot fix that unless they remove all elements of the game that add competitive elements or make winning something for your time easier even if you lose, but that would kinda ruin the point right?

    All of the limited time events had SBMM. These events are usually less sweaty because it's mostly casual players that play them, which I explain here in my post.

    image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/423323/does-2v8-not-have-sbmm#latest

  • @SoGo said:

    I have survivors giving up constantly since 2v8 ended.

    Could be also caused by me playing Legion, but I had people fumble in every single game I played.

    Same. Far more DCs. This isn't me but we play on the same server. Check out the 2nd half of the stream. People DCing far more than usual.

    @BugReporterOnly said:

    No 2v8 disnt increase 1v4 competitiveness it was always sadly made competitive it just seems more because of how 2v8 was more casual even though some people were taking 2v8 too serious also. Also because everyone was playing 2v8 I think people's 1v4 MMR decayed a lot hence the baby survivors and killers. I noticed that with me but it eventually evened out after a bit of playing for me on both sides.

    It isn't placebo. There is a very noticeable drop in skill level of surviors after 2v8 ended. This isn't me but we play on the same server and had the same experience. Check out this stream. Survivors were losing at 4-5 gens and giving up extremely frequently. The difference is night and day.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766823#Comment_3766823

    The fact you think complaining about about a bug being abused is some sort of "own" or proving your point is extremely pathetic and telling tbh.

    There's nothing wrong with complaining about the bug, but it seems you unintentionally expressed your opinion on survivor gameplay in general since the Endurance bug has almost no statistical impact on escape rates because it probably occurs in less than 5% of matches. The bug occurs due to equipping DH or BT, so it's avoidable. DH is only in 10.6% of matches and BT 1.9%. The killer also has to camp the hook and hit the unhooked survivor during the 10 second window of Endurance, which is rare since killers typically hit the rescuer to avoid wasting a hit on Endurance. Killers also can't abuse the bug since they don't know who has DH or BT and the odds of either are only 12.5%.

  • There's no meta shake up because the perks were originally terrible and they were buffed to low/mid tier perks. They are usable now but still much worse than the meta perks.

  • Chucky is and always was the most overrated killer. He has good chase but no map pressure. Similar problem to Clown and Deathslinger.

  • I tested it with a full gen kicking build and it's still very hard to activate. I think it's still a weak perk as is.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766068#Comment_3766068

    You're conflating winrate with strength and kill rates with balance. Straight numbers don't illustrate the picture accurately.

    That being said OP's suggestions are nuts. No thank you

    What's the whole picture that these stats aren't showing then?

  • The Nurse, Blight and Hillbilly can be considered the strongest killers in the average game.

    Nurse, Blight and Hillbilly are not the strongest killers in the average game. If you mention average, you need to look at a stat that shows the average. Here are some stats:

    • https://nightlight.gg/killers/viewer?sort=kill&shown=kill&start_days=28&compact=true
    • https://new.reddit.com/r/deadbydaylight/comments/1arg1o4/developer_update_stats/
    • https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022#latest

    Asides from Hillbilly, these killers have never been at the top of kill rates in an average match. In fact, Nurse has the lowest kill rate on average. These killers are only S tier when played by the best not the average player.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765688#Comment_3765688

    But the kill rate is over 50% meaning survivors die there more than they escape. And it still beats out the original map (Badham), which is kind of balanced.

    Only for this patch. Look more closely at the kill rate by patch chart. It's consistently been at or below 50% for a long time.

    https://nightlight.gg/maps/Eyrie_of_Crows

  • You're having more fun because the bug is broken and giving you free wins and escapes not because it's preventing tunnelling.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765655#Comment_3765655

    Following its rework, 2/3rds of the map is made up of weak tiles that don’t chain and dead zones. That doesn’t favor survivor.

    Eyrie has consistently been one of the lowest kill rate maps. https://nightlight.gg/maps/viewer?sort=kill&shown=kill&start_days=28&compact=true

  • Every time BHVR ignores feedback, the killer turns out like this.

