danielmaster87
danielmaster87
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Because that's not what's important to the game. I legit think the devs take nonsense like this as serious as balancing the game, because y'all are so obsessed with it.
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@SidneysBane1996 said:
It doesn't actually appear to be an oversight, and besides - Hexes needed OSMETHING to make them viable. This does that. Are we seriously complaining that Killers aren't using gen regression besides Ruin to make games not be 10 minutes of gens popping to and fro? Is this really how low we've stooped, complaining about Hexes of all things?
Are Killers allowed to have anything good and strong? Ever? Let Killers have Hexes be strong for all I care, if Survivors can have their strong perks so can Killers. Besides, you get points for the cleansing anyway.
And they've had weaker arguments before, for nerfing weaker stuff, so why should we listen to them now? It just seems like another anti-killer rallying cry. People just need to learn how to counter stuff instead of instantly jumping to the nerf hammer for safety. They still don't have a refute to the simple fact that killers can't be everywhere at once. How is he defending a totem all match? Do you just not do gens in the meantime? Are you pressuring him at all, or just letting him do whatever he wants? Because if that's the case, they would have lost to any killer/build anyway.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810152#Comment_3810152
Can you explain this to me?
I fail to see how something you can't do is not fun for you. WIll it become fun when noone can do it?
I would be fine if they basically give console option to increase sensitivity so they can do something close to it 180. I will be highly annoyed if they remove it.Fomo, I guess. All these people saying a killer is strong, but when you play them they're weak, because of your choice of platform, not because of your own skill. In a way, yeah, it'll be fun when nobody can do it. That way, a killer will take actual skill, and not be nerfed over and over due to their power on PC. Or give consoles better sensitivity, yeah. It's silly they haven't just done that.
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@ghostlyveil said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848837#Comment_3848837
I don't want to see a killer so weak that I have no enjoyment or fun playing against it when it lacks any and all challenge. It gives me no intellectual stimulation or satisfaction. What is the point of me trying when I don't even have to try to begin with and, regardless of that, win by default? They needed far more time for this chapter before releasing as is.
I'm tired of it. This isn't the last time they did this. Forged in Fog was also riddled with bugs and design problems. It's as if they gave up on the chapter before Christmas arrives.
And what's worse is when MMR gives you such bad teammates, you actually lose to those killers. Your teammates, of course, would just say, "We lost because the killer's OP." But thankfully that hasn't been the case lately because they changed MMR to give you quite good teammates.
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@Xernoton said:
Clown costs 2,250 shards. So they are pricing this skin at 15.6 Clowns.
You can easily buy 8-10 characters for 35k shards. Let that sink in for a moment.
Yeah, it's wrong. These cosmetics are way overpriced.
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They have to take chase, by design, in order to get you. Tunneling is doing exactly that, but on the same person. And tunneling and camping are here to stay as long as the game forces you to play like that.
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I don't see how good hexes so radically change the game, like so many are suggesting. Either be on a gen, or on a totem, but going for 1 doesn't mean you stop doing the other. The killer can't be everywhere at once, and through split pressure alone, you just beat him. Like you, I highly doubt hexes will take the place of gen defence. It's too high risk, because once those perks are destroyed, no matter how difficult that may be to do, they're gone forever, and you just lost a huge chunk of your power, which means you lose.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849478#Comment_3849478
i'm cackling dude this is the best joke i've heard in a long time
Well he's not wrong. Get a lucky 2-hook on 2 people, and camp the last 1 in endgame. Follows the flow of the average match perfectly. I'm just not lucky enough to get 2-hooks, especially because of the 70-second hooks + potential Reassurance.
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@alpha5 said:
Your entire post screams you don't know what you are doing. If you can't check on your totems every ~40s on Blight then ######### are you doing?
Chasing survivors and pressuring gens? You can't be everywhere at once. What if you have multiple totems?
