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burt0r

burt0r

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  • @Carnivorone said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118537#Comment_3118537

    What are you even on about? I don't care about any of that. I care that the game has been made more boring by increasing gen times. At least all of that killer stuff sounds fun. It's not staring at a progression bar for one minute and 30 seconds straight. Jesus, it's all just about winning and losing to you people. I'm talking about what makes a game fun!

    It does not make a game fun to stare at a progression bar for a minute and a half! What don't you people understand about that!? You're all just obsessed with wins and losses

    We are not focused on loss and win. We are telling you that you and all the DCing children overreact a hella lot.

    Also "all of that killer stuff sounds fun" tells me that you never played killer and even less on a decent level. So maybe try to see the world from all sides and accept that killer got a little room to breathe and survivor got just a little bit harder, not unplayable.

    And if you "don't care about any of that" from the other side don't expect any sympathy for your pleas.

    And finally again, DCing is a ######### move no matter what (except for real life problems).

  • I think many people don't like doc because of all the effects on screen. Or clown for the drug effect.

  • @Carnivorone said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118317#Comment_3118317

    Everyone keeps focussing on difficulty but what about enjoyment? Is it really enjoyable to watch a progression bar creep upward for 90 seconds? What's next, 100 seconds?

    Have you ever thought about the fun playing killer? Juggling attention between the status and hook states of 4 survivor, keep their 16 perks in mind on the correct character, 5 totems (boons or hexes), the progress on 7 gens and the 30-50 pallets on each map.

    Killer has and always will be more stressful than survivor. Couple that with a game where survivor that don't do any mistakes and dance in circles around you and fun is the last thing you are going to have.

    Killer finally became a little less hard and stressful and survivor in correlation became a harder and more demanding and some people just cant change the way they play after getting used to it for years.

  • @Carnivorone said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118294#Comment_3118294

    Are you even reading? People are DC'ing because the game has become too difficult for survivors, and generator length is boring now. Why should i blame them when BHVR is the clear cause of these issues?

    Maybe because is not TOO DIFFICULT but just harder and they don't want to try?

    There are more than enough people that play survivor and don't have a problem with the last patch just by playing like before.

  • Since when do camping/tunneling killer make more than 20k BP without the survivor throwing themselves at them?

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114218#Comment_3114218

    Sure and they could balance the game and give both sides equal fun and strong perks. Instead the strongest perks are often the most boring, like regression perks on killer..fun? It does not give killers any kind of gameplay fun to use them it just gives killers more time to play.

    Less time constraint and stress equals more fun and relaxed gameplay, no?

    Killer is inherently way more stressful than survivor so more playtime instead of a constant race against the clock is more fun.

    If you can guarantee that you can delete camping and tunneling.

  • And here we see the reason why soloQ will NEVER be on the same level as swf and therefore it can never really balanced for all 3 groups, idiots that don't know how to play in a team. You have them in every game be it lol,ow, r6s, rl or whatever. DBD just takes the cake because the matchmaking is abysmal too.

  • Urgh another one of those "i claim this but am too lazy to provide evidence so proof me wrong" BS threads. No matter what they are about.

    Right next to the lazy "change my mind so i can sit back and just dismiss your counterargument with delusion" BS threads, same crap in another package.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116566#Comment_3116566

    Yeah...but the least you can do is keep playing and hope they appreciate it, although I legit never got a gg texted to me across PlayStation, 😔 and I always try to text gg to a killer if they were nice, if they are on PlayStation

    Well it will always be a self fulfilling prophecy at this point, one side takes the most efficient stuff "just in case" the other does so and in the end everybody will go back to run it or just leave.

    It's a hen and egg problem, you don't know who started it but i can guarantee everyone that it will never end again.

    The wheel started turning downhill and won't stop until the game is dead or the devs destroy something.

  • @HugTheHag said:

    The idea is sound and the build is interesting, but I think you should consider not using the phrase "bully the killer" in the title as it is bound to stir some vexation here or there.

    Will give the build a try though if I get all these perks at some point !

    I didn't read OP's wall of text but to your point about the title, i agree with you but sadly that's just marketing. A clickbait title to get people (like me) to check it out.

