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coppersly

coppersly

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coppersly
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  • I can agree that the balance is wack and needs work, but if you're having trouble with the verbal abuse the best thing I can recommend is to turn off the end game chat so you don't have to deal with it. The community is seriously toxic. There are gems here and there but you've already experienced plenty toxic chat. Just prevent it from ever being an issue again.

  • @Fran1994 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412753#Comment_1412753

    Like @coppersly and @Doddle28 said, i didn't meant to insult any player. I was actually very amused by the whole game and i'm pretty sorry there's no way to send a private message to compliment the survivors i mentioned, but i sent a friend request so i guess they got what i meant. I'm usually very fond of the rules in general (also because my job irl is based on it lol) and i read the rules everytime before i post.

    About the mobile game, i must say they make it easier for killers because you receive a visual cue for every noise, which i'm not sure you can get in console/pc version. killers also have auto aim (only if you have immediate and direct LoS on the survivor. You lose it for a millisecond, there goes auto aim, and it also only SLIGHTLY moves your aim toward the direction the surv is going...) which is both a blessing and an hex, because while you're chasing a survivor and another one burst right against you the lock on automatically switch on the new one and since it doesn't follow it a lot you will easily bash your nose against a wall.

    Survivors also have some NEAT tricks, like they can tap and hold a button to give direct 180° vision of the opposite direction they were looking before, perfect for an instant view of what's the killer doing.

    But enough O.T., that was just to say i'm sure if i played pc version i'd probably be bad because you become very reliant on these tips.

    I got just a question; in mobile the wraith is a slaughter machine, it's very hard to lose a game. Does it apply to pc/console versions too?

    You still get visual cues for all sound notifications on console/PC IIRC. There's also a slight bit of auto aim or something like it but probably nowhere near as much as on mobile.

    On PC and console Wraith is generally seen as pretty low to mid tier, maybe A tier with his best addons/perks. This is because other than his stealth he is an m1 killer which is considered weak normally. Mobile lacks the aim necessary (even worse than console) to have the actually strong killers be as strong there. Nurse is considered the best killer in the game, but only on PC since you need so much control over your motion.

  • @Steel_Eyed said:

    I find Nurse fun to play against.

    And as a Nurse main I find it extra fun knowing exactly what makes me struggle as the killer and trying to outplay them.

    Although seeing her lunge from a survivors POV sometimes it does feel crazy long lol. Yet as killer we know it to be false.

  • A word from Nurse mains on bug fixes

    image.png


  • @TWiXT said:

    Hell, Franklin's Demise as is was actually nerfed when the devs decided that items under 10% of their total charges could no longer be destroyed by it after the item retention update. Now they're allowing it to destroy items again by putting them on a timer after they get knocked out of survivors hands, while also allowing the killer to see where it is and how close it is to being destroyed, so at least it's getting a small semblance of its previous power back. However, It also no longer damages item charges... so kinda a meh change honestly.

    Either way, I'll always love using it on 2 killers: Trapper and Hag! Survivors items make great trap bait.

    Yes! I know I'm going to try it out on Hag and see if I can make it a mainstay.

    @Azterikk said:

    I don’t even bring items all that often 🤷‍♂️

    Same for me. I lose too many bringing them in so I find it better to just take ######### out of chests and be content with that.

  • @Akito said:

    You read my thread, copper? If you as a killer counterplay flashlights by default gameplay and even more if know that someone is around you they can't do anything. Even if the guy on the ground is open field, you can do so much and it will work. In fact that the survivors don't do any objective which plays in your cards. And that in mind, one more flashlight doesn't make the other 3 flashlights stronger like when 4 people running a toolbox or a medkit.

    It makes it even more risky for survivors bc if multiple survivors go for flashlight safes and the killer knows that they probably will lose the game.

    And that's why I would like to see that one flashlight does sth more by default. Make a red flashlight which you can't get that often which does sth. widens the angle, longer beam, slightly faster blind. Not all of this.

    Flashlights have a high reward in high skill games but in high skill games they probably won't work. What makes them one of the worst items.

    Medkit? I can heal myself 3 times within 8 seconds. Imagine all 4 survivors doing so.

    The best toolbox with BNP x4. 3 gens will pop very quickly.