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@Iron_Cutlass said:
Survivors still cleanse my totems ridiculously fast
Thrill of the Hunt takes 45 seconds to cleanse; or half a Generator. Pushing them off the totem removes ALL progress meaning they have to restart the full 45 second process.
This isnt even considering how other perks interact with this, Hex: Face The Darkness forces Survivors to scream every 25 seconds and effectively makes it impossible to cleanse a Hex Totem outside of the Killer's Terror Radius; and on stealth Killers, you can easily remove your Terror Radius and make this a near thing to deal with.Saying "I wish Hex Totems would be meta again" to the Monkey's Paw and the finger curled back… I do want Hex Totems to be meta, this is just not the proper way.
Just add like a Ruin effect to totem progress. It starts going down as soon as you let go, but you or someone can come back a few seconds later, and only have lost half progress or something. Sounds good?
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@fixblitzskin said:
So i went against a thrill of the hunt and devour hope match on the game with singularity. I found the totem in the very beginning of the game because i had small game. Even after many tries I could not cleanse it. Needless to say we lost. There is plenty of thrill of the hunt posts so I want suggest something differently. Make small game cone smaller by default 45 degrees to 25 degrees. Maybe tack on a 10% buff to cleansing
Run Counterforce instead. Small Game is trash.
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@vBlossom_ said:
No, Thrill should be reverted back to 10% as it was fine there.
Idk why BHVR added buff, BBQ didn't get any buff after removing bloodpoints incentive and Prove even got Nerf.
12% and we'll call it even.
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@[Deleted User] said:
Balance favors whoever is trying harder (assuming similarly skilled players). And if the loadouts and effort are equal, it still really depends on which killer we're talking about. The sweatiest Freddy in the world will struggle to get 4 stages at the highest level. And a top Blight will win 90% of their games.
Freddy will struggle to get 1 hook at the highest level. And Blight only wins that much because he constantly gets hits he shouldn't, because of PC sensitivity. Without that, he may as well be Freddy.
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I'd say. When was the last time I had to sweat this hard only to get losses and draws over and over? Never. I'm genuinely not impressed with the looping I'm seeing. They either go down really quick the moment I get a favorable chase, or they're at a literal no-mindgame spot that forces Bloodlust/Entity Blocker. In any event, the gens are going really fast. You're never gonna be able to stop them, especially with people abusing the arbitrary time waste loops, where the killer has to break the pallet to get them anyway. So it's not that the game is suddenly survivor sided because of the killer nerfs and MMR change. The MMR change (which tbf, I asked for it) is really showing how unfair the game is for killer. I've had improved teammates as survivor, so that even when we lose, I knew my teammates were actually trying to the very end. But the survivors I gave as killer are just brutal now. They either don't go down, or they do but not quick enough to fuel Pop/Pain Res/Surge to slow the gens. A perkless killer would be screwed in this game state. It is SO bad. Probably the worst I've seen, and it begs the question of if we need something drastic for killer or not. 120% movement speed? Base STBFL? Faster Bloodlust? All I know is killers don't have enough tools to get survivors down reasonably fast. It's not even close, so I'm gonna take a break from the game.
@GeneralV said:
Nope. It hasn't been survivor sided in a very, VERY long time.
Come on, man.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848096#Comment_3848096
Yet I don't BM killers as a survivor and get constant slugged to bleed out, humped for minutes strait, and tunneled out at 5 gens left constantly. All cause killer have 0 backlash of said actions from BHVR.
That level of BM is never constant. Tunneled at 5 gens I can believe, but is it really the killer's fault at that point? Who gets hooked thrice before even a single gen is done?
And they absolutely do face backlash. Because the devs don't want the killers to "hold the game hostage," or have the survivors in a "hopeless scenario," going off survivors' definitions, they added an instant free escape in the form of hatch, and a bleed-out timer. They didn't have to do that, but they did. And they will ban a killer for body blocking someone in a corner or something.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849470#Comment_3849470
I wholeheartedly believe that, if the killer was able to slug all 4 survivors - that just means these survivor players played really bad.
