danielmaster87
danielmaster87
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746748#Comment_3746748
Because she's fine as is.
Her power is easier to land than everyone other than Trickster, but he needs to land a few knives.
She didn't need the buff and it was weird they decided to focus on her instead of Killers that actually need help.
So a killer that gets countered by a rock loop doesn't need any help.
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What's happened is they never improved, and just got killers nerfed for years on end, and it's still not enough so that they can escape. So killer got significantly weaker over time, and their players (whoever didn't leave the game) improved that much more to compensate, and the survivors just stayed stagnant and can't loop or do gens.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746002#Comment_3746002
The 3x less patrol time is a problem must not got into live. Aside from that, i think this patch will be a great buff/quality of life for the Knight.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746393#Comment_3746393
I would add that Assassin can get consistent hits if the survivor is exhausted or in corner of the map. For example, in Dead Dawg Saloon, if you snipe a survivor doing the corners gens, most of the time they will get hit. I'm very eager to play the "new" Knight and test how it will be on the PTB.
This update to him is nothing but a nerf, except for selecting your own guards.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746393#Comment_3746393
Why does Assassin move at 4.4 m/s AND applies deep wound then? What is the point of deep wound on hit if he is not suppose get the hit? He is definitely designed around being summoned and acquiring hits. It is in the guard name. He doesn't hits because of poor balance. Drawing long path right now with Knight is unrewarding. That is what this update aims to improve.
Your calculations are all fine until you think about the banner spawn. Any decent survivor is going to loop them around a Z wall and go back to the banner because it spawns too fast.
A decent Knight will just camp the banner. No good knight player will ever allow survivor to use Banner in chase. When Knight hits a survivor, the guard chases ends and so does banner. The banner is designed to make split pressure irrelevant for Knight. It completely rob of any ability to 3 gen because survivor can disable the guard chase if knight does not camp banner which is common in 3 gens as knight is using his guard for "split pressure". Despite this, many survivor are terrible enough to still 3 gen by the knight.
The knight is at his strongest when you chase 2 survivors at the same time who are also converging on the same area, meaning a surv runs to the same place as the survivor you're currently chasing, so now you're guaranteed a hit on at least one of them, and there's only 2 survivors doing gens.
Wrong. He is weakest because survivor are easily able to exploit banner. He is stronger when you are in the corner of the map, He summons a guard and he deploys a pincer attack where one guard goes right/left and Knight goes right/left closing in on the survivor. This updates aims to nerf this aspect of knight however i think that the numbers chosen are far too aggressive. 300% depletion rate is just an insane number. I suspect this number will be nerfed to lower value such as 200% post PTB. My other suspicion is that Assassin will still be ineffective because there is nothing in patch notes that says that guard may phase through pallets like they used when he was released. It used to work properly but something changed. They'll likely buff knight from PTB.
This is just ridiculous. The Knight does get rewarded by long paths with Haste, although that's not enough and he definitely needs more. This update improves almost nothing about him; just selecting the guards. But what do you mean a good Knight camps the banner? I've literally never seen a Knight stand on the banner waiting for the survivor to circle back to it, and if they're not doing that then they're definitely not classed as "camping" it. They chase the survivor, the same as the guard, so that they can pincer. At the same time, sometimes he and the guard can chase the survivor, and they somehow get around to the banner anyway. How is the Knight "allowing" that if he's chasing them how he's supposed to? You're completely grounded in theory, like the killer's always gonna know exactly what path the survivor's gonna take to cut them off, or that camping the banner is somehow a good play when you're basically not doing anything.
Don't get me wrong, I agree with most everything else you said, but the parts I highlighted are just weird or miscommunicated. It is somewhat refreshing to see, as opposed to the usual "Knight is bad design (in that he can actually do something against survivors)!"
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@jesterkind said:
The guards have pretty consistently been intended to flush survivors out and force them into you, as far as I can tell. If you look at Knight's dedicated "use your power as it's intended" achievement, it involves YOU hitting a survivor while a guard is chasing them, which I take to mean that they're meant to be a source of threat that pushes survivors out of position.
