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Only buff he needs is literally more Bottles. He is on the roadmap, so he is likely going to get buffed.
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They originally thought it was good to show them so players could show off their achievement but failed to realize that it would result in killers dodging lobbies.
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Update: results of the survey are available here https://www.reddit.com/r/deadbydaylight/comments/18r7rbl/data_on_how_much_survivors_like_and_dislike/?utm_source=share&utm_medium=web2x&context=3
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Since you mentioned Skull Merchant, I presume these are your 3 favourite killers? /s
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@Xendritch said:
For the life of me I can't imagine why this matters.
I only wanted it to be added due to how many killers inaccurately crying about 4 man swfs. The reality is that a very small percentage of matches have 4 man swfs and killers were just playing against solos most of the time.
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@HugTechLover said:
I’m on the road to low mmr. The games are MUCH more fun down there, and solo skill expression carries a whole lot more weight. Much more enjoyable experience. (Speaking on the survivor side)
You can't go lower than 1600 MMR once you hit it.
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Voice chat would turn this game into an even bigger sweat fest. You would have survivors playing this game like CSGO. You get occassionally swfs now but adding voice chat would basically turn every high mmr team into a 4 man swf.
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Why are there annoying and evil people irl? Same reason.
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Yes. It's fine for a few reasons:
- Killers are the whole team, so they have perfect coordination and 0 variation in skill and strategy. This can only be achieved by a skilled 4 man swf that has practiced a lot together
- People who go on large streaks are literally the best of the best. Stats from 1 year ago showed that the top 5% of killers still had around the target 60% kill rate, so these streakers were likely the top 1%.
- Lax matchmaking. When you put the best players against far less skilled players, the expected outcome is that they will win virtually every match. This occurs for other competitive games too. When high ranking players smurf, they win over 90% of their games, and these smurfs are significantly disadvantaged compared to DBD since they have to play on a team rather than a 1v4.
- Finally, if a solo survivor could go on a 100 win streak, swfs would be completely unbalanced since killers would have no chance of winning when you put multiple of these 100 win streak survivors on the same team.
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@Deathstroke said:
In many maps gates spawn right side by side and killer can patrol then just turning his head that's what you want right? Hatch stand off only exist if killer wants to waste incredible amount of time. Kills or escapes should not be automatically quaranteed it's fine how it is now.
In many maps gates spawn right side by side and killer can patrol then just turning his head that's what you want right?
That's exactly what I want. If I kill 3 survivors at 5 gens and close hatch, why should the last survivor have a chance to escape when they did 0 gens just because I closed hatch? If hatch never spawned and survivors still had to finish all gens, the last survivor would die 99.99999% of the time.
Hatch stand off only exist if killer wants to waste incredible amount of time.
False. Hatch stand off exists when both sides wants to waste an incredible amount of time. The survivor can come die any time and is equally guilty in prolonging the game. Why is it wrong for the killer to want a kill as much as the survivor wants to escape?
Kills or escapes should not be automatically quaranteed it's fine how it is now.
Not automatic in the slightest. As I said in my post, it is merely giving an equal outcome for both sides. Survivor gets an escape when they find the hatch. Why doesn't killer get the equivalent, which is a kill, when they find the hatch?
Also, if I kill 3 survivors at 5 gens, I've already worked for my overwhelming victory. Hatch is a pity mechanism that survivors literally did nothing to deserve.
@HPhoenix said:
If I see a killer camping the hatch, I just do a gen.
Great! Then I close hatch and come kill you.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610261#Comment_3610261
increases the odds of getting a 4k
nobody cares
gives more bloodpoints
generally less than you'd get for the time saved
more emblem points
generally not enough to change your pip
prevents teabagging
nobody cares also i never get teabagged when i play killer so you're wrong
nobody cares
Wrong. The fact that killers slug for the 4k is literally proof they want the 4k.
generally less than you'd get for the time saved
Not after factoring for expensive and rare addons. Every match costs bloodpoints due to addons, so it's ideal to maximize bloodpoints gained. Bloodpoint offerrings could also make it worthwhile to farm more points.
generally not enough to change your pip
It could since if you slug the entire team early on, you generally don't get many emblem points.
nobody cares also i never get teabagged when i play killer so you're wrong
What? There are complaints about teabagging on a weekly basis. Searching for teabagging on this forum yields 7200 results.
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610266#Comment_3610266
This.
also, really? Punishing survivors because they would probably teabag at exit gates anyways? Where are my eyeroll gifs??
Survivors almost never just leave when they already won. They wait for the killer to come, throw in some teabags, and make the killer watch them leave. In an ideal world, survivors would just leave when they already won, but they have to BM, so I gotta slug.
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@kaoraku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609391#Comment_3609391
It is funny that you assume that anything I would say you would proove me wrong...
