danielmaster87
danielmaster87
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@jajay119 said:
Hooks are so close together now Saboing and perks like boil over are pointless. This doesn't fix the issue with that.
They're actually so far apart.
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@Yharwick said:
Bring Agitation if you're really worried about it, bring Agitation and a rotten oak offering if you're unreasonably worried about it.
All of that just to counter changes which shouldn't have happened.
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A chase is no fun if the killer can't reasonably get you. What you're calling an unsafe pallet is most likely a fair pallet. The killers don't have cheesy powers; they have powers which allow them to get you. And those are few and far between.
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@Aven_Fallen said:
I dont really think that Distortion needs any changes. I dont like the Perk, but I also dont have a problem with it on either side. And in the end, with the tunneling and camping which is going on right now, it is understandable that players want to stay hidden as much as possible, because if you get found first, you might be out of the game rather quickly.
Sure, there are players who are way too stealthy, but this is more a player-thing and not a problem of the Perk. Because lets face it - those players would stay stealthy even if Distortion is nerfed or reworked. They would just spend more time in a locker and probably be even less efficient. So Survivors complaining about other Survivors using Distortion should think twice if changing the Perk would make it any better.
They complain about teammates using Distortion when they're the only one not running it. Killer has an aura read perk, but only ever sees that one survivor with it, they have no choice but to tunnel that person. Distortion is just selfish perk design, slightly less so than Sole Survivor.
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The issue with aura hiding perks is that they're used by hiders to do nothing and hatch escape all the time, and punishes the killer for wanting to spread pressure. I really think info on killer is overrated. Just because you see where a survivor is doesn't mean you automatically get them in chase. But when we do choose to run an info perk, we should get use out of it. At least with Distortion the tokens can count down, albeit be regained 60 seconds later. With Off The Record and Shadowstep, it blocks any and every type of aura read for the full duration, which for OTR is 80 seconds and for Shadowstep is theoretically infinite.
The strawman is that killers can't use their eyes and ears to find survivors, so they rely on aura perks, and thus get mad about Distortion. A side argument, but ironically sound is extremely unreliable for killer because you can't hear breathing or footsteps of people right in front of you, and Claudette, Adam, and others have costumes which are very hard to spot even while moving. We can use our eyes and ears. It's just that when we hook someone, and have something like BBQ, we're using that to switch targets instead of camping and tunneling, which evidently are no longer worthwhile strategies, and yet survivors are still complaining about them. You leave us no options.
Unlike gen defence, which is overkill at low level and is not enough at high level, aura hiding is good across all levels. It allows you to rush gens while being stealthy, disrupt the killer spreading damage, disrupt the killer tunneling, etc, because he can't find anybody. There's no weakness to using it. And worst of all, it gets used for taking the game hostage, because the last 2 survivors don't want to do anything. This is something that can be done without aura hiding perks, such as hiding in lockers, but that furthers my point. The killer doesn't have a "closing out the game" mechanic for when they've clearly already won. They in fact have negatives like hooks breaking forever and free escape hatch. I think if survivors don't do gens or anything, they should have their auras revealed. You can't have people just hiding for extended periods of time in public matches.
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@jajay119 said:
So Distortion is the next perk on the list to be complained about until it gets a change? Distortion does the job its designed for and I refuse to believe killers are consistently going against 4 man SWFs running it (because they don't need to). Not every perk needs to be changed.
If we are talking about annoying perks let's bring Lethal Persuer and Corrupt Intervention into the mix. Inarguably two of the most annoying perks and some of the highest chosen by killers. Yet they won't get majorly changed, despite qualifying under the 'it's too popular so overpowered' rhetoric because they do the job theyre made to do and changing them would fundamentally change what they are.
How are they annoying to go against? Your aura gets seen for 9 seconds, and gens get blocked for 2 minutes, unless someone gets downed which wastes the perk.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729498#Comment_3729498
Keeping track of things that are otherwise obscure is literally like half of survivor gameplay.
This is like making sure you're using resources appropriately and not creating dead zones with no resources, or not 3 genning yourself.