    The Map with Detectives. Imagine playing trapper or hex perks. Those gfive you so much value.

    The flashlights value are the safes. The pallet blinds are cocky but not very helpful, against a good killer pretty dangerous. But by all the counterplay it has it makes it nearly impossible so get a blind. And like I said you can't stack the strenght of multiple flashlights. The more survivors going for safes the worst becomes it for the team goal.

    They shouldn't give you results every time though. They're meant to punish killers who do not play around them, not reward you with a save/blind every time you want to use it. It seems like you want the reward every time/nearly every time when that would just invalidate so many aspects of this game.

    It would never be safe to pick someone up in an open area without pretty much ignoring them and making sure everyone else around them can't get the save, which is just slugging and that's not something we should be forcing killers to do. It was awful when it was the standard.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412864#Comment_1412864

    Thx for the feedback on this build and that you took your time to explain your opinion on it.

    Sure. Best of luck with your build, I hope you find it enjoyable and consistent enough to use.

  • @HuntressMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412878#Comment_1412878

    That's the risk.

    They should have some LoS blockers but that's all, totems are supposed to be destroyed.

    btw what stops me from using a map and looking for devour hope? that's worse than totems being right next to the objective

    Supposed to be destroyed yes. Supposed to distract from the main objective too, but often times it is literally coupled with it.

    And nothing stops you from running a map. That's why it's in the game.

    I'll tell you why it's not worse. You have to sacrifice an item to bring in a map. That's not going to happen every game. But spawning next to generators can happen in any game regardless of what the survivors did with the choice in their loadout. That means people who shouldn't be getting totems because they aren't using anything to do it get the same reward those who do sacrifice things in their loadout do.

    You should be able to bring in a map to help you find totems if that's what your goal is. You shouldn't get virtually the same reward for not putting anything into it.

  • @Todgeweiht said:

    Risk and reward baby. If you want to play it safe bring perks that cant be disabled.

    @HuntressMain said:

    High risk, High reward.

    That's what hex totem are supposed to be? If you're asking for spots like these: It is a big NO

    https://www.youtube.com/watch?v=SDoBzsMLw0k

    They're way higher than just a high risk. It's in the stratosphere level of high when something that is supposed to be hidden and sought out independently of the main objective is right next to the objective and they didn't have to spend any time looking for it there was no risk, it was doomed to destruction.

    I don't care if there's less hiding spots for them to look for. They didn't have to look for the ones that spawn in the open/next to gens/on the open face of a barn wall. They will have to leave the main objective to look for totems. That is literally the entire point of them and it is voided the second it spawns next to their main objective.

  • @HuntressMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411390#Comment_1411390

    So using that logic, legion should stay at the tier he is? cause they had fun with their frank's mixtape old addon...?

    I mean the main issue for me is that there can be 4 flashlights at a time, but only 1 killer. If the flashlights were much stronger than they are now we'd just have people using the strongest item more often than not because why wouldn't you? It's a free escape/save.

    They're balanced right now because they are high risk/medium reward. If the risk factor goes down at all (i.e., making it easier to blind killers) the equation is thrown off.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412811#Comment_1412811

    https://forum.deadbydaylight.com/en/discussion/comment/1412813#Comment_1412813

    I agree with you guys for the most part, but this can work at its best on a killer like Oni, that's why this build is so popular on him. He has mobility using his Demon Dash, and can much more easily target survivors, there's no denying in that. But is it really worth it on Bubba? He doesn't have any kind of mobility, and if you spot a survivor 32+ meters away thanks to IF, they will be long gone, because Leatherface is just a 4.6 ms killer.

    I created this build to work around what Bubba can do best, and that is punishing Survivors who stick together/or close enough to get them both down using 1 chainsaw run. I totally understand that this could just be a waste of perk slots, but I still feel that it could be a decent build imo. I am not really fully convinced yet that this build could work until the PTB drops and all I can do now is try creating fun builds to test.

    Almost any build can work. The real problem is the consistency in a build. Much like Yu-Gi-Oh having consistency is very important and overrides a lot of over things when considering perk builds.