How much time it take to heal a survivor off the dying state, while the other survivor looping the killer? - this question is all you need.
I can write an actual essay about this topic. But nobody going to read this, so I can't be bothered, honestly.
All I'm gonna say in short: - If the killer was able to slug all 4 survivors - Survivors played really bad.
It's in short.
That's what I'm saying! I always see, "The killer TUNNELED at 5 gens! That must mean he's OP!" But I'm not able to pull that off, ever. I don't think anyone who faces my caliber of survivors can. I agree, how bad are the survivors playing to where they're all on the ground, or 1 has been hooked multiple times, and not 1 gen has been done for it? That's a big time investment for the killer, unless players just keep going down. That's what we've seen in solo for the longest, teammates just keep going down. There's no reason for it. That's only happening because they don't know how to loop. They don't know what they're doing, but they're complaining about the killer supposedly being the only factor in their total wipeout.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849266#Comment_3849266
What are you talking about, this game is killer sided at every level now. If anything killer has become the casual role. And you think if a Killer had no cooldown on their power that would not be op? Okaaay.
No, it isn't. It's always been agreed upon that killer is strongest at the bottom level, because the killer is trying to kill, and the survivors don't know what their objective is. When survivors do know what they're doing, it becomes an impossibility that it's a cakewalk as killer. You just don't have enough time to kill them, because they're using the time advantage they have, which if you do the math, killer should lose basically 99/100 times. The survivors have to screw up, or you physically can't do anything. That's what my matches have been since they tweaked MMR recently. It's not fun loading into a match, and no matter who you chase you'll be run for 3+ gens, because of their game knowledge and loop setups. Even in the most favorable matches, you're settling for a draw, and that's through tunneling, so if 1 person has DS, you can't chalk that up as a loss too.
Singularity has no cooldown on placing biopods, and he's not OP. He's actually the most frustrating killer to play as, bar Hag, because you're setting up all this stuff and spreading injures/infections, and then they just emp it all away, because they're infinitely spawning. He even loses infection for free upon hooking, making slugging his objectively best playstyle. And that thing people say about Hillbilly, that he "spams" his power. Well, if we're putting a cooldown on every little thing the killer does, then the goal post gets shifted to "It should be a 5-second cooldown. No, 15! No 20! No 30!" The cooldowns killers currently have are more than enough. Any problems they might have lie elsewhere.
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It is. I've never seen a community fight so hard to make the game unbalanced, and then blame other players for it. And ordinarily, the way that we speak to the devs, I don't like at all. But then again, other game devs have little to no problems with their games, and therefore don't have this kind of tight knit pressure culture with the community.
The biggest thing that gets me is that casuals, narratively, run this game. If I had all the changes I want made to Smash Bros, the game would be terrible. Luckily, nobody listens to a scrub like me on that game. But here, it's commonplace. The bar being set for players is just so low, especially on the survivor side. "The killer shouldn't be able to see any auras, and if they don't have a cooldown on their power, they're OP." That's the kind of stuff that gets humored when you tailor your game to casuals. If you did what every other game did, which is balance around high level players, the casuals are gonna have fun or throw fits like usual, but the up-and-coming players will reap the reward of learning and getting better at a balanced game.
But in terms of toxicity, this is the worst I've seen. They only dabble in arguments about game balance and skill to the extent that they get to look down on people, or rub it in after beating someone. When they lose: "This game is broken because this, this, and this! That's bad design!" When they win: "EZ! Lmao! Get better! Oh, what? You're bringing up bad design! Baby killer! I'm so good at this game!" It's infantile.
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@[Deleted User] said:
I don't lose to killers, I lose to teammates.
Truer words were never said.
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@ReverseVelocity said:
No idea, but I think they've done something. My killer games were all unbearably sweaty. Most of them felt like I had no chance winning.