If the shoe was on the other foot, and we're specifically taking about continuing to use a resource once you've finished your objective there: then what would people say about being able to work a generator again after completing that same gen? That sounds pretty ridiculous to me, and still creates a dead zone you have to keep track of.
No. Any info the survivor didn't see is still told to them. Where someone was hooked, how many hooks til death, recovery on the ground progress, gen progress, healing, etc. Killers can't even get individual hook counters, because it's unequally asked of them that they just need to memorize hooks.
Gens are not hooks. You don't get to 'mess up' as survivor to where instead of being down to a 3-gen, 1 gen gets perma disabled and it's now a 2-gen because, what, you did the gens in the wrong places?
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729510#Comment_3729510
This isnt right but im not hating I said the same thing before i got clarification, when you lunge that's how survivors abuse your aim dressing and you can verify that if you want, when you hold the button it draws the swing out for longer allowing then to use the giant killer collision box against them unless it's at a pallet and a window where they can't move, I complained about this year's ago on the steam forums and a dev actually stated if I move a little closer and short attack while kinda angling the direction of the survivor it will auto lock on them I seriously haven't had the problem with that since then and movement was worse at that time the helicopter 360s were still in the game
But it still shouldn't happen. We shouldn't need a workaround just to land a point blank hit.
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@PortaI_2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729423#Comment_3729423
Problem is there is no balance to these Killers, nothing more fun than dodging 5 hillbilly revs to be downed with the 6th one. There needs to be a down time to these Killers, Mastermind needs a slower charge rate for missed attacks even by like 2 seconds. Hillbilly should be needing to re-gas his chainsaw after the 8th down. Teleporting Killers at least have that, no fast movement Killers its nearly impossible to escape these chases.
No, you're wrong. If these killers weren't balanced, they'd all be in S tier, which they are not. The point of survivors looping killers is not to trump the killer's chase and run them for 5 gens. You're supposed to go down, but you need to waste as much of the killer's time as possible, to buy more time for your team, so that y'all can escape. The killer nerfs you're suggesting would make it to where they'd never beat a decent survivor team again. They already struggle, which is probably hard for you to believe, but the grass is always greener on the other side.
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@TheSubstitute said:
As someone who was in the closed beta and continued playing VHS until it shut down Monster was a miserable, unforgiving experience since Teens could fight back.
Another issue was that the higher tier Monster players would rave about the 'balance' and they were correct in stating that with enough Monster play Monster could be a strong role.
The problem with that statement is that it took the average player hundreds of games to reach that point and, in the meantime, the Monster player was severely bullied and stomped on to the point that over 99% of all new Monster players quit before reaching that point. Imagine a Lights Out scenario where only the Killer has the negative effects but still has a Terror radius (but not a red stain), amplify the Killer's movement sounds by roughly 300%, and make it so if you don't spot a hiding Teen they can blast you into oblivion. That's what normal VHS gameplay was like.
However, VHS was just balancing around the top end players (where it was well balanced) for 90% of its lifespan and ignored that if almost nobody would play long enough to get to that skill level on one side the game's queues would just lengthen and lengthen until the game died. The 4 would just torment the 1 in the majority of the games and it was distinctly not fun.
So no, allowing survivors to fight back would be a horrible idea. Every game that has had it has died because it's a terrible idea.
It was so funny to watch VHS drop, have hype for about a week, and then slowly die, all because of this one thing that I knew was gonna kill it. From the very first gameplay I saw of it, what was the biggest thing I took from it? "Doesn't look fun. Looks like the killer's getting stunned over and over." It's the exact same thing with DBD, but it's just subtle enough to where people don't perceive it that way.
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@Souplet said:
Playing killer already feels miserable sometimes against coordinate swf
Imagine playing trapper and on top of your traps being useless, your hooks being sabo'd, your down getting denied by ftp+BU or BP+flashlight, you'd have to deal with survivor hitting you with a stick
Nah man, it didnt work on any other games because killers players just quit. Its not really entertaining to be the punching ball then being mocked after the game.