This isn't that unusual for DBD, there are a few things that are meant to threaten something which shouldn't ever happen- think of Pig's RBTs, which COULD kill survivors, but are not supposed to do that unless they're ignored. If someone goes to search boxes immediately without doing anything else, they're supposed to guarantee that the RBT won't kill them, and that's what the killer gets out of it too.
Now, that being said, I think it'd be hasty to conclude you can't use the guards for anything else just based on a dev update. Best to actually experiment with the killer on the PTB once it launches, and then draw some conclusions.
There's nothing to work with here. The survivors will not get caught by the guards. If the killer's power is just a bait, and you can't actually use it, what's the point of picking the killer? It's why I don't play Hag, Ghost Face, or Singularity, because as soon as you face survivors who know what the counters are, you physically can't get them.
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@SkeletonDance said:
Isn't Chucky terrible when it comes to curving at loops?
Yeah, his turning is garbage, like Adrenaline Vial Blight, while he's dash attacking. It's why destroying Scamper was a bad idea, dumbed the killer down, and took away skilled play. They complained that Chucky could simply "slide under pallet 4 free hit," yet I did exactly that, and even at smaller pallet loops WITH the 2% Haste add-on, I usually couldn't catch them before they got back to the pallet, because Chucky is so slow. Now it's the opposite of what they accused Chucky of having before, because now survivors can just drop pallet and you're forced to break it and catch up* (not hit, but catch up) with his dash attack. It's worse than Hillbilly, Blight, and Wesker's in every way, and slower than Ghost Face and Sadako who have stealth. What is the actual point in playing Chucky? But there are those who still swear he's A tier. Madness.
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@mecca said:
This is why one player should never be a Power Role or have an insane advantage over the opponents in a PvP video game. It gets abused.
You're describing survivors. The only reason the tables are turned here is because there's no MMR. They're putting survivors who have no clue what they're doing with killers who do. It's interesting how many people either don't mention bad teammates as a factor in their loss, or they do but they contribute their loss more to an OP/toxic killer. And many times they're not even running strong perks which gives the killer a hard time, but complain about the killer being sweaty.
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It's because there's no MMR, so usually no good teammates to combat this. I got good teammates for 1 match, and god was it easy. 4-man escape. But we're usually being put with teammates who think gens will magically get done if they just heal and hide all game.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745714#Comment_3745714
Yes i try. My main problem with singularity that he is much stronger 3 gen keeper than knight or even skull merchant. At least playing solo with random teammate we can broke 3 gen against them, but never against singularity
Now that gens have a regression limit, you have to change how you address 3-gens, especially with Skull Merchant. Instead of simply pushing the 2 furthest gens, it's better to simply do the 5% of the gen to stop the regression than to progress the gen a whole bunch. That's because you know the killer's gonna come back once they've cleared someone off the other gen, use up a regression event on yours, and after 8 kicks, if even that, the gen is blocked and they can't regress it anymore. It takes patience and being careful, but 3-gens simply aren't this unbeatable strategy, and they never were.
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You're right about one thing. The crazy macro play that's expected of killers over this topic is just insane. It's not necessary. I make the same argument when I was in favor of DS having a bigger skill check, or activating automatically: You're shoehorning skill into an action where there shouldn't be any. It's like asking survivors to hit skill checks to cleanse at Plague fountains, or cryptic crap like remembering the position of Myers's hand to play around Tombstone.
@BbQz said:
Your claim of it not being comparable to 3 genning is wrong. That simple claim destroys your entire post. Survivors running killers into dead zones isn't a new concept by any means good killers realize that players do this so other players can work on gens in the area your currently patrolling. Your your job as killers to break chases or prioritize targets when end game gets close.