    I have no doubt you will possibly get 4 downs in one attempt sometimes with your proposed build. The problem is not if, but how often is that going to happen? Not very. Neither is the 2 man scenario if I'm being honest, pretty much for the reason that there are so many things to loop around, aka tantrum off of, that it makes it very unlikely the scenario will play out how you want and you'll just end up with just a small TR and knowing there's someone nearby.

  • @CrowVortex said:

    Should probably hide the names of these players, but yeah good job.

    Like Doddle28 said, the only time you need to hide their names is when you have a problem with the players specifically. This post was just celebratory and even complimented the survivors.

  • @LordGlint said:

    Im gonna have to agree with everyone else here. All reducing your TR is gonna do is show you less information. You can still get those same double hits with a larger TR. If anything, I'd suggest using monitor instead of furtive so you can approach a target and get closer before they start running, then get notifications at 40 meters if anyone is within THAT range.

    That's a much better idea.

    I think OP really wanted synergy with Bubbas chainsaw sprint but it just isn't there.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412787#Comment_1412787

    On the old Bubba, I agree with you that this build wouldn't work, but now because they made it so Bubba's Chainsaw lasts longer, and moves at a greater speed, it might be a common thing to get a 2 down off of 1 Chainsaw run, and this combination of perks (Furtive Chase+Infectious Fright) would allow you to check a small area to see if there is any survivor hiding in a close proximity.

    If you're out in the open maybe. Throw in jungle gyms and other buildings or even windows and suddenly it's very unlikely that you will be getting those downs even if they scream from IF.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412661#Comment_1412661

    I wasn't talking about you. I was talking about the 2 people who just up and decided that me wantinga balance that favors me more than one that GUARANTEES I lose. Must in fact mean I want to be bullying. God forbid I want a match where I stand a reasonable chance to win.

    Oh, well of course I agree with wanting balanced matches where both sides have a good chance to win.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412630#Comment_1412630

    From the video it didn't look that crippling. However I'm not a Billy player. Do I could be entirely mistaken.

    Personally I'm in the same boat. It didn't look atrocious like Nurse but I suck at Billy hardcore so I'll leave it to the Billy mains to be the final word on it.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412625#Comment_1412625

    You must be bad if you think flashlights are still op

    Occasionally I still get blinded from survivors not even in my FOV, or with solid objects clearly in front of my face blocking any attempt.

    I wouldn't say they're OP but probably the 2nd strongest item for survivors.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412539#Comment_1412539

    In the real world intentionally derailing what a topic is about should be more offensive than calling someone "a clown". I do know this is the feelings matter more than factual information era and all.

    Also, you really taddle tale and say whack in the same post?

    BRUH.

    I think a community around a game about sacrifice and killing survivors is more than mature enough to handle someone calling them a clown. I wasn't "taddleing" as you so eloquently put, I was simply calling out the double standard and BS of it. Nor was I trying to derail the thread since I also gave a response aimed directly at OP and their post.

    Also there are a lot more problems to dissect with the "feelings matter more than information era" thing but like you've said, this isn't the place for that.

  • @Primalux135 said:

    Nope that wont fix the problem the problem is time not info.

    Um?? The problem is literally they get 16+ free perks for the information they can share. There are other problems too but this is the main one and the only reason OoO is considered good/OP.

  • @RuthlessRational said:

    The community managers and devs have been radio silent on this so far, where are the responses/acknowledgements?

    The response: wait for PTB

    If Nurse is anything to go by we're in for a rough time lol.

  • I disagree. It didn't really make it any more toxic, it still does the same thing but now eats the item and shows it to the killer. It's virtually unchanged from those who only ran it to be toxic anyways. They'll still camp the item, so what's the difference if it disappears? Less stuff for randoms to go after and die for imo.

  • @Kilmeran said:

    Perhaps PvP games are not for you. Even in a game like Overwatch with an MMR system for its Quick Play, I will still get some matches with Masters and Grandmasters on the other team. Not constantly, but it happens. If you can't beat them because the skill gap is just too wide, you take the loss and move on to the next match.

    If you can't handle that, then no multiplayer PvP game will be for you for long.

    This.

    If there's one thing I've learned about PvP games over the years is that they will always be unbalanced, especially near the top elo, and that apparently a majority of people only have fun when they ruin the fun for the other/enemy players.