It has never turned out well for any other game. Friday, Predator, Evil Dead, Last Year, Texas Chainsaw. It just leads to group bullying, intentional or not. Texas Chainsaw, I can still stomach to play as the killers, just because I haven't played the game enough. Friday and Evil Dead, I can play as the killer, and actually like to, but I always get my hopes up just to be bully material. And Predator, same thing, because I played 1 session as killer and was already fed up with it. Nobody wants to play the power role, the 1 in the 1v4 or whatnot, to be a weak punching bag.
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@Groglin5000 said:
I am just wondering this because anytime anyone suggests anything being added to the game that allows the survivors to kill the killer or even just fight back (other than flashlights or pallets.) When asked, DBD players usually say "no because being able to kill the killer makes the killer less scary" or "no because that is unrealistic and the survivors can't fight back against killers," but like, in every horror movie ever, the survivors eventually fight back and confront the killer. That doesn't make the killer less scary, and it isn't even unrealistic. Plus, the Friday the 13th game has an option to fight back against and kill Jason, but that doesn't make him any less scary and he's still pretty unstoppable. Plus, being able to kill the killer would add variety into the game. Like, what if you were able to unlock a weapon during endgame, the same way a Hatch works, but it is a special weapon that you can confront the killer with, and once you take down the killer, you can sacrifice him to the Entity or something like that. Idk but either way, why are DBD players so against putting in a way to kill the killer? After all, getting revenge on the killer for killing your friends is the best part of any horror movie or the Friday the 13th game.
Because nobody wants to play a scary, powerful killer just to get bullied and demasculated. The funniest thing is you using Friday The 13th as the example for your argument. A well-coordinated/bully team in Friday would make this game's look like choir boys. They would make the Jason player cry with how little he could do to stop them from beating him. It's why people play 2 different Jasons, and that's it, when there's 8 playable. It's the same as this game, where you have to pick the meta killer just to play.
It's so bad, to the point where some people don't even want any more licensed killers in the game, because they don't want them to be made bullyable as well. Look no further than Myers, Freddy, and Nemesis. And those are just the most egregious examples. Really, if you look at any character except Nurse, Blight, and maybe Spirit, they're all bullyable. S tier is the standard for viability in this game; if you're below that, you're not gonna beat a good team of survivors trying to win.
Survivors have too much momentum from doing nothing special, just from an efficiency standpoint. It's to where they can screw around with Head-On/flashlight save builds, and when it seems like they're actually starting to lose, they just start to play serious and do all the gens anyway. They're BORED doing their easy objective and escaping every time, so they invent other things to do with all that spare time, chiefly bullying the killer. The solution is not to give them more stuff to do other than their objective, like hurting and killing the killer. The solution is to make their objective harder to do. Gen time increase, slowdown for SWF, killer buffs for shorter chases, bring gen defence back, weaker tiles. Any combination of these, or even just 1 of them, would be great.
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@SleepyLunatic said:
L take.
If you dont like it then just leave.
You are not the only person on the planet and there are thousends of people who love all the collabs.Will you still be saying that when they have an Among Us or Roblox crossover?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729075#Comment_3729075
So your solution is to just never ever lunge at a survivor? Because I’ve had many times where the survivor starts their 360 immediately when I’ve started holding the M1 button.
That usually is the recommended solution, sadly. "Stop lunging everywhere!" they say as 90% of hits against good survivors straight-up don't happen without a lunge.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728728#Comment_3728728
Sorry to say, but that looks like either lag or hacks. Definitely not normal movement, no matter what control method was he using.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728679#Comment_3728679
https://www.youtube.com/watch?v=X1w8vJiEJNs
There you go. I can even argue that it is way easier to do in a controller than keyboard, as it is harder to get the timing with the keys than just simply rotating the analog stick.
It did look like rubber banding. Sadly, that's barely an exaggeration of what a real 360/180 looks like/functions like.
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@Caiman said:
I feel like it's gotten worse. Hitting survivors with simple M1s feels a lot more difficult recently and I can't explain why.
It's always been this way. How hard is it really to make a decent sized attack hitbox for the killer, so that a survivor standing in front of them can be hit by it? No, this was done intentionally.
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@katoptris said:
The fact you let yourself get blinded twice is crazy. You should have static blast the area to seek them out.