It's understandable why you would want respawning hooks it would make playing killer easier to justify this fact you made a essay to explain why it should be easier for killers is wild
Killers avoiding split maps has nothing to do with knowing where exactly they need to hook a survivor, which is subjective. Y'all are using "map knowledge" and "match awareness" as a vague umbrella term so that you can include hooks in that. But survivors can see what hooks each other are on. If you started spectating someone in the middle of their killer match, and you saw they had whatever amount of hooks, could you tell which survivors were on what hook? No, and the killer can't always remember either, especially with same-outfit players. Let the killer have the same access to information on hooks that the survivors have, and then we can argue that route. But right now, that line of thinking has nothing to stand on because it's an entirely unequal situation. You're asking survivors to remember a color, and asking the killer to remember a complex equation.
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@FrostySeal said:
Now don't get me wrong, there are a lot, and I do mean a lot of buffs they can give his power to make it not bad, but at the end of the day what kills him for a lot of people and what stopped me from playing him more is the terrible locker spawns on most maps.
Dredge's power is the most RNG-dependent in the game and unlike someone like Trapper who also has to deal with Trap RNG, dredge's power cannot be fixed. There are way too many locker dead zones and inconsistent locker spawns meaning that BHVR would have to look into every single map to fix the locker spawns. Considering how much work that'd be they probably wouldn't even bother to fix that aspect of his power.
That means that even if they gave him a ton of buffs realistically he probably would only ever be a B- tier Killer, and maybe that's enough, not every Killer has to be A tier after all but I still find it sad that he's never going to be a consistently good Killer.
His and Hag's teleports need to be instant like Unknown's and they need to immediately be able to act out of their power, just like Unknown with that one add-on. Otherwise, they're doomed to mediocrity because their instant teleports aren't really instant. The extra distance the survivors get from that forced second of hesitation means they usually get to the pallet or window.
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@Rythoriak said:
Been playing a lot of Myers this event and every time I hit T3 people go into lockers. Is everyone still just running into Tombstone Piece/Tombstone Myers?
It seems like they don't. Probably about half the Myers I face, which are few and far between, it's Infinite Tier 3, Tombstone Piece, or Scratched Mirror. They all get old. People should try out Vanity Mirror since its buff way back when, because I had a lot of fun using that add-on.
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@Chocolate_Cosmos said:
He is boring and weak version of Ghostface (that is more fun and has better stealth and doesn't run out of juice). Without Tombstone add-ons there are no rly reasons to play him.
Ghost Face is weaker because you can just turn him into an M1 by looking at him.
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@Krazzik said:
It was only ever supposed to be anti-facecamp, which was super rare and really weak anyhow. Proxy camping, which is significantly stronger and more common, hasn't been addressed.
Proxy camping is only stronger than face camping if it's a non-instadown killer or they have STBFL x8.
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@HerInfernalMajesty said:
What are all the pros and cons of tunneling from all different perspectives? How is it bad or good for Killers? For Survivors? For the game as a whole?
I don’t mean this discussion to be about what “should” be the pros and cons but instead of what “are” the pros and cons.
The pros are that you can get to a 3v1 faster, because in a 4v1 the killer is disadvantaged. This makes it to where each additional injure, down, and hook, actually generates pressure on the survivors.
The cons are that you're more likely to be hit by OTR and DS, which are game ending to be hit by. And of course it's another thing for survivors to throw in your face in chat.
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@GolbezGarlandGabrant said:
Don't realize that SoloQ survivor is selfish even without the perk.
It's every man for themselves and the other players owe nothing to you.
Don't like how you're playing? People will turn on you and sabotage your game.
Run perks like Empathic or Better Together and that information will be used against you.
Hooked during End game? You're not getting saved. They won't even bother.
SoloQ survivor is a dog eat dog world and there is no guaranteed cooperation from the other players.
It's probably why there is a team based rating based on escapes because it's so bad.
It's still selfish. You're forcing the killer to tunnel anyone who doesn't have Distortion. Just learn to loop, and it literally won't matter if the killer finds you. Now you can make a case that those other people need to run DS and OTR.