  • I can't imagine any reason to play this game after several months/years of it.

    I played league for 10 years and even gave up on that after my friends stopped playing.

    Both games are repetitive as heck and only playing with friends would keep me going.

    Oh and also, the game is anything but impossible to play even after patch 6.1 but some people have forgotten how to adept and look for the new best strategies/playstyles (aka meta) by themselves instead of getting it spoonfed by content creators.

  • Old pop gave you 20sec no matter what (except the gens done less than 20%). 22,5sec on new gen times, fyi.


    New pop gives you, on a 99% gen:

    Progress: 90sec*0,99 = 89,1sec

    Regress: 89,1sec*0,2 = 17,1sec


    Plus built-in "pop" kick

    90*0,025 = 2,25 sec


    At BEST it gives you 19,35sec worth of regress. (Remember pop with new gen times would be still 22,5)


    Now let's see the "worst" case, a gen with for example 10% progress.

    Old: Flat 8sec.

    New:

    Progress: 90sec*0,1 = 9sec

    Regress:. 9sec*0,2 = 1,8sec

    Plus kick: 4,05sec.


    50% value and even that only thanks to the flat kick bonus.

    On any gen between 20 and 80% (5,85sec-16,65sec regress, calculated with the new 90sec gen) pop got nerfed between 10-75% depending on the state of the gen.


    And sorry but if i have to walk twice or thrice the time it takes of the gen to even find the damn thing then i would say the perk is rightfully dead.

  • Okay you get your DS for endgame but shut the hell up when killer decide to force it before EGC aka tunnel.

    Either let killer play friendly and spread the hooks and let them have a chance at late game kills against 3+ people or stop insulting them when they have to counter it.

    Survivor are supposed to work together and a team of good survivor even solo can bodyblock most killer for each other and reach the open exit when it's even half across the map.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099103#Comment_3099103

    I think you might misunderstand.

    Thana is a % based perk.

    The repair speed penalty is based on the charges per second it takes to complete a generator.

    So 22% of 80 seconds is less than 22% of 90 seconds.

    Old thana made 80s into 100s

    New thana makes 90s into 115s

    An extra 15 seconds is quite significant I think

    Like @LordOfYggdrasil said, 10 of those 15 are from base gen time increase and not thana itself.

  • @drsoontm said:

    I'm getting the popcorn.

    You haven't already? This last week was pure entertainment on the forums for an outsider.

  • Ehm okay and what does "catering to killers" have to do with one a-hole DDOSing you and your boyfriend?

    Killers have also been DDOSed before. It's not side dependant (i think @Pulsar had this problem last or early this year, iirc?)

    Also, aim DRESSING has been in this game since release and screws the killer over more than it helps. I don't even know what an aim bot would help except with huntress and slinger and in case of the former wouldn't even really work if it doesn't compensate for projectile speed in relation to windup.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090315#Comment_3090315

    2.000 plus the 500 survs than play killer now, so there are 500 less survs to play against other killers. 1 survs changing to killer means 5 survs needed

    Ah okay, yeah, to replace the now missing 500. Understood

  • @dictep said:

    Nah, if you want solos to unite we should change all to killer side. 500 solos changing to play killer means the game needs 2.500 survs to play with them

    2000

    4:1 => 2000:500

  • And another thread missing the point of all the nerfs in the update or rather bhvrs intention behind it.

    They don't care. This meta change was done with a sledgehammer to all the most used perks with no regards for viability after the update.

    There was no fine-tuning or creation of a slightly less strong but more diverse meta. Straight up butchering of the most prominent perks and buffing of others up to the same borderline broken level.

  • The biggest problem is they blanket buffed killer, so also blight and nurse which don't need it, and didn't really do anything against camping/tunneling.

    What is happening right now is that survivor have to reconfigure their gameplay and bhvr has to show killer that a playstyle without camping/tunneling CAN now work.

    Killer won't change their strategies when they got pseudo buffed by the changes and survivor have been sitting on their meta and the same base mechanics for so long that they have forgotten to adapt like in the beginning of the game.

    In the first days killer were at the advantage when nobody new how to play efficient. Then survivor learned to use their potential and killer too. That's when broken stuff was nerfed over time.