It's never that simple.
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🤦♀️
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@ArkInk said:
It's thematic and makes Sabo plays more viable. Given that a survivor needs to already be dead for this to kick into effect, I think it's fine.
That's punishing the killer for doing their objective, and encourages bleeding everyone out.
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I have yet to hear a compelling argument for why they should break. Most of it is just asking killers to keep track of and to do the most ridiculous and tedious stuff, which would never be expected of the survivor side.
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@ReverseVelocity said:
We do.
They tried it without the movespeed boost in testing and it was really unfun.
For the survivors.
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@Caiman said:
Can survivors still phase through the killer during pick-up? If so, there's nothing you can do, and there won't be anything until BHVR changes that.
That for sure needs to be fixed. I still see it.
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Never understood it myself. Just an unnecessary punishment for using a niche perk.
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They screwed up his guards' pathing. I haven't heard one person who wanted this change or who's happy with this change. That's on top of all the problems he already had, like guards never catching people.
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@Agaki said:
Those are survivors who are not playing killer. I had a very negative mindset as well when I only mained survivor. Dude I thought deathslinger was the worst killer ive ever played in my entire life that i had more fun playing addonless + perkless trapper than a full built death slinger. Don't know who they are to complain when that guy is one of the worst range killers in the game not even A tier killer and his ability doesnt even guarantee a hit. Cant even shoot that far. I want to see more death slingers + hes hot
It feels like his shots straight-up don't register anymore. He has a pea-sized hitbox in addition to the age-old strategy of survivors dodging, which doesn't even have to be a full dodge. They just twitch one way or another, and it misses. I'm not mad that they have that counterplay. I'm mad at the extent to which it negates your good aim. You should be hitting those shots but the game says no. That's why he sees way less play than Huntress and Unknown. Even Trickster and Plague might have better hitboxes.
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@HexHuntressThighs said:
There is always someone who will claim “ ______ takes no skill”
Huntress doesn’t have skill because Hitboxes
Trickster doesn’t have skill because he has so many knives
Artist doesn’t have any skill because her unbeatable anti loop
Slinger doesn’t have skill because his sights
Ignore them and move on. Simple as that.
Yeah, Trickster didn't need that knife count nerf. People just see, "He has so many knives!" and think that alone makes him OP. That was when he still had the nonsense recoil and was 110% btw. He's really not that easy to play with how small his knives are and how he's constantly switching throwing hands.
Artist has anti-loop, but if you run away from the loop or make a read then she loses it. The strongest loops, shack and jungle gyms, stop her from seeing you. Therefore, once she has her bird up you can literally just guess when to run, and she'll have to guess herself when to launch it, because if she mistimes it then the whole chase gets reset.
People too often feel that when playing survivor, they always need to have an option which negates the killer's ability to hit them, or else the killer's unfair. That's the misunderstood nature of the chase. You're not supposed to last forever against a killer; you're supposed to waste as much time as possible, and that's how the killer loses. They lose to your team, not to just you.
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Deathslinger is actually terrible. He needs his instascope back. That's the benefit he gets for being 110%, needing to lead with his shots, and having a puny hitbox on them. The way you play with him now, you're never gonna get a shot on them unless they're running in a straight line or have nowhere to dodge. You just bait repeatedly that you're gonna use the gun, and then M1, which takes forever but that's all he's got. So his best add-ons might actually be the ones with movement speed while aiming down sight. Previously, when he did have instascope, it was (not double reload) reload and miss cooldown. I used to main him, and now I barely play him. It can't always be, "Oh, he took no skill before, so now you're entitled and don't want to play him." I don't want to play a garbage killer. He wasn't that good before, seeing as he never saw tournament play nor did he have a high win rate, and since his nerf he's just been dead. These kinds of killers take tons of work to get momentum, when I can just play a high their and put in minimal effort to get high momentum. Play some high Deathslinger matches, especially on console, and see how far you get. Notice the plethora of problems he has.