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@Blackvoid2me said:
Ive always disliked billy even before his buffs. Its just that back then, it took skill to use him and some counters against him so i tolerated him. Now, i just dont bother to heal ANYONE. Sooner or later someone will get 1 hit down because of his oveerdrive so im not wasting 16 seconds to heal. Im just gen rushing
That's my boy. If the heal isn't worth it, then don't. That's what more people need to realize.
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I barley see him. This is just another case of people acting spoiled, and DCing against a killer until they get nerfed.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/418224/true-reason-why-knight-being-nerfed
It’s not a secret lol, one of the Devs informed me they make some decisions based on player feedback and not on kill rates/ stats. That’s why they reverted Huntress’s movement speed buff, only because player backlash. And some of the feedback they were listening to was coming from people who didn’t even play the PTB either as I found out myself when I asked them.
I’m pretty much considered a villain by every survivor on these forums because I said her movement speed buff made her stronger but not unbeatable. But in all honesty of course they will have a slight lean toward survivor considering that’s the majority of their player base and where the most money comes from.
That also explains why Zarina and Elodie have more cosmetics than Huntress even though Hunty has been in the game 3-4 years longer. Survivor mains pay the bills lol.
I wasn't aware of a movement speed change.
You're considered a villain because you take the killer perspective into account. Period. I'm considered the same, and so I don't start new discussions, I don't usually argue with anybody, but I do give my two cents and hope something sticks.
I really don't care about cosmetics, unless it's a killer or survivor I play a lot and wonder, "Where's all the cosmetics for this person? I'm mostly concerned with the price of the cosmetics, whether they're auric cells only, or cost like my entire stock of shards.
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@Backmon said:
Many people wonder why the knight was humiliated so much. Although the answer is simple. Many on the forum are arguing about which side the developers are on: the survivors or the killers. I think after this update everything is clear. In the Knight situation, the developers listened to the feedback only from survivor players. They want a killer who they can loop. The new goal for the devs is to make killers a fun simulator for survivors, not to make killers fun for the killer. Yes, the old knight was frustrating for survivors, but the new one is frustrating for killers. All the fun of him, including the punishment of greedy loopers, has been gutted. And now he is a boring M1 clown with 3 useless guards whose only goal is to entertain the survivors. I guess no one surprise that devs cares only for survivors fun, which is why they make knight more fun for them and more boring/weak/unfun for killer players. The only way to fix this revert every changes that came with nex patch (similar with twins). Current version of knight is strong and fun and dosnt need any change
It's because people don't like the killer being a threat to them, or having any advantage over them at any point. A survivor letting a Knight place down a guard at a loop, and stays at the loop, can still screw the killer out of a hit by grabbing the banner. Even doing the worst possible play. Meaning, that these changes that restrict or nerf his power in any way, are unnecessary. What's Knight supposed to be now, anyway? A weaker Twins? The guards are now completely detached from the Knight. Getting close to the guard making them disappear 3x faster is just stupid. The Carnifex is even worse for sure, because survivors couldn't be bothered just to circle around and grab the banner vs a big slow guard. The devs had an opportunity to simply fix the guard AI and manually let the Knight select which one. Now they've ruined him as a killer.
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@SoGo said:
This change is fine imo.
People are complaining about everything these days, so...
Also, it makes Badham slightly.... SLIGHTLY.... better to play on.
Or any map, for that matter.
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@hermitkermit said:
I think people are upset because it was the equivalent of survivors accidentally 3-genning themselves. As in if a killer sticks to one side of the map and just patrols those gens and hooks on that side, it gets to a point where they are forced to slug because they used up the hooks on one side of the map. They created a hook dead zone.
People were mad when anti 3-gen came out too, as 3-genning was seen as a result of survivors own misplays or lack of map sense. Hooks used to be like that too. Now depending on the generator placement, a killer might not have to leave part of the map at all, and still be able to hook everyone on the same side they’re patrolling gens at. You don’t have to think about your hooks anymore now really, you can kinda just go to whatever one you see first.