The same! Every single match was a crushing defeat, or one where I had to settle for a draw. Before, that was a lot of my killer games. Now, it's all I'm getting. I even had a match where 2 people were abusing the Blood Pact combo with Soul Guard, and ran me for 5 gens while holding Pinhead's box. My mind just keeps getting continually blown like, "That was the last gen?! When?!" The game's survivor sidedness is really showing, whatever they did to make it happen.
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This is not at all the same as old Background Player. This is a hex perk, which will always be weak because it can be destroyed, and if that's not enough, it can be destroyed fast by the inclusion of 1 Counterforce. I don't think this perk buff will stand the test of time. If it does, it won't be meta, and will just be a noob stomper perk. People like to conflate the two, that "Well, if a killer beats most players with this perk, it must be OP!" No, because the majority of survivors are ultra casual. I don't think you'll see this perk at top level. I really doubt it. And if it's not good there, then the majority of players just need to get better at facing it. This perk existing doesn't make the killer an unstoppable force. It's still the same flawed, mediocre role. When have you ever played killer, picked a perk, and thought, "Now that I've picked this peri, I'll never know struggle!" It just doesn't work that way. There's so much that goes into playing killer well that people are either ignorant about or refuse to accept.
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P100 doesn't mean anything. They just put a bunch of BP into a character.
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How is it historically accurate? All of her frocks behind her head come out to vampire-esq points. Everything is super stylized, the antithesis of historically accurate. I've seen Dynasty Warriors characters less stylized than her. She has that half-shaved head thing going on in her alternate cosmetic, as well as a poodle, very modern design decisions. And I'm not saying a pirate like her couldn't have existed, but likely didn't, and overall she just isn't what your typical pirate looks like. We had to be told that's what she was.
She is a 2 though.
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First match I played against it, we did the Thrill totem, boon'd, did the Blood Favor totem, and did the Pentimento totems. The killer can't be everywhere at once, and if he's defending totems all game, he's giving up chase and gen pressure. It's not rocket science. "Oh no! The killers are running hex builds again! Let's complain about it til nerf, and then complain about what we had before!" You want variation, even though you're casuals and shouldn't care about balance, and then you complain about it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848614#Comment_3848614
hangman trick is pig perk. the perk is trash, i tried on ptb using new jagged compass. it is not good. the perk should work like weave attunement, you can see survivors near hooks over certain radius.
Any time one of the roles has another decent perk to run, that creates options which creates more variety, and we all want that.
dev don't want that. they'll buff meme stuff like Machine learning only to nerf it like next patch after. whenever they buff something for killer that ends up being good, it's just an accident. they didn't mean to do that.
True. And they never address the real problem either. "I wonder why nobody uses Machine Learning?" Not only is it weak in that you get max 5 uses, and get screwed out of a use if you don't get lucky and kick the 1 specific gen they complete first, but the perk lies to you and says you only have to kick the gen once when you really have to kick it twice. Why? Nobody knows.
Oh, we buffed Pop to 30% after destroying the perk through taking progress off current, not total? Let's destroy it even more.
Crap like that.
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The perk never should have been made into a scourge hook. It made no sense to do that. I personally go beyond that, and say that the full buff/rework that the perk got in the Deathslinger PTB should have gone live, and it never did. People pressured the devs into nerfing that version, as it was "the strongest aura perk in the game." Well, we were desperately looking for an alternative to BBQ at the time, because it was the go-to aura perk (and still is for many), and yet people didn't want Hangman's. I tell you now, if you put Deathslinger PTB Hangman's in the game, nothing crazy would happen. It would be like dropping peak Freddy in today's meta; no major shake up.
What people need to understand is that BBQ happens upon hook, and lasts a few seconds after. But with Hangman's, it happens only as you're carrying someone, so if you're facing the wrong way to see auras across the map, it doesn't work. If you down someone right near a hook, and immediately hook them, it doesn't work. It only works in those scenarios if you waste extra time, which you might not have, to be looking all around for a few seconds, AND THEN hook the person. And by the time you get to where the person's aura was shown, they might not be there, whereas with BBQ you can actually see them running a few seconds after, getting their direction of flight.