  • Badham is legitimately the only map I struggle on as killer. The map is too big and the loops are too strong. The main building also has no hooks, so it's a waste of time chasing there. BHVR said Badham is next for a rework.

  • Chucky has no map pressure. He isn't as strong as people think he is.

  • "Survivor Just Isn't Fun Anymore"

    Heard that for 5 years, and survivors still vastly number killers.

  • Hexes don't get cleansed immediately every match, but the risk isn't worth the reward. The meta perks currently have very high consistency and similar strength to Hex perks. There's no reason to run Hexes when you could run the meta perks. To make Hexes worth it, they either have to buff the strength or consistency. I think Hex perks are strong enough but lacking in consistency, so consistency should be buffed.

  • @GrimReaperJr1232 said:

    I mean, they have completely different niches here. Legion's strengths is his information, ability to rapidly injure, and leaving the option to heal as a trap.

    Plague's entire dynamic is working towards Corrupt purge to slaughter the team.

    Plague is definitely the better killer, but they're so similar one is X but worse.

    @Rulebreaker said:

    They both have their own ways.

    Plague:

    • Needs to tag either a survivor directly or interactable that needs then to be interacted with to leave survivors broken and infectious.
    • Infecting survivors is not instant even if tagged directly.
    • Can't track survivors as easy without an add on compared to legion
    • Survivors either heal and give her more power pools or can stay injured. Nothing is forced.
    • Has a ranged attack (here for completions sake)

    Legion :

    • Needs to tag a survivor and learns the location of nearby survivors via killer instinct (aka no ways to hide) until frenzy ends.
    • Does not break survivors but forces them to mend or fall.
    • Can't tag survivors as easy as plague.
    • Is instant as soon as you hit but no range
    • Much better tracking and it's base kit. No add on needed.
    • Inherent slowdown via mend.

    Seems similar but different just like a few other killers to us.

    Edit: Accidentally hit post button early

    @VomitMommy said:

    If I would consider myself any killer "main", then it would be probably Legion.

    Legion is definitely weaker than Plague, because Plague is quite strong killer imo.

    But they are not same and Legion is not as weak as some try to claim.

    Legion is solid killer until you get a team, where mending survivors go for bodyblocking. That's pain to play against, but it is really rare to see, or they are bad at it...

    You definitely need to use some chase perks to help you get downs. My favorite is Spirit Fury and Enduring.

    Enduring overall is an amazing perk on Legion, because it gives good chance for instadowns.

    I'll look at your comments in more detail tomorrow, but the reason why I say Legion is a worse Plague is 90% of Legion's power is to bring survivors from healthy to injured. Legion and Plague achieve it in different ways but the outcome is ultimately the same. Vile Purge and Infection are far more effective and efficient than Feral Frenzy. It's not even close. In addition, Plague has Corrupt Purge, so she doesn't have to play like a M1 killer, like Legion does.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762338#Comment_3762338

    You didn't correct yourself. As far as we know, auto-aim is supposed to take 0.2 seconds longer than manual aim, and BHVR is placing that 0.2 second delay on holding a button before the camera mode happens. Auto-aim should have a small delay on it, so that it's not a giant buff for a large portion of the playerbase. Auto-aim is supposed to be a quality of life improvement for console players. It's not supposed to be a major buff, that is massively faster than manual mode for the vast majority of PC players.

    We'll see how they implement it. They didn't mention any 0.2 sec delay in the revised patch notes.

  • @HexHuntressThighs said:

    New knight feels great honestly. I never played him in that lame af “drop a gaurd at loop” play style so the changes he got actually helped an immense amount. Especially being able to cycle guards.

    Permanent stealth Knight is definitely my favorite

    You must be getting free hits with Guards. Wait until survivors adapt to them. If survivors loop the Guards correctly, Guards will never get a hit, which is happening in my games.

  • When I saw it in the PTB, I thought it would be very strong, but after testing it, it's good but not overpowered. It isn't good for countering Endurance since the hook makes Slipstream extremely slow. By the time the survivor leaves the hook, you Sliptream them, teleport to them, and hit them, 10 seconds already passed.

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