I think it’s a healthy overall change but I can understand some concerns.There's no concerns. It's not the same thing as a 3-gen, because you can still do gens in a 3-gen. You can't physically hook someone if they go down in a deadzone. I almost thought that the OP was gonna address this, but what major advantage is there to a killer hooking people on the same hook, even in a 3-gen? Ultimately, the killer cannot be in 2 places at once, and someone needs to go for hook, and the rest need to pressure gens. The killer can either hit the person who's pushing gen, or look to get a hook trade, not both. I think survivor biased people, when they're talking about balance, ignore the fact that the killer is forced to choose something rather than getting the best of both worlds, while simultaneously expecting the best of both worlds for themselves, pressuring gens while also not being pressured during the unhook.
No, you still have to think about hooks as you always did. But now, the "map awareness" is equal between the killer and survivors. Survivors and killers both worry about gens and hooks. The killer doesn't additionally have to worry about not hooking someone on a hook they might need at the end of the game, but are they even dead on hook?, but if I go for a further hook will I make it?, will there be bodyblockers or saboteurs?, but then I miss out on my Scourge Hook, yadda yadda. It's unreasonable to make the killer think all of that about hooking, which you have to do to win, while survivors just need to wiggle on their shoulder and that's it. It's asking all killers to have higher level game knowledge and awareness, over a stupid mechanic, when survivors can't even be asked to touch generators (those who play solo knows what I mean).
So I only see positives from this change, and it's a good thing that there wasn't a counterbalance added onto this like usually comes with killer changes.
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It's so obvious how hooks despawning forever is bad. It really just exists as a way for survivors to be petty like, "Ha ha! You technically didn't kill me because you didn't hook me!" and deny killer points for no reason.
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Badham. Those underground buildings are so badly designed. They waste so much time for the killer to get to the survivors when they know exactly where they are. If the killer finally catches up to them, they can just use the loops that are there which are often very strong. That's like 60 seconds just to get 1 person 1 time.
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745439#Comment_3745439
Luckily, a Killer can only drag out a match for a few minutes since you either bleed out or repair gens and escape. However, I did mention in my original comment that it would be nice to have a speed-up option for bleeding out.
Sadly, survivors can still drag out matches infinitely thanks to stealth and dropping and picking up items, which prevents crows from spawning. Unlike a killer slugging, this can go on until the match is forced to shut down. Now, if you were to ask me, I would say it's pretty obvious which case is more egregious, but that's just me. Both cases need their fixes regardless, so trying to get into an "us vs. them" discussion is pointless.
And that's another reason people are mad at Distortion. If the killer could just use their Darkness Revealed to find survivors just hiding at the end, it'd help end hostage taken matches. But because of Distortion, that possibility would be negated, and then the tokens regain because the killer can't find them. And I don't even know if nerfing Distortion would fix this. A survivor can be hiding in the locker, killer decides to check all lockers on the map, but the survivor moves from theirs to one that the killer has already searched: the killer searched every locker on the map and didn't find the survivor. Maybe the solution is to let killers see auras through lockers, because even in the event of the very logical solution, "Survivors get their auras shown when they don't progress the objective for X minutes" they could just hide in a locker.
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@JPLongstreet said:
The changes to Singularity are to make him more accessible and less clunky, plus the auto-aim is necessary to even run him with a controller.
There were so many changes to him which were just unnecessary, and necessary changes which didn't end up happening. His biggest weakness is that EMPs are too strong (taking out multiple cameras and curing multiple survivors simultaneously), and his infection can also be cured automatically by being hooked. It's got to be one or the other. Otherwise, you just get games where you're spending all game infecting and not chasing, or you're chasing and not inflecting. There is currently no time for both. Tru3 rightly points out that the cameras should be left facing the position you last left them in, because you place them looking at a gen, and next time you switch to it, it's looking at the default position which is a branch, a wall, or a rock. The highlighting of survivors didn't need to go. If you can't see them, how are you gonna scan them? 🤷♀️
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@Chocolate_Cosmos said:
Knight will have less gameplay since he can't use his power in chase, no metter how hard or not it was.