    Now the devs have used the sledgehammer and changed the meta without considering everything and we are in a pseudo release state. Killer are at the advantage until survivor find back to the most efficient strategies and then we will se how the new mechanics balance out.

    But all of this needs more time than 48 hours but we as gamer and people have become impatient over the last 2-3 decades.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074702#Comment_3074702

    Biased? How many times since the new patch you didn’t 3-4k?

    Yes biased, since the majority of what you post is either jabs at killer complaints or crap like this stupid 3-4k argument.

    You don't even know how I play.

    And I made that very clear over the last year and the countless times i said it on this forum. I played the last 2,5 years for the survivor and aimed at 8hooks/0kills aka i have average 0-1k and the 1k only if i mess up hook states or the survivor don't rescue at first hook. I don't claim to be high MMR i claim to represent the casual killer that don't go for kills but BP and gameplay.

    But this is just another example of your behaviour on these forums and a confirmation for my first post.


    Edit: Also, i stopped playing in January with the exception of 3 evenings during the anniversary event.

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077321#Comment_3077321

    IT's supposed to be cosplay. They even said as much.

    And we've had ONE crossover like this thus far lol how is it anything like Fortnite

    Judging by your post number, you haven't been here for long (joined June 23rd) and haven't seen all the "pls make skins from this manga/anime/movie franchise" since the announcements of the AoT crossover.

  • Okay DBD seems to become the new Fortnite with every franchise possible put in as cosmetics. 😑

    I already find the smol titan skins are a joke when compared to the source.

  • Guuuuuyyys, why is it so hard to include ALL info in queue time discussions? Just saying it is X for survivor and Y for killer doesn't cut it and is useless for comparison.

    Queue times differ depending on time of day, region, platform plus crossplay status. And we need those infos to to be able make any comparisons between your claims.

  • Nah, i have kept a list of biased people from this forum in my head and you and a few others are on it.

    And yes there are also killer biased people on it, funnily not as many as extreme as on the survivor side but here and there they pop up.

    Sadly their Sluzzy counterpart Lord Tobi is no longer with us since unlike Sluzzy i guess they weren't banned for only a month.

  • Ah of course, a post by dictep, should've guessed it was one of those people. But hey i don't expect much better from you from what I have seen over time.

    Maybe, just maybe, give it more than a day so people can adept to the new environment?

    But i am afraid many survivor won't and just the first hook deaths and DC will increase.

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073884#Comment_3073884

    If we actually got less camping/tunneling in exchange for the removal of the "2nd chance perks", it would be a decent trade. That is not the case though.

    I know bhvr is not known for doing things in a timely correct manner but when they take out more and more of the incentives to camp/tunnel then they can make it less appealing or even straight up punish it.

    Turning off perks like DS or otr only punishes the one survivor that might be hooked during eg while the rest still can escape and just have to keep their altruism in check.

  • @Lukepro2315 said:

    I dont care about DS or DH nerfs. It can be always replaced with something...but Iron Will? That was breaking point for me. Im refusing to play this game without it (after 6 years & over 3000 hours).

    And because im afraid BHVR will not do anything about it, it seems like i quit for good. :)

    Oh no, the one perk that singlehandedly erases one whole detection aspect, even more than it should, and had no way of countering, since the strider nerf, has been weakened. How could you ever play without it unlike the droves of other survivors that do and did fine without it.

  • @designator said:

    It just makes it harder to get value from your perks and punishes survivors for getting to endgame so baby killers can have an easier time tunneling someone out. Why not disable every survivor perk during endgame? Hell let's disable exhaustion perks too.

    @Regulus47 said:

    Agreed. If anything killers should be the ones penalised in endgame. They lost, they shouldn't be getting the go ahead to facecamp and tunnel with absolutely nothing that can stop them, completely wasting that survivor's match. But hey they'll probably do it anyway

    Okay then i hope neither of you has a problem with tunneling and camping because going for 12 hooks evenly spread and finishing before 5 gens are popped is delusional in an equal matchup.

    Either you get less camping and tunneling but we get no hard 2nd chance perks during the unavoidable endgame or you keep your perks and don't complain when killer force them prior to end game.