If it is 1%, it is still a chance then. But just because you insist to slug for the 4k, and you bored about it, it shouldn't taken away.
Survivors still can force themself to stage 2 if they want and then give up. How long it is, maybe 10 seconds?
But maybe some option to bleed out faster would be fair, since they can die faster if they want to.
"It is funny that you assume that anything I would say you would proove me wrong..."
Give some examples and I will.
"If it is 1%, it is still a chance then. But just because you insist to slug for the 4k, and you bored about it, it shouldn't taken away."
I just said 1% as an example but in reality, it's 0%. As I said, the killer can always guarantee a skip to the 3rd stage to eliminate all odds of escaping.
"But maybe some option to bleed out faster would be fair, since they can die faster if they want to."
No because survivors get salty about losing and crawl around for as long as possible to waste the killer's time.
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@AmpersandUnderscore said:
This isn't even spite, it's literally the best/only play you can make at that point.
You can only crawl around or stand still. Staying still means the killer knows exactly where you are and gives you the worst possible chance of finding hatch.
Crawling away means the killer has to look for you, giving you more time to get hatch.
They keep hiding after hatch is closed though.
@ratcoffee said:
Hmm, let's see. We could try rephrasing this to explain the mindset of why people do that.
"If killer has a down and no survivors are near by, why do killers prefer slugging and searching for the last survivor rather than hooking and letting the game close out? They won either way. Hooking instead of slugging saves time and effort"
You may disagree, but a lot of survivors who do that probably think they've been wronged by being slugged and thus crawling off and hiding is getting one back against killers who do that
@Mooks said:
Counter question:
why would a killer slug 4/all remaining survivors without being able to find them to hook them and then wonder why they don’t let themselves get hooked?
the killer knows damn well that it’s a very boring playstyle for the survivors and it’s very unlikely that it happens to be the case they they were slugging bc they just saw the other survivor and then again and again…
the devs don’t want to promote this playstyle either (see comments on upcoming Twins change).
i would love to see a feature tested were two slugged survivor can help eachother once both have reached max recovering - I mean at that point the slugging went on long enough after all and there is something to do for the slugged survivors (recover and get to someone else)
Slugging increases the odds of getting a 4k, which gives more bloodpoints, emblem points, and prevents teabagging at the hatch or exit gate, which that last survivor will probably do.
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You run it purely for BM because it's useless.
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@Hexling said:
You waste our time we waste yours :)
So salt is the reason.
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@kaoraku said:
Yet the survivor can get up with perks, even manage to unhook. Or they can crawl away, and find the hatch. If the first is hooked first, they can jump, and get up the other one, and still turn the table. Not much chance, but still there. With this it would be alltogether removed, and encourage slug all 4 survivors the wholegame, which would not good for the health of the game. And I say this as killer main.
Killers already many times wasting a huge amount of time "slugging for 4k". It just would be worse.
I have no idea what you are talking about. Describe exact scenarios and I will tell you how you are wrong. I've slugged for hundreds of games and confirmed that without any perks to recover from downed, the killer can guarantee a skip to 3rd stage.
You should also ask yourself if the odds of escaping are so low, is it even worth it for the survivor? Say the survivor has a 1% chance to escape, this means that in 100 games, they will get slugged 99 times and only escape once. Is it worth getting slugged 99 times just for that 1 escape?
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@sizzlingmario4 said:
Two Can Play can definitely use some love. Btw though, survivors do get blinded on the 2nd killer stun/blind, it doesn't wait until the 3rd one to start working. The only issue with it is the blind duration being too short. My suggestion would be to make the blind duration for survivors a percentage of the stun/blind duration inflicted on the killer (either 100%, or a little higher) rather than being a flat 1.5 second duration. It being a hex is not actually much of a risk factor because even if it gets cleansed it reinstates itself after 2 more stuns/blinds (it can keep appearing on multiple totems). So that part of it is okay.
I disagree that Batteries needs a buff though, especially not after they revert it back to the PTB state which is confirmed to be happening. Movement speed is dangerous to mess with and movement speed perks on both sides that aren't exhaustion perks should be niche at best.
@appleas said:
Batteries is going to get stronger once they revert it to the PTB form. Even in the current form, there is a bit of usability like a legion speed build I saw.
Two can play needs a longer blind duration or a secondary status effect
Batteries Included got reverted to PTB in the latest update. Feel free to test it.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608541#Comment_3608541
Blast mine is just another stun, incapacitating is not too similar, besides that it is not only the duration.
What do you mean with the last part? That does not make sense dude a swf could mostly avoid getting hit by eruption, what do you mean same thing with blast mine?
They are similar in the sense that you can't do anything when you get affected by them.
A killer cannot avoid Blastmine since they can't determine which gen it was installed on.
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Agreed. Large maps will almost never be balanced without base kit Corrupt. Also, Corrupt is basically mandatory on setup killers.