Also I mentioned like X killers yet you all just talk about Knight being easy. You missed the point of this post.
Which, if they'd played him, they'd know that Knight is one of the hardest killers in the game to use. And across the board, they've made everything he does less effective. The ability for guards to kick gens, and the buffs to guards doing that, were great. But the gen kick limit makes it to where you don't want to use that anymore, because a Carnifex kick to a gen could waste a potential use of Pop or Pain Res later on when the gen blocks. None of this is easy for the killer.
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@Yharwick said:
What part of Knight now requires skill? He's just place a guard down in every loop. At least now you have to have some game sense before you send a guard out but Knights core concept will never allow for that much skill.
Also scamper was the most brainless ability in the game lmao. Saying that takes away skill expression is just objectively wrong.
No, you're wrong. Giving Knight a minimum trail length for guard placement just makes him hard to use for no reason. He already had an issue of having to stand back so far from a wall or pallet just to place the guard, similar to Twins and Artist's limitations. Scamper made it to where Chucky had agency in chase, like old Spirit or old Deathslinger. The killer had advantage in chase instead of the survivor. The devs create scenarios where a player "can't do anything," but if it's a issue that survivors suffer from, they remove it. So now you have the opposite scenario where, instead of the survivor "not having gameplay," the killer doesn't have gameplay. Why would you ever Scamper now? Tell me one instance, other than a survivor running in a straight line after a vault.
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Revert the nerf, and fix the zombie AI.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/418298/does-billy-need-any-slight-nerfs
Lopro should be nerfed and the initial turn rate buff should be reverted, overdrive should also be much harder to get but also last longer since currently you get it mainly from just sprinting around the map without needing to actually do anything thoughtful
Lopro OP? Bruh.
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He's not strong enough to warrant a nerf. We can't just nerf every killer that moves fast or has instadown.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744846#Comment_3744846
Most of those buff where general survivor buffs not solo buffs specifically. And some of them came with killer buffs aswell (e.g. the 3gen prevention came with the kick buff).
Anti face camp just killed basement Bubba, it does not help against proxy camping (I'm not saying that it should, I just think people overestimate it's effects in normal matches).
I saw a comment from Otz recently with ideas for solo buffs (not saying that I agree with all of them but you asked):
https://us.v-cdn.net/6030815/uploads/977S1ECEHJA0/screenshot-20240621-002116.png
Solo doesn't need anymore buffs. They have enough free information, which doesn't do much for them but it does a lot for SWF in that they don't have to waste callouts for things such as Remember Me. You're avoiding the main issue, which is matchmaking. 2 good survivors are put with 2 terrible ones, and a decent killer. The killer can just tunnel out the weak ones, easy pickings, and then the good survivors die as well for no reason. You're never gonna be able to buff solo survivor enough to where day 1 noobs, or wannabe day 1 noobs, can beat killers who are playing to win. These survivors don't want the win unless it's handed to them; they never improve because everything that's posed a threat to them has been nerfed. And it's still not enough!
You have to put survivor who give a flip with killers who give a flip, and the kiddies outside of that can just run around and do whatever because they're not playing their roles anywhere near their full potential. Once you have the group who knows what they're doing, you balance off them, not off the majority. Balancing for the majority makes beating SWF impossible, while not doing anything for struggling solos.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744830#Comment_3744830
Yeah, I do think we should balance for the most amount of people. Balancing around a 13K hour competitive player mindset is silly, and I'm 99% sure that Hens would agree.
It's no surprise that Hens managed to escape in a decent number of games. He's a comp player and a good one at that.