  • @SoloQKev said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073444#Comment_3073444

    Yeah, I totally agree, before the update, there were killers doing kill streaks 4ks. Hell, even Otz made a video going afk for 30 seconds lol and still stomping. I tried new update and all I keep getting is nurse and blights.

    Uff, still basing ones opinions on content creators that play a game excessively to make a living of it. They aren't representative for the probably 80% casual players in the community.

    And let us not forget that those same content creators managed survival streaks, sometimes even into the triple digits.

    Also none of them are really playing people on the appropriate skill level since we all know how "brilliant" the matchmaking is in this game.

  • @feng_min_main2003 said:

    This update is miserable, nothing else really too it.

    Dead hard could be faked

    Decisive Strike could be left or eaten

    But no, too strong (not)

    Killers are now nearly unstoppable and I think all survivor mains can agree this update is bad.

    The developers always treat this game like survivors are some AI and always baby the killers when they dislike something, when are we gonna be free from the scape goat the killer's use us as? Before the update we could run no perks and beat killers and they'd still complain about us.

    I have never once truley complained until now.

    First of all dead hard for distance couldn't be baited.

    And second, you saying that you could beat killer even perk less before this update isn't a good argument for your cause.

  • @socalfusions said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073447#Comment_3073447

    I did read some comments mentioning that there could be a bug but the bloodpoint bonus was intended to be implemented for whatever side was lacking the required role, it would make sense that survivors don't want to play because killers are overtuned and unless you're in a sweaty SWF you're chances of winning are drastically reduced with increased gen speeds and every killer abusing thanataphobia.

    But that's not my point.

    The BP bonus might be bugged but that doesn't change the queue time aspect.

    Unless it's the matchmaking that's really bugged and despite being lower in numbers it still takes survivor longer to find games.

  • Lack of survivor queueing up?

    I read in multiple threads this morning that despite minute long queue times, a sign for a survivor surplus in relation to queueing killer players, survivor have the +100% BP incentive.

    So shouldn't there still be more survivor than killer in the queues?

  • Dude, use more paragraphs. I'm on mobile and this blob of text is atrocious to read.

  • Iirc kinda.

    I read something on here like a character on P0 level 50 with a certain number of tier 3 perks would end up P2 level 1.

    So they turn each perk and their tiers into a certain amount of progress and calculate with that the according prestige and set the character to level 1.

    But i don't know if this is still the case or was ever correct.

  • @Gary_Coleman said:

    I've been wondering if reset on the 13th every month messes with matchmaking? Because we go from whatever rank we've reached back to Ash 4, or whatever they call it. Or does that ranking have nothing to do with matchmaking? If it doesn't then it seems like a pointless ranking system. If it does then all players of all experience levels get thrown together until the more frequent players move up in the ranks and out of the lower tiers.

    Rank, or rather the new grades, have been disconnected from the matchmaking as a criterium.

    They are only to show your "dedication" to the game between each month and to get rewards depending on it.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048222#Comment_3048222

    did I say it was fun? can you show me tho where I said it was a fun game for the killer?

    i think I was clear when I said "the killer still could play the game, the survivor camped and tuneled, NOT."

    Yes and you explicitly pointed out

    Does that sound like that survivor played the game? Does that sound fun to you?


    But for killer only

    You'll still lose the game, but it's a game you've played.

    And left any question about fun for killer out in that scenario, being obscure.


    Just being able to move and interact isn't equal to fun.

    And a killer that's getting creamed by a bored swf does not only not have fun but also feels helpless, powerless, humiliated, frustrated, made fun of and bullied in the solo role that is "supposed" to dominate individuals of the group faction.

    And insult to injury, while a survivor is done after 2 minutes on hook, the killer that gets led by the nose by a swf (of better skill/broken matchmaking) has to wait until the survivor finally fixed those 5 gens to initiate EGC or disconnect and is to a certain extent at the mercy of the survivors until then.

    And this is especially true for new players.

  • Newsflash: That was the devs goal.

    The only way to change the meta they know is to break it with a sledgehammer into uselessness.