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I feel your pain. Like I mentioned in another post, matchmaking needs to be fixed so that survivors are getting like-minded, like-skilled teammates. Until then, it's completely random and the devs won't know what to balance off of, because they'll just see survivors losing all the time, not knowing that it's bad teamwork and not the killer being too strong that's killing them. SWF definitely needs a nerf though. We shouldn't be bringing solo up to their level, because that'd make solo broken as well. SWF can just be playing with your friends, yes, but in the name of making the game balanced I think they need a gen speed slowdown, so that the teams that do play to win with it don't just annihilate all the killers they come across. "But that doesn't happen all the time." Right, because the killer isn't a low tier running meme perks, they're a mid tier or above with meta perks. And they're having to run that just to compete with SWF who are trying to win, but can really just mess around with altruism and whatever perks. When SWF is playing to win and brings good stuff, there's few killers who can beat them. They don't have to be that skilled at chase or anything, because gen speed. You used to have things like 25% Pop and multi-use Pain Res to curtail it, but with all the nerfs I'm afraid even mediocre teams can beat good killers now. The killer gets punished hardcore by not tunneling and camping, and now they pretty much can't do that. So what's left? Slugging with NOED. That's what the game is currently balanced around.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723760#Comment_3723760
Why play out a lost game?
Killers are expected to. So little they DC it's laughted at and seen as cowardly. Survivors though, its all oh woe is me and not held into acount.
Yeah, the double standards in this game are so obvious. I wonder if we'll ever get a logical explanation. I'll laugh when a killer DC's, sure. But I don't make fun of them; I pity them because I've been there too.
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@BOOTtoFACE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723967#Comment_3723967
Facts. This is the very reason playing solo queue is draining all the fun outta my soul.
Bad solo queue teammates might actually make me angrier than a killer match, because it's so simple to win and they make it so difficult. Insta-DC vs Skull Merchant, rage quit vs Wraith, can't beat Ghost Face, etc. But yeah, solo's difficulty has nothing to do with killer being too strong. It has to do with getting garbage teammates, because the MMR system is based on just kills/escapes. Hooks (and maybe gens?) need to be taken into account as well.
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Terrible killer after they changed her again. She has nothing in chase, and Condemned is basically non-existent once they pick up a tape.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723933#Comment_3723933
Definitely disagree with that. I have had enough matches that weren't like this. You'll just need some good chases as well, to counterbalance the bad chase at the start.
That's how these people think: killer having any advantage for any amount of time is a lost match. It's why they think the whole killer roster is viable, and not just the top 3.
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@aewi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723941#Comment_3723941
Also, this implies that everyone who hook suicides does it multiple times, which isn't necessarily true.
And the "think about the 4 other players" argument falls flat when you don't care what the 1 person is going through, apparently your video game win is more important than everyone else's life.It's a team game, and so it's an unsportsmanlike, unethical thing to do to quit on your team. You're crying about people taking the game seriously and people making bad comparisons, and then you make it all about 1 person's life trumping the others'. Seems pretty serious to me.
This is the only game community that dies on a hill defending rage quitting.
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@Shuma said:
Well, there are no come back mechanics for survivors. Most times a minor mistake does end the game for survivors. Survivors pretty much have to play close to perfectly or they lose.
It’s like chess, when you know you’ve lost, you forfeit, you don’t keep playing a lost game.They can literally 4%.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715510#Comment_3715510
Tunneling unfortunately seems to be getting buffs now. Slow down nerf means killers will tunnel more and with ds nerf this soon it will be easier even it was not that difficult before. Though some killers tunnel even with 4 slow downs at 5 gens so that get at least bit nerfed.
If someone is on their second hook before a gen is done, the survivor team is bad and deserves to lose. I can't remember the last time it happened to me playing as killer, because I don't face babies.
Where are these supposed buffs to tunneling, anyway? Because I'm updated pretty well, and I haven't had 1 neuron fire in regards to killer buffs. DS is 4 seconds now? Congrats, you just got an already strong meta perk buffed by a net 1-second. It shouldn't have been 5 in the first place. Do you know how game-losing the perk is to be hit by, just in principle? And I'm getting hit with 1-2 a game, and almost still winning. Imagine if the perk was balanced, and I could reap the rewards of thousands of hours of experience and "getting some thick skin." Nope. Survivor will continue to be buffed to where, and I called it, milquetoast survivors can beat veteran killers.