You only balance for the majority of players for money reasons, at the expense of balance for skilled players, which is what's been happening.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744810#Comment_3744810
I will apply your logic in reverse to answer: You think we should balance the game around those P100 survivors that, after hundreds of hours, still just press W and predrop pallets no matter what killers they are up against?
You could at least watch the video before going straight for the strawman argument, by the way.
EDIT:
They achieved a 90% win rate at the highest MMR. Does this mean that killers who can't achieve this are just bad at the game? […] Using extreme examples to prove a point like this is just silly and doesn't mean anything for 99% of the playerbase.
The difference is that the 64.8% escape rate they get in the video I posted is not just for his escapes but for every survivor in those 50 games. Meaning, most of those escapes are just randoms from that "99% of the playerbase" you are talking about.
That's why you should have at least watched the video before saying anything.
Even that is more skillful than what the average survivor displays. Pre-drop pallets? Hold W? I'd kill for teammates who could at least do that. No, what the devs intend to balance around is survivors who have no game awareness, they think gens will magically get done if they ALL go for hook and heal every single time someone gets hooked or injured, and they do the worst plays they can possibly do throughout the whole match. That escape rate is a total joke because of how many survivors just kill themselves for no reason, either at the start of the match or at the end being greedy.
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@Crowman said:
Even if the BHVR was working on a rework, you guys are still going to be unhappy with it. The drones are always going to be here power and you guys will always hate her drones being any amount of threat.
That's right. It's why I can take her on 2, 3, 5 game-losing chases, and my teammates will still not do gens, or they'll 3-gen us. The average survivor team falls apart from 1 person getting hooked, if not 1 injured. Their brains just turn off, or they refuse to use them.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745815#Comment_3745815
My metric for success when it comes to this particular rework is twofold;
- Does she still have the old problems?
- Does she have any substantial new ones that would replace the old ones?
The answer to both of those is 'no'. She doesn't have any of the problems she used to have, even the less impactful ones, and the few problems she does have are mild enough for her to be entirely in line with other killers.
They gave her nuance, skill expression, counterplay, and a clearer mechanical identity than before. Whether people personally like her or not, that's a success from where she was before.
It's literally a case of laziness/no skill. Every match I play against Skull Merchant, I feel like I'm the MVP, whereas my teammates are always handing out free pallets, free injures, free 3-gens. Then they blame the killer for being too strong. Seriously, if they just disabled drones, looked out for Undetectable, and pressured 2 gens instead of 5 at a time, we'd almost always beat her.
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@Venusa said:
It feels like she's just a shell for cosmetics now…
…and a shell for pressing M2 to win every chase.
That simple, huh?
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744455#Comment_3744455
No, while matchmaking is one of solo queues issues, there certainly are some balance issues as well when it comes to solo queue. Solo queue could definitely need more information to close the gap between swf and solo survivor, and camping and tunneling are generally just problematic strategies, as their effectiveness is way too much for how little skill they require. They are pretty much easy ways out for the killer.
We could argue all day about what skill is, but what do tunneling and camping actually do? Because they certainly don't win games on their own, meaning that they can't be that problematic. The killer hooking, even hitting somebody, as an M1 killer is the hardest thing in the game. Tunneling and camping just makes those things a little more worth it, because there are so few things that killers sink their match time into that are worth it. So they're not easy ways out, and any survivor with game sense will tell you that, because while it may get a little risky for that 1 survivor being camped or tunneled, the rest of the team is chilling while the killer's sweating their butt off, probably for 1 kill. I insist that the skill of the average solo player is the issue, not the killer being too strong. I don't know if you've seen it, but with some of these lobbies it's like 1 person gets hooked, gen efficiency goes down to 0, and suddenly everyone forgets how to play. There should never be a time where there's 2 survivors on the ground or on hook at the same time, and yet every other match during this event it happens, because there's no MMR. So I wouldn't balance for those people, ever, because that's what you're suggesting.