  • And again we have to remind someone that they should see the state of the game when penalties are off aka you won't get a full game EVER.

    When penalties are off anybody will disconnect at the SLIGHTEST inconvenience.

    Trust me, the chances of getting a full game without multiple DC is near zero when penalties are off.

    Also, nearly all team based pvp games have DC penalties (at least in ranked games) because those games are based on fixed and equal team sizes.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062930#Comment_3062930

    https://forum.deadbydaylight.com/en/discussion/comment/3062943#Comment_3062943

    I think this is a case where the anonymity of the internet gets people thinking they can be/get away with worse than they would try if face to face.

    The anonymity is one of the worst banes of the age of the internet.

    Many people bring out their worst when they know that they are hidden behind an alias and nearly save from any consequences.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062713#Comment_3062713

    Chat filter needs to be fixed or removed because i cannot say stuff like town or iri. Thats why people dont like the chat filter.

    People didn't like it even before bhvr put in those strange restrictions. I had arguments with people when the filter was new because they told me it would limit them in their freedom of speech when they couldn't trash talk others.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062943#Comment_3062943

    ok im starting to see where im wrong at...

    im very sorry everyone on this thread for being absolutely oblivious to this, ill do better & thank you for explaining it to me.

    i cant believe ive been using it wrong in gaming for 2 years now.. i feel bad and didnt know i was actually being toxic :((

    and yeah death threats deserve a suspension or ban.

    Okay, after reading your other replies i understand were you are coming from but what you always have to keep in mind with text only messages, people will nearly always assume the worst especially with such a widespread term that is negatively viewed by society.

    Another aspect is that text messages are flat, there is no body language, no facial expression and no intonation to understand. All aspects that can switch the meaning of a phrase into the complete opposite.

    The best example is written sarcasm, which basically NEEDS an indicator (/S on forums) because there is no sarcastic tone accompanying it to make the irony clear.

  • That there is ANY need to rub salt into the wound.

    They already lost and probably don't feel good at the moment, why in the ever loving fck is there any need to rub it in?

    Graceful in Victory and defeat.

    There is nothing to say for the victor to the loser that does not come across as belittling or condescending.

    Even a GG wp after a total sweep is not necessary because it obviously wasn't a good feeling game for the loser. And the better option after such a game is saying nothing by reading the mood.


    I also don't understand why people need a Chatfilter to be removed. What is it that they need to see other peoples spewed garbage.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060440#Comment_3060440

    I play North America between 4:00pm - 9:30pm.

    You probably haven't played the game for as long as I have, because this happened a few years back. I don't even remember what caused it but Killer queue times became absurd for a while. In fact, that was the moment I switched from purely Killer to half-and-half, because I couldn't stand waiting in queue for extremely long times. Its been several years, but it was averaging around 15+ minutes for killer queues.

    It took months before they became normal again and I was playing solely survivor because the killer queue times were unbearable.

    My friend, i also play this game since release and am on this forum 2 years as a lurker and made my account over 2 years ago.

    And yes i can remember the short time killer queues were incredible long. But survivor queues were even longer at some points, for exampe in the last months before the crossplay implementation on console. And the general notion for queue times for the last 2 years during prime time (aka when the most people are simultaneously playing, 8pm-1am) has been that killer is instant and survivor takes 3-10 minutes.

    Your post made it sound as if this 15 min killer queue would be the current state for you. Maybe make it clear the next time.

  • @Sybarite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060652#Comment_3060652

    your math is good. petty much matches mine.

    I guess from my point of view there are times when I hook a survivor near a gen kick and move on. Sure It's not as good as before but Pop did have a 35% pick rate for a reason. It was too strong, I don't think the perk will be useless, or it's doomsday for this perk (look at ruin for a dead perk). But that's just my option I believe if any perk is seeing at a 40% play rate, survivor or killer it should be looked at for a nerf or rework.

    Well you aren't wrong that something had to be done about the meta but like i already said a dozen times on this forum by now:

    Bhvr used sledgehammer methods to get the live meta not played anymore and just buffed other perks up to the same borderline broken level.

    Best example DS and off the record. They ruined DS by reducing the stun down to 3 seconds and buffed off the record to instantaneously substitute for it.