I'd be interested to see the perk hit live as I've suggested. Maybe we'll see people go from "the hooks are too close together (despite them being spaced out via patches like 3 times)!" to "the hooks aren't far enough apart (denying Hangman's value)!" Any time one of the roles has another decent perk to run, that creates options which creates more variety, and we all want that.
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@Vishlumbra said:
The questions we should standardize in this forum, when someone is asking to nerf a killer are:
Do you play as “X”?
Have you actually dedicated time to play it? How long?You escaped from placement matches with that killer and you realize it has weaknesses? How many matches have you played? As and against.
Are you a survivor main who never plays killer?
Then proceed to have a discussion.
I don't think any amount of those prerequisites being fulfilled would allow us to have good faith conversations with these people. I mean, look at what he's suggesting, what he's focusing on. "If the killer screws up a biopod placement, he shouldn't be able to instantly break and replace it (suggesting there should be a cooldown)! And EMPs are so bad now, even though they're exactly as strong as before (potentially destroying multiple cameras/infections at once), just not as easily infinite respawning as before!" That, to me, comes off as someone who may as well be lying about having played as the killer, and their intentions to "fix" the killer and make him better, because of how biased it sounds. It's vitriolic. It's anti-Singularity.
And it's not the first time I've seen this song and dance. "I main this killer, and I think these changes need to be reverted/they need to be nerfed." Funny, because I've never ever had that thought about a killer I play. Yes, there are some killers that I have played and am staunchly against in the current states, like Oni and Blight, but I localize the discussion on them to "What are you gonna do to these killers to equalize their strength on PC and console." I was very much against the Blight add-on nerfs, because without PC flicks, he just isn't that good, meaning those changes only hurt console players. But these people are just like, "I played 1 match with Wraith, got a 4k, and so he needs another nerf." No, we're not gonna buy that as an argument, and therefore cannot move forward in the discussion.
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@Valuetown said:
Preface: read the whole post
This killer has gotten to the point where if you follow an extremely easy flow chart, you guarantee at least a 3k. The flow chart is as follows:
Run corrupt → Place one pod in the center of the map (any more and you're throwing) → start chase → at every loop, deploy a pod and instantly mark the survivor since there is essentially no time to place one, get on cameras, and mark → get your free hit with slipstream → break pod instantly if survivor is leaving loop → rinse and repeat.
Oh! I almost forgot! Since there is no penalty for placing a bad pod in chase, just shoot the pod again (.1 seconds) to recall it! No skill required!
This wasn't a problem when EMPs were constantly finishing, so you or a teammate could maybe grab one mid chase and have the chance to save yourself, but now that EMPs are 25 seconds from start to finish IF someone is printing the entire time, or 100 SECONDS if fully automated, AND requiring 4 seconds to finish the print, it is borderline impossible to not be marked by the killer for the majority of the match, shortening the time it takes for the killer to achieve a down.
Not to mention the amount of slowdown produced by simply having this killer exist. A teammate grabbing an EMP to help another survivor in chase (how the killer is intended to be countered) effectively destroys gen progress after the first chase is over. One survivor will be on hook, one survivor will be saving, one survivor will be getting chased, and the last survivor has a choice to either do gens or help their teammate with an EMP. How did this get through the PTB? Here's a hint: most singularities do not play him correctly and instead play him like trapper or hag and wonder why 3 gens are done before they even get a single hook, still demanding buffs, while the good singularity players are on their 300th win streak wondering how the broken changes made it to the live servers.
Prethrowing pallets does nothing, getting to a good window does nothing, having a teammate constantly running EMPs does nothing. If the singularity player knows how to abuse the killer's unfair mechanics, you cannot survive a fair amount of time in chase.