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Maybe I just need to use it myself, but I really don't see how the perk could be that strong. You get 30 seconds of Oblivious, and aura reading for the killer which you can counter. Use up your toolbox/medkit, or drop it in a safe spot for later use, just like you would against Franklin's. And really, survivors don't need items to do well in the match. It may mess up someone's instaheal or toolbox build, but again you don't need those things to win. Just because you can't handle losing an item doesn't mean that everyone else can't. Items are to be used, not collected.
And oftentimes I see so many people not bringing any items into the match. Why? To deny yourself a free advantage? You can't complain about losing all the time... and then say that you're gonna chest search for an item.
But I don't think Weave Attunement is gonna make or break anyone's game. It's aura reading for killer, and that always gets bombarded with emotional/casual tales of how the killer using their eyes is OP, but I really don't think this is worth a nerf. Even with many perk ideas exhausted over the years, I'm sure something much stronger is just around the corner. If not? You wanted a killer meta switch-up, so you got it. That is, if you actually believe this perk is OP.
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@Xernoton said:
"Oh no, the killer uses 2 perks to get sub par information. How horrible."
Seriously, it's only info. Info that needs to be set up by a M1 on a survivor with an item (otherwise, you can immediately pick up the item again, since the downside is not that big of a deal) and only works around the spot where you hit them. All of this at the cost of 2 perk slots. I feel like we're back to complaining about perks just to complain about perks.
I've had this stance on info perks for years. The amount of value they provide is not game breaking at all, because that would suggest that the killer simply seeing the survivor means that they down the survivor. No. That's just to see where they are, and has no impact on looping. This is really just a bunch of complaining from people who can't loop, because a confident looper does not care if the killer can see them all game or not. They play well regardless.
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@ad19970 said:
That does sound like bad matchmaking as well. Solo survivors can still perform well if everyone is good enough.
With that said, I do agree that solo survivor is in a bit of a rough state at the moment. More information buffs as well as nerfs to tunneling and camping would be more than welcome to help make the experience better for solo survivors.
Why buffs and nerfs? You already acknowledged that it's a matchmaking issue, and that all is good if the team is decent. You can't then say it's also balance that's given solo a bad hand, because it destroys your own argument.
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@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741925#Comment_3741925
That's not true. On reddit and on this forum there have been a ton of posts from both solo queue AND Swf players who are saying they are finding it impossible or extremely difficult to escape. Just because one swf beat you one time doesn't mean there isn't a massive issue with ballance in this event.
It's a matchmaking issue, not a balance issue. I probably average about 3 game-saving plays a game, and the gens never get done.
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It's because nobody who plays solo knows what they're doing. You can't balance around this. It's bad enough to have people who lack game knowledge and experience, but these teammates are doing the worst plays you can possibly do. No wonder the kill rates are so inflated! The whole survivor playerbase is a bunch of self-sabateurs!
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@Pit_Bull_Love said:
Nemesis needs some love for sure. He needs better add ons, and his tier 1 tenticle is a joke. It should either have the same range as tier 2 or the ability to break pallets from the get go.
Instead huntress gets buffed with more hatchets, feels bad man.
Reverting that undeserved Marvin's Blood nerf would help a lot.
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I don't think separate queues are making that big of a difference. It is a little strange how they made the event a separate queue when it's always been worked into the main mode. But they added a feature for separate queues, so might as well utilize it.
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The moment she gets someone in her lobby who knows her counterplay, she becomes worse than D tier. More like H tier. There's a reason I haven't played her regularly in 2+ years. She's 110% and doesn't have the power of control to justify it, relying on constant survivor mistakes to get any amount of pressure going, which can all be done away with in an instant if she picks up a survivor and any important traps get tripped.
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That's not an argument.
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@Akeeno said:
they seem to spawn much more delayed and more faint, paired with lightweight and its even less visible
They have been like this for years.
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I'm not sure how they could fix this without removing the portals entirely. A big problem is I think that Bloodlust resets when going through the portals, and so especially on 110% killers that's an infinite. They could make survivors entering/exiting the portals slower than the killer, like with the stun from a high fall.