    What they should've done is deactivate DS during egc but give it after every unhook, reduce the stun to 4 seconds but give it a 7% speed boost for the stun duration or something and remove the skill check. And then buff off the record slightly to match the not-as-heavily-nerfed DS in strength.

    Aka nerf the meta slightly and meet it half way by buffing the weak perks up to a medium level so mutliple things feel strong but not oppressive and create a bigger diversity in the viable meta perk pool.

    But no, break the live meta and directly substitute it with something else buffed to the previously broken level. 🤦

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060658#Comment_3060658

    Oh, yep, you're right.

    Apologies, I'm pretty tired and I must of missed it.

    Ah it's okay. I'm on mobile and was too lazy to space it all neatly.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060652#Comment_3060652

    Are you taking into consideration the flat regression that kicking now does?

    Built in "pop":

    90sec*0,025 = 2,25sec

    There in the original post, right?

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/334245/im-starting-tunneling-and-camping-after-the-update

    Dude, Pop's nerf is so slight that it barely matters. If anything, complain about the ruin nerf, THAT ONE was severe!

    About pain res, yes it's sad the scream and interrupt is gone. I would have liked if it kept the scream / a notification, with the interrupt being gone to destroy the interaction with DMS. But on the other hand, smart survivors let go of the gen before the hookinh, so you would also not get any info out of that now. Use Surveillance with your Pain res, and you should know where to go to.

    You have got to explain to me how a 400% regression by Overcharge + 100% from Call of brine would be "healthy" for the game. Such a big regression makes soloQ extremely miserable, since you cannot coordinate to limit the impact of that regression. It's already bad enough with current ruin, but a 500% regression would be even worse.

    "Nerfing generator kicking"? What are you smoking? They actually buff it this mid-chapter it giving it a base regression! All they did between PTB and live is toning down ONE perk that coincidentally is a gen kick perk. And you are holding an eulogy for gen kicking, as if the devs removed that from the game. You seriously have to calm down, mate.

    "Pop's nerf is so slight that it barely matter"

    Ah yes a nerf which severance is directly proportional to the progress done on a gen is so slight it doesn't matter?

    Old pop gives you 20sec no matter what (except the gens done less than 20%).

    New pop gives you, on a 99% gen:

    Progress: 90sec*0,99 = 89,1sec

    Regress: 89,1sec*0,2 = 17,1sec

    Plus built-in "pop"

    90*0,025 = 2,25 sec

    At BEST it gives you 19,35sec worth of regress.


    Now let's see the "worst" case, a gen with for example 10% progress.

    Old: Flat 8sec.

    New:

    Progress: 90sec*0,1 = 9sec

    Regress:. 9sec*0,2 = 1,8sec

    Plus kick: 4,05sec.

    50% value and even that only thanks to the flat kick bonus.

    On any gen between 20 and 80% (5,85sec-16,65sec regress, calculated with the new 90sec gen) pop got nerfed by up to roughly 70-75% depending on the stat of the gen.

    And sorry but if i have to walk twice or thrice the time it takes of the gen to even find the damn thing then i would say the perk is rightfully dead.

    (Someone may gladly correct me if my calculations or the logic of them have some error in them.)

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060017#Comment_3060017

    And also, i spent whole day 1v1 ing nurse, this is straight up impossible without iw and dh

    Ehm, you shouldn't be able to 1v1 any killer in the long term?


    This game isn't 1v1 but 1v4 so ultimately you are supposed to go down inevitably.


    20-40 seconds on average chase time (per hit) in equal skill settings below 20 if the killer is better and up to 60-90 seconds if you are better than the killer but never more.


    I'm always amazed when this argument pops up.

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059957#Comment_3059957

    Even if we will take that there are more swf than solo, does it mean its impossible to win as killer? How does otz (and others) had such high killrate in his challenge? How does a lot of content creators have overall high winrate?

    Maybe they play this game for a living and have multiple hours of playtime/training nearly everyday and get matched with randomly mixed pub lobbies?

    Bhvr softened the matchmaking especially for high MMR players so they don't have to wait too long.

    So they "sacrifice" lower skill players to the content creators.

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