  • @ich_häng_mal_rum said:

    @coppersly

    A lot of survivor play more stealthy if the killer offer a mori, but if he need to hook first all survivor before he can mori is not a free win like now, just by tunnel and insta mori survivor after survivor...

    Every player with more than a few hour has so many moris. I‘m a survivor main with 2,5k hours and I level and play killer only time to time and I have in total more than 100 moris, cause it’s so easy to get them in the bloodwebs.

    I really don’t like the mechanic of quick tunnel moris, it’s just unbalanced, unhealthy for the game, unfun, op...

    I agree, tunneling off of Moris isn't healthy for the game. It's a degenerate strategy which we should try to make not-viable. But the same goes for survivors, hiding to prevent anyone from getting Mori'd is as much a degenerate strategy as tunneling off of the Mori.

  • @OutcastEric said:

    There is no justifiable reason to touch the hillbilly's power. I can list all the reasons why this change will hurt billy and downgrade him to yet another B grade killer, but i feel it would fall on deaf ears. There are plenty of posts already doing that. He isnt even the strongest killer in the game and i dont see why the cool down is necessary. Whats the point of the PTB to test things when i can say for a fact that they're just going to keep their changes regardless of player feedback. This isnt a democracy with the devs, the same people that think Hemorrhage is purple ad don worthy. They do what they want and dont consider their playerbase. At least thats the impression that ive gotten after 4 years of bad choices. You guys Over nerf your killers. Just like with the nurse, all you had to do was change her add ons and be done. Same with hillbilly. Tweak his add ons, mainly instasaw and introduce fresh ideas but no, youre going to go overboard once again, just...like....nurse. Then he'll be forgotten and never touched again.

    the end

    I try not to see the Devs as evil people plotting to destroy our fun, but man it can sure feel like that when the only changes you make from PTB are negatives for a killer you're dumping on already.

    Here's hoping they actually listen to Billy player feedback and make appropriate changes, but Nurse players aren't exactly holding their breath.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412512#Comment_1412512

    I would prefer they scrap it. But we also don't know what his addons will look like. They may well negate most of our concerns.

    Ehhhh. Addons should be there to introduce variety into a killer, not fix the problems in their basekit.

    I like the philosophy of running addons that strengthen what you find weak about a killer but that's completely different to running both CD addons and literally nothing else because they're the only 2 good addons.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405674#Comment_1405674

    Nice projecting there clown.

    It would be fun because it would balance out the fact it isn't meant to be 1v1. What chance do I stand against a rank 8-10 killer who doesn't have to worry about 3 of the players on the team? Of course he will eventually get me if he can afford to dedicate time to it at no cost to him. A rank 20 killer would AT LEAST smack around the other players while I am free to get SOME points.

    What like this current setup is good? Rank 3 with two rank 20s a random rank 14 going up against a rank 10 killer. Fun.

    EDIT. Better yet what chance to the rank 20s stand against the rank 10 killer in the match with us? A survivor being higher rank doesnt balance out anything especially if it isn't a swf. Nothing I can do will change the fact they don't do gens or fail skill checks every other minute.

    This guy can call someone directly a clown and it's ok??? wack. :/



    @OP SWF was always a better option for ensuring you have decent teammates. Until the MMR system is implemented and has had time to place players appropriately we will just have to rely on the wonky MM.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412506#Comment_1412506

    Yeah, but most people don't realize the volume of work that a forum puts on a community team, especially one as vocal as this. So, there will always be people asking for more than the team can give.

    I don't feel it outrageous to ask for more feedback on our feedback. History has shown most of it goes by the wayside. I understand it's another mountain of work. However, I still wish for improvement even if I don't have any better ways of doing it.

  • The tinkerer buff was ######### rad. I will be defending generators a lot easier now that I have more than 4 seconds to get to it. Before most of the time the second or 2 after your stealth wore off the gen would pop. God help you if there was more than 1 person on it because that ######### would pop guaranteed before you could get there. Major +++++ from me.

    Knock out was made much weaker with the basic attack requirement.

    Also if they're not going to be moving fast, and only for a 15 measly seconds, they're almost always going to start recovering then instead of wasting time moving. This will never help you and will only bolster those who run Ash's perk and other perks for being left on the ground. It certainly needs more work.