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@AmpersandUnderscore said:
I'll make the same comparison I did when Eruption was meta.
Blast mine had to be earned to even activate, can only affect one gen at a time, times out and can be wasted completely, and you have to earn it again whether it's used or not.
Eruption was always active, could affect every gen on the map at once (and often did), never expired even if the gen reached 0, and the joke of a 'cooldown' was up by the time the downed survivor was hooked.
These kinds of stuns are not even remotely close to the same. Good riddance to incapacitation, it should never be a part of a perk ever again.
You're forgetting that Eruption is a killer perk, so it should be stronger than Blastmine. A killer is the whole team while a survivor is 1/4 of the team. To compare a killer perk to a survivor perk, you need to compare it with 4 survivors running the perk, which basically allows Blastmine to always be on every active gen.
You're also describing why Eruption was overpowered and not why incapacitated is bad. As I said, Eruption was overtuned and would have been fine with lower values.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608478#Comment_3608478
They are completely different though, blastmine is not that much different from a pallet stun. And sure you cannot do much about it, but you don't have to sit around, while being able to move, however not being able to do anything... Which is the part where those two things are different.
The other point against it is, that a swf can call out when they are about to go down to negate the effect, but solos cannot, it is not 100% reliable, as we have seen in some comp matches, but still a huge advantage, and something we should not have.
"you don't have to sit around, while being able to move, however not being able to do anything."
What? You are stunned and blinded during Blastmine. You literally cannot do anything.
Blastmine is most comparable to Eruption. They were both designed as traps that could be installed on generators to incapacitate the other side.
"The other point against it is, that a swf can call out when they are about to go down to negate the effect, but solos cannot, it is not 100% reliable, as we have seen in some comp matches, but still a huge advantage, and something we should not have."
Same thing with Blastmine. You can't determine which gen it was installed on.
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@Pulsar said:
Can't believe someone is arguing that pallet stuns are the same as old Eruption.
The effect is similar but just much shorter. I also didn't use pallets as an example but k.
@Archol123 said:
It is still a terrible status effect because you cannot do anything during it, which is just super boring, also quite the weird comparission of stuns and blinds to being unable to do anything productive xD If I get blinded I can still hit the survivor if I hear them walk or grunt or what not...
Same thing as when you get Blastmined. Can't do anything. Should remove Blastmine too then. BHVR designed Blastmine as the survivor version of Eruption, especially since they both came in the same Chapter.
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If the survivor wants to die, they can just run to the killer and die. If the match goes to 60 minutes, it means the survivors are also purposely stalling the game likely by hiding, which is considered holding the game hostage. The 60 minute time limit for survivors should kill survivors rather than give all escapes since it forces survivors to progress the game rather than afk hide. If the 60 minute time limit gave all escapes, survivors could just hide all match to escape, even if the killer wasn't 3 genning. It would create a new problem where swfs hide for 60 minutes to escape.
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The main killers that tunnel are the high mobility ones since they can quickly return to the hook.
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Overrated? Who thinks Dredge is good? I thought everyone agreed he was low tier.
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It's very niche. It's only useful on Twins and Oni. The vast majority of killers cannot down 2 survivors fast enough for it to be worth it.
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One of the most survivor sided maps. The map has strong loops every where you go.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606171#Comment_3606171
Oh you saw that video too? Nice. While it definitely wasn’t a meta build, I think it was a nice speedy way of playing Legion.
As for endgame synergy, I think it may find use also on Legion endgame once the change is patched. I know another content creator runs No ED and BFFs add on as an endgame legion build. Adding batteries to the mix would give an almost 3 stack pwyf and is still 2 stack pwyf after No Ed is cleansed.
Not Meta for sure, but it will be a fun way to play.
It was the 3 other perks in that build that were useful. Batteries Included did nothing.
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@appleas said:
Batteries is going to get stronger once they revert it to the PTB form. Even in the current form, there is a bit of usability like a legion speed build I saw.
Two can play needs a longer blind duration or a secondary status effect
I checked that Legion build and Batteries Included was useless. It activated 3 times per match on average (like I said). It also did not change the outcome of the game and chases. By that I mean, if they didn't run the perk, they still would have gotten the hit 0.5 sec later and won the game, so the perk was useless.
The end game buff isn't enough. Pre-nerf NOED had 4% ms and instant down and that wasn't enough to make it high tier. NOED was mainly ran by tunnelers and campers to secure an extra kill in the end. The instant down aspect was the most important effect.
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@sizzlingmario4 said:
Two Can Play can definitely use some love. Btw though, survivors do get blinded on the 2nd killer stun/blind, it doesn't wait until the 3rd one to start working. The only issue with it is the blind duration being too short. My suggestion would be to make the blind duration for survivors a percentage of the stun/blind duration inflicted on the killer (either 100%, or a little higher) rather than being a flat 1.5 second duration. It being a hex is not actually much of a risk factor because even if it gets cleansed it reinstates itself after 2 more stuns/blinds (it can keep appearing on multiple totems). So that part of it is okay.