I have a few suggestions to balance this killer out: 1) EMP'd pods cannot be recalled and must wait until they are reactivated. Pods need 5 seconds to "root" into the map before they can be used to mark survivors. Likewise, the singularity cannot recall those pods until that 5 second "root" has taken place.
If those more tame balance changes are too much, then a good step in the right direction would be to simply consume the mark on the survivor if the singularity slipstreams to them. Being marked should not be as much of a death sentence as it is on live. It wouldn't be a problem if chase was this killer's only strong suit, but as he currently stands, he simply has too much going for him.
Yes I have played this killer. Yes I do think these changes are fair from the killer's perspective.
tl;dr: you're not getting one, read the whole post
So I can just do steps A, B, and C and beat any team? Wow, why have I never thought to do that before? Probably because it's never that simple, and not true. And then you're basically asking for a cooldown on pod placement, when it's so easy to screw it up. Do you know how hard that would fundamentally destroy the killer? No, I'm not reading the whole post, because that would be a waste of my time. You may have played this killer before, but you do not have his viability in mind when coming up with these changes. Not at all.
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847614#Comment_3847614
If that were the case, why did almost every player unanimously agree that Eruption needed nerfed? SWF could counter it, does that mean that 20 seconds of being unable to do ANYTHING as survivor was fair?
Even though the majority of players say it doesn't make it true. Ad populum. And even survivors who weren't SWF could counter it. Think about it. The killer has to waste time going around kicking gens, instead of going straight after survivors, so he's also giving up favorable chases. How then, I wonder, were survivors constantly getting hit by Eruption, on multiple gens, before they were done but after they were being worked on again, sometimes while injured, and the killer supposedly was "no good" without the build? It sounds like: survivors were playing bad, they weren't coordinated, they were eating out of subpar killers' hands, and as usual they blamed their loss on something the killer must have done.
I further insist that the reason so many teams just couldn't do anything against the build is because this coincided with the downfall of MMR, where whatever the devs did (we'll never know), it started forcing bad and clueless survivors into your average match. This all comes back to the average survivor player, the ultra casual who always heals over doing gens, probably never touches a gen after the first 1-2 are done, always could've looped better, always the weakest link on the team, and calls like Wraith and Pig overpowered killers, and BBQ an OP perk. If you have more than 1 person like that in your match, and the killer's decent, you my friend are screwed. But that's exactly what the matchmaking change did. It's no wonder those solo teams couldn't beat the Eruption builds, but that does not mean that the killer's build is what won them the match. I just explained to you why that was the case. The survivors weren't good enough, and didn't use strategy or game sense, in which case they would have lost to any build anyway.
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Then that means he's not guarding gens or chasing, if he's just protecting totems the whole time. You see how that works?
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I don't know about the wait time, but matchmaking has been like this. Complete mismatches. And it's remained that way for so long, it's almost as if by design.
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@Unequalmitten86 said:
I agree it's made the game so much worse.
So much worse? Barely worse at best. What's the big change?
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@MechWarrior3 said:
I wanted to wait before I made a report, however, I wanted to see if anyone an issue with flash bangs, not making a noise when they hit the ground?
I’ll do some testing today, yesterday I was hit with a flash bang and it never made the noise that it hit the ground so I wasn’t aware that I needed to dodge something. I saw Steve with a flash bang in his hand, but I didn’t even see the animation of him throwing it on the ground. As a survivor, I still get the animation, as a killer. I did not see it.That's always been a problem with them, because the devs don't know how to make sound consistent. Other games have dead silence on things that happen which should have sound. Maybe they should just do that so we can still complain, but at least stop worrying about the inconsistency.
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I don't like it either. The cosmetics especially, some of which have been out for years or are DBD-original, cost more than 2 new characters combined. It's ridiculous.
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@Autharia said:
Just saying Mainly playing vs SWF's is just a lie. Less then 5% is SWF's over all MMR levels of the game. Also if they are burning Ormont ones they are throwing with how gutted it is with its past update.