    The rest of the perk changes were pretty good though.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412004#Comment_1412004

    I care more about the mental health of people than their enjoyment of the game. If you are not enjoying it and are playing just because you spent a ######### ton of money on it you should stop playing.

    I believe that the sunk cost fallacy. It's very sad but sometimes letting the things that anger us go is way better in the end.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412412#Comment_1412412

    And that "role" is exactly what the Community Team does, that's their job - Peanits is incredibly active and has the Dev tag for that purpose, as he can speak for the team that he is part of.

    Moderators are here on a volunteer basis and also carry back information and feedback as well as myself. We all have our jobs to do here, Developers are here during their free time, and most read without commenting due to time - when you've worked on something all day, it's pretty tiring then to spend your free time doing the same thing.

    I understand that. That's why I'm suggesting a dedicated role for feedback. It eliminates the confusion from the community side while also lessening the workload for everyone else volunteering their time to do said thing? I appreciate that mods give our feedback but that flow could do with some improvements, no?

  • @Mandy said:

    As you can clearly see we don't censor topics...we do remove posts that are insulting however, so maybe that's what you are mistaken on with the "censoring".

    There's plenty of posts here that disagree with the Developers, and plenty that the Developers do comment on and it's done on their FREE TIME not their work hours! Because their job is not connected with the forums, that's why we have the Community Team.

    I'd say sometimes that policy goes a little far 👀👀

    But they should honestly just have a new forum role solely for the purpose of responding to feedback and suggestions. I'm sure they're looking at them as much as they can but with so few ever getting commented on we as a community are left in the dark as to what they are and aren't seeing. If we had someone to just say "This is cool, will forward it" or "We're discussing similar stuff in the vein in this idea" etc...

    Something would be better than the sporadic responses we get.

  • @ich_häng_mal_rum said:

    @coppersly

    My favorite were killer can start mori when all four survivors were hooked.

    The big problem with moris is that the game is balanced 4 vs 1, but a lot of killer like to tunnel and insta mori after first hook so you have a match 3 vs 1 after 2 minutes.

    Yes that is the one thing I dislike about Moris. Tunneling a fresh off the hook for an easy 3v1 isn't exactly what I have in mind when I think of healthy gameplay behavior.

    But if all 4 had to be hooked first the last person in a SWF group would just run and hide the whole game.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411631#Comment_1411631

    they need to limit Huntress range, if Billy cant chainsaw across map or hold his chainsw up too long, I imagine huntress will get some range limit and she needs to have a charge limit too. No more holding hatchets up for 2 minutes waiting for an unhook. And no more blindly throwing a hatchet across map at an aura from BBQ, das not fair

    see how that works guys

    Your power of sarcasm is too great, I was nearly believing you there haha.

    I can't imagine what they're working for next on the poor victim of the next addon pass.

  • The problem with nerfing Moris is if you try to make them weaker it often ends up making them worthless.

    Why would you bring in a mori just to kill people on deathhooks? Play PH and save yourself the offering.

    The closest suggestion I've seen that still keeps the power intact is requiring you to hook someone else before you can Mori the previous hooked person.

  • @HuntressMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411609#Comment_1411609

    You can learn others killers too, there's a lot of viable killers, Just play any killer, a lot of them are really good....

    As I said wait for the PTB.

    The viable killers are dropping left and right.

    I'm almost positive the next killers to be looked at will be ranged killers.

  • @Cheers said:

    Don't assume something is going to be bad until you try it.

    Don't like it after you try it? You have the right to complain, but wait until you try it.

    Yall said it with Nurse. We complained and complained, provided evidence, logic, everything. Only 2 addons got changed and it was a nerf. Her only bug fix was one that benefited her.

    We have the right to fear the exact same thing for Billy when it's literally the same thing happening to him.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408314#Comment_1408314

    This is what really worry's me. It seem's they've found the be all band-aid fix mechanic for killer abilities. Each rework and new Killer outside of Deathslinger has gotten this mechanic. The base power kits start to feel less unique if they all have this mechanic.

    The people responsible for the original killers without cooldowns must've left BHVR.

  • @UniSans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407727#Comment_1407727

    In all fairness new Nurse is kinda more fun to play as a nurse main. But yeah hopefully there aren’t going to be a lot of bugs but we know there are going to be.