I disagree that Batteries needs a buff though, especially not after they revert it back to the PTB state which is confirmed to be happening. Movement speed is dangerous to mess with and movement speed perks on both sides that aren't exhaustion perks should be niche at best.
Batteries Included isn't niche. It's virtually useless. If it was niche, there would at least be some killers it's good on, but there aren't. The end game buff isn't enough. Pre-nerf NOED had 4% ms and instant down and that wasn't enough to make it high tier. NOED was mainly ran by tunnelers and campers to secure an extra kill in the end. The instant down aspect was the most important effect.
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@Caiman said:
Survivors don't need a warning that Dissolution is active.
That + 25 second activation and it's good.
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They're going to nerf Sadako. They said it will be a rework but the rework will be used to nerf her. She probably has the highest or 2nd highest kill rate currently. Remember that Sadako had top kill rates pre-rework and the rework made her even a bigger pub stomper, further increasing her kill rate. They need to address her pub stomping aspect, which I discuss here https://forums.bhvr.com/dead-by-daylight/discussion/398464/upcoming-onryo-update-suggestion#latest.
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Yep. Everyone wants it. The only reason they haven't done it yet is because they are too lazy to rework the Dream Pallet addons.
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@appleas said:
Doesn’t she have an iri addon that increases her base movement speed already? That’s why speedy hag is a thing
Yeah but it completely changes Hag and requires an Iri.
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I would say about 90% of killers would quit if they added 5 sec DS back.
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Well where are they? I'm seeing only 3-4 players in this thread who care, as usual, and there are an equal amount of people here against reverting her.
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No because Skull Merchant was considered to be the worst designed killer even without her 3 gen. Her current form is much better.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596157#Comment_3596157
Sure.
Please look up : "The Sadako" Rework" is a NERF" by Mintskull on youtube. You can slo hopefully read my and many others posts that are still linked in the descriptions.
You know when I say 5 pre-rework Sadako players, I mean 5 players who would prefer pre-rework Sadako not that only 5 people played her back then?
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595884#Comment_3595884
Calling us 5 players is a joke.
Has anybody here been in the Ptb feedback section for Sadako rework?
We where a TON of players.
That's because the PTB version of Sadako was terrible and most of the community thought the rework was a nerf on what was already one of the worst killers in the game. She had a massive buff going to live, which people had to fight for. Most killers are satisfied with her now. Whenever there's a bring Sadako back thread, there's like 3-4 people who prefer old Sadako. No one else cares.
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Sloppy and STBFL mainly helps low-mid tier m1 killers. Nerf them and all no one will be playing low tiers again. The perks aren't even broken. They're well balanced.
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Otz, who previously said Trickster was S tier, now thinks he worse than before rework and very bad. See https://www.twitch.tv/videos/1989572401?t=04h31m31s
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He's outdated but he's still one of the most popular killers. Low-mid mmr killers like his gameplay. He is low on the rework list imo.
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Everything about him is terrible. Literally everything was a nerf except for 4.6 m/s. Might be the worst killer in the game right now.
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Really nerfing low tier m1 killers because a few survivors were crying?
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Probably nerfing Hag to prevent her from proxy camping. Hag is fine. Don't know why they are changing her.
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These Sadako mains are so selfish. 99% of the community thought pre-rework Sadako was one of the worst killers in the game (without Condemn strat). They want to ruin it for everyone else so the 5 pre-rework Sadako players can enjoy her again.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595218#Comment_3595218
They said in the livestream, that they will make her more close to what she originally was due to player feedback.
That means that we won.
I still expect both of the things I said to happen though. I highly doubt they will return her TV reset addon, which will pretty much achieve what I said. I assume by returning her to her original, they will remove global Condemn.
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They're not bringing back Sadako. They're nerfing her because her kill rate is too high and she usually slugs.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594613#Comment_3594613
Yeah but a lot has changed since then, there are a lot more people who think the reaction to everything is to rage quit (on every single game right now). It ruins immersion, it ruins normal gameplay and it ruins the fun from playing the game. You need to also remember why it was put in place in the first place, teammates would disconnect substantially more (I had multiple games each day where EVERYONE would rage quit) and with the DC penalty being added it reduced it drastically. Even I've disconnected a few times but nothing to warrant such a huge waiting period, if that's your issue with the DC penalty (and it sounds like it is) then you should take more breaks when playing as to not get mad and frustrated by the killer. Everyone has bad games, it just is what it is.
I'm the killer. I never DC. I just prefer a surrender vote because I rather survivors surrender than afk hide for 30 minutes when they give up. Re-read my comment. I added more conditions for the surrender vote to make it only come into play for long games.