Well, we'd know this for sure if the devs would simply put a SWF indicator, but they must love the confusion, so they don't. But if a team is coordinated, doing gens fast, knowing exactly when are where to be, and are being overly altruistic with each other, it's probably a SWF. So I wouldn't immediately dismiss his claim.
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@Lixadonna said:
Sorry you can't handle High MMR. Maybe get good instead of blaming an Offering.
It's always the killer who's the issue, isn't it? No other possibilities?
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That makes the game look better. Like, what?
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@Toystory3Monkey said:
The only tweak Singularity could use is Soma Family Photo being nuked from existence.
They literally need to make it into a meme addon or smth like that, bc applying deep wound on wifi isnt balanced.
Go ahead and do that, and he'll be right there with Myers!
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@Gardhome said:
In what universe Oni is fine to go against? He one of the most broken and unfair killer specially in solo games. More annoying than him could be only Huntress and Wraith. Huntress hatchet hitbox needs to be nerfed significantly.
I was with you, but then you started talking about Huntress and Wraith.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847136#Comment_3847136
I think slugging is going to skyrocket even more to compensate now honestly. 100 Second long hook states with Reassurance. On TOP of being forced to spread hooks. Gens are getting absolutely crushed.
The 40 seconds of exposure is irrelevant too unless the killer is camping. Nobody uses MYC because even 60 seconds isn’t enough for most killers. 40 is a joke honestly.
It's funny, because survivors implied that the Exposed part would make this perk unplayable. Clearly they're still not seeing that trading a hook state using strategy is game breaking. They're smart enough to see that killers are tunneling and complain about it, but they're not smart enough to use this perk effectively. Whatever it takes to make the survivor role sound unplayably weak, that's the narrative they're gonna stick with.
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If you're buffing anti-totem perks, bring back old Undying.
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They will continue to play 1v4 and complain about killers like Wraith and Pig being too strong, just as they did before. The devs don't want to make 2v8 permanent because that would mean having to balance it and the main game at the same time, which I'm sure they're capable of. But as with the main mode alone, they simply will not or cannot. And of course, queues would be split, and 2v8 killer's queue would never be down to an acceptable level, no matter what they did.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848360#Comment_3848360
It got better for a bit earlier this year, especially over the summer. I was well over 50% escape rate for at least a month in solo queue. I think they tweak things a lot more than they let on. This feels more like the style of matchmaking they were doing during the Overbrine meta.
If they are tweaking things, they need to let us know. Don't sensationalize it like those MMR tests from way back, where the discussion was all about "This MMR feels the best, because I beat all the killers due to forced smurfing!" But let us know you're messing with it. Otherwise, you're getting feedback which is gonna act like placebo effect or confirmation bias to what you're trying to do with MMR. Just make MMR strict, put like-hour'd/like-experienced players together, and tell us you're doing it, and see what happens. Much will be revealed about the actual game state, like it was before.
And don't even get me started on the "gen kick meta." I hate talking about "metas" which were overblown noob stomp strats.
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@ReverseVelocity said:
Slugging for the 4k and not letting the last live are different. One wastes a bunch of time, the other is just playing the game normally.
It's a non-issue if you let it go to hatch and kill the last one anyway, but if you're slugging for the 4k literally every game then you probably need to find something better to do with your time. It's genuinely more efficient bloodpoints wise just to take the 3k + hatch instead of bleeding someone out for 4 minutes.
No, they're basically the same, because you're getting 4 kills. The bunch of time wouldn't be wasted if hatch didn't exist as a free insta-escape for whichever survivor happened to be the last alive. I think the hatch being in the game so long, and people accepting it as normal, has warped your minds. If you would just imagine a game without hatch, suddenly the killer trying to get 4 kills is just normal, and he's doing what he has to do to get it. But that's exactly what's happening now, and y'all won't accept it because you're letting hatch skew what the end of a match ought to be. It's such a an uninteresting and bothersome mechanic. And it may be less BP to have someone bleed out, but it's more BP to get the 4th sacrifice. You see the logic flaw?