    I don't understand how she could be more fun? Maybe the different addons... but they straight up only put a limitation on her power with literally no new way to use it, only less than before.

    If you find that fun that's up to you, but personally a pure limit that only narrows the ways you can play her takes away from the fun instead of adding to it.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410007#Comment_1410007

    You aren't chasing all 4 of them at once, are you? lol

    Yes exactly the point. You are only dealing with 1 of them at a time. That's 3 of them not dealing or worrying about you and free to do whatever they want.

    Hence, survivors need weaker and slower things and killers need faster and more frequent things.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409945#Comment_1409945

    No killer cooldown is over a minute, you joke about how hard it must be to not run for a minute, but you're upset over cooldowns less than 10 seconds.

    Yes but there aren't 4 killers in a match. Of course killer cooldowns need to be small or at least non-intrusive.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/168379/since-were-adding-ability-cooldowns-tokens-and-timers

    Its called exhaustion and has been in the game for awhile. Powerful abilities that require patience and resource management isn't a new concept especially for Survivors

    I forgot how hard it was to manage not running for a single minute.

    You have such heavy tolls to using those incredibly powerful perks it's almost unbelievable anyone actually runs them with such huge downsides and management.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409808#Comment_1409808

    At high ranks she is not the weakest as the stats show. When is the last time you watched a rank 15 or so nurse. Not pretty

    I say it to showcase the problem with drawing conclusions from such generalized data: It shows the (arguably now) strongest killer in the game as the weakest one. If it has such a huge flaw in it surely there are other, just as problematic but harder to find, problems within the data that we haven't even pointed out yet.

    If there's such huge flaws in the data then drawing a reliable and useful conclusion like Billy is OP and needs a nerf would be hard, no?

  • @OmegaXII said:

    Use it on hag. No one will ever get his item back.

    Yes trap killers will be able to use this perk effectively. They can just trap the item and wait for it to vanish or reap the rewards of survivors going for it.

    On all other killers, I guess you could. It wouldn't be useful every game and even the ones you can use it in it probably won't be a game changer.

  • @NursesBootie said:

    I'm also not angry, i never played billy that much and will just ignore him from now on.

    I'm unaffected by it but still saddened to see the devs so married to the idea of power meters and cooldowns. We have hardly any killers that aren't trap or ammo based without a cooldown or power meter of sort.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409795#Comment_1409795

    Sure, more specific stats would be great. Can we draw reasonable conclusions from the facts we have? Of course we can.

    If you consider Nurse the weakest killer in the game then yes we can draw conclusions from them.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409748#Comment_1409748

    Sure, and? Does it invalidate them? What players do you feel it should be balanced for?

    They were never valid in the first place. They're just fun to look at when presented like they were.

    We need stats from different ranks and based on the group size. Getting useful and meaningful stats out of that would take a lot more work.

  • @YaiPa said:

    people said the same thing when dedicated servers were about to come out.

    And it has proven to come with a lot of issues.

    @OP hopefully they're right like they said in the dev notes and if you have a stable connection you should be fine. But we will see.

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1409697#Comment_1409697

    Are you asking if I believe the statistics? Yes, I believe the stats. Could we use more updated stats so the community can better understand the need for changes? Of course (hint hint bhvr). But for now we go with the facts we have.

    You have to understand these stats are all generalized from a large pool of very different players in very different elos/scenarios.

    If we got specific demographic stats near the top elo it would be much better. But of all players across the game? Probably gonna have wonky stats.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407587#Comment_1407587

    All this from the jailed poster. They'll never nerf SWFs because streamers and people who play with their friends depend on them. At best, they'll continue to buff killers and release OP ones further screwing over solo survivors. This will eventually lead to survivors quitting (as they have already begun to do so). Crossplay will bring up the numbers for a while, but if the killer preference of BHVR continues, that won't help for long. I know you'll disagree, but I honestly don't care. Enjoy the jail time!

    Lmao you act like being jailed for calling people clowns dismisses all of my points.

    I've always advocated that solo survivors are in a bad place and SWF is the root cause. Everything killers need to deal with SWF usually puts them way over the edge compared to solo teams. Killers and solo survivors have been complaining about SWF. It's the root cause of so many issues in the game.

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