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@Lixadonna said:
Because Killer is the Power Role and Killers can grant mercy. It wouldn't make sense for Survivors to give themselves up and be the merciful one. Would you even accept a Survivor pity kill?
Also you get all those pity kills at the start of the match, not the end.
This is all purely theoretical. Killer has never been the power role, even though it was intended to be and should be. Those are crazy mental gymnastics to justify "pity escape good/pity kill bad." Yes, we'd take any kills we can get. What's that last comment even supposed to mean? That killers are just guaranteed kills from the start of the match?
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This is what the solo experience is like all the time. People just blame it on "killer OP" instead of MMR giving them bad mismatches.
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@mecca said:
I love seeing the outcry from entitled killers about this killer. Obviously, she's not overpowered like meta killers. Go play another game that requires actual effort to win and you'll come back realizing the new killer is on par with how gaming should be. Both sides having a chance to win is what PvP games should really be about.
Also, if you are expecting to play a killer after a couple days and win all your matches as you probably do with other broken killers, then this is not a problem with the killer but an entitled mindset.
Because y'all's definition of skill changes so much when you go from talking about survivor to talking about killer. If the killer's power is hard to even use, it's not a matter of skill. You just can't do anything with them. I don't even have to wait for high level play with this killer to crop up in order to see she can't do anything. Her attack pattern with her dog is a 3-step process: send the dog out, control him to charge at the survivors, and then hit them when the dog is dragging them. That's like Pinhead's power plus another step, AND they can break out just as fast as from his power. It's all so linear, you could be stopped on the very first step from getting anything, because the survivor got behind a random rock or barrel, and the dog can't go through/around it. She basically has no way of reliably shortening chases, and is dependent upon getting lucky and/or survivors not knowing what they're doing.
So the fact that you think this killer is adequate tells me exactly why you think so many killers are overpowered. Wouldn't "overpowered" be stopping survivors at 5 gens every time, with little to no practice? Because I've literally never played a killer which fit that description, and neither have all the other killer mains who have thousands of hours, and still struggle the same as they did when they were just starting out. It's not entitled to want slightly less stressful gameplay, as a reward for having skill and experience with a killer. Other games give you a certain amount of confidence and sense of control when you get to that level. Not this one.
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@Devil_hit11 said:
i said from very start of ptb that they nerfed myer's. a m1 killer and exclusively focused on nerfing his tombstone piece without considering anything else.
the buffs that people request are meaningless. they're like new player toddler changes. Now he's as bad as Sadako. Maybe his tombstone piece a little bit more relevant than condemn mechanic but now he's like C-tier killer with a mori and D-tier killer without it where as previously, he was high-A/B killer with a strong mori and D-tier killer as m1.
He was nowhere near B. He got complete luck kills from a mori add-on which nobody could reasonably assume, "Oh yeah, he has that specific add-on." because he could be taking a long time to stalk because of the add-on, or people were just really good at delaying his stalking. Either way, the having to jump in the locker and give a free instant down when he might not have it is what the made add-on stupid. But again, it's complete luck that he even gets to that position, and is reliant on facing uncoordinated solos, because SWF would just dominate him every time. They didn't even get rid of the fundamental part that makes the add-on strong, and a noob stomper. They just said, "Now he takes longer to get it." That's the change. They don't know what they're doing when it comes to nerfs. I don't think I've ever been satisfied by one of their nerfs.
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I called it, but nobody listened. You should never nerf his up close stalk, because it's the higher risk play (you're clearly seen as opposed to stealthing from afar), so you should get a higher reward. Not punish players for getting randomly put on an indoor map, or any map with crap that's in your way everywhere so you can't stalk.
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She's not gonna be strong. That's why people don't get excited over new killers. There's no challenge, except when you're paired with bad teammates.