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@unclefood87 said:
It's definitely an issue of the devs not looking into the reason why killer players are quad stacking slowdown perks. I think the slowdown perks needed some nerfs, but at the same time why aren't we buffing other killer perks/basekit regression or nerfing survivor gen regression perks/items?
Why would the gen defense perks need nerfs? They're not even husks of their former selves. I remember when survivors wouldn't play that well, gave the killer tons of (pre-nerf) Pop and Pain Res value, and they'd still get 2-3 people out. Now that the survivors are playing well because MMR, and the gen defense is weaker, look at the results: Killers losing and drawing by default. Nobody wants to play the role anymore, so they're gonna quit the game or go full-time survivor. People won't admit that survivor meta perks are way too strong, and killer meta perks are mediocre at best, so the cycle will just continue.
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@blastea said:
Looking at the dev update it looks like Gen slowdown builds have been decently nerfed. Any thought if this will actually change the most seen builds (not seeing Pop almost every game since it's gone from 30% to 20%) or do you think it won't be enough? I don't care what killers run usually either way. I feel with deadlock being nerfed by 5 seconds it will still be seen extremely often.
Side note, what's with with DS nerf? I felt like even putting it to 5 seconds with the new animations it was still a meh perk, and now its 4 seconds? I've just been using OTR in its place.
I'm not too sure if the changes will make a huge difference so I wanted to ask the more experienced players here. Cheers!No. No. No.
Gen defence wasn't decently nerfed, it was eviscerated. There are no good gen perks now, certainly not Deadlock which wasn't even worth running up to this point. People will still cycle through them as they continue to receive nerfs, until the devs decide to address gen speed or chase efficiency.
5-second DS stun is way too much. At 3 seconds, you had to actually use your brain and go down near a loop so you could start looping after being dropped. Now we've gone back to 2019 where you get a DS stun and get a free cross-map run vs anybody bar Blight. But duration of the stun is just a cherry on top, honestly. The biggest strength of DS is forcing the killer to go on a 4th chase to kill the survivor. It's forced because tunneling is necessary, because gens are too fast and/or chases are too long. All these killers and perks keep getting nerfed and buffed because core issues keep getting ignored.
People complaining that 4-second DS is too weak, threatening to not use it anymore, are ungrateful for a great anti-tunnel tool which shouldn't have been buffed in the first place. Why it was re-buffed to 5 seconds, I'll never know. Why it was brought down to 4, I'll never know, because usually killer outcry just gets ignored. This back and forth buff/nerf did nothing for the game, but it did make a killers and survivors argue again instead of focusing on real issues, so mission accomplished.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723449#Comment_3723449
Flicking with him isnt necessary to play him, and even on controller you can still do just fine since he can correct himself just as well as M&K while running and his hitbox is very generous. Also just because a killer is harder to play on console doesnt mean they shouldnt be looked at.
In all 3 cases mentioned here they were simply removing frustrating parts of a killers power while still keeping them viable. Slinger was and still is a very solid killer, Blight is most likely still in the top 5, and now Chucky will be more fun to play as and against while also still being a top pick.
We're just never gonna admit that a killer nerf was unnecessary, are we? Whether it's Blight, Freddy, Pig, or Trapper, there's always gonna be some excuse why it was needed. Even I at least budge on certain things, like pre-nerf Rat and Crow combined was probably too strong. Not one person has budged on Freddy and Slinger supposedly being S tier at their peak. They said it and believed it, and that's enough for them.
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@aewi said:
I definitely get frustrations of slugging being more incentivized and sabo being buffed for some reason… but i'm hearing the words "The sabo squad meta is gonna come back in a big way with the changes"?
Look, I can tell sabo squads are going to be stronger, honestly even overbuffed. But… sabo squad meta? Really? Are we reading the same patchnotes?
The 50% sabo boxes are overbuffed. But I don't think they're reviving sabo squad meta overbuffed. Remember, meta implies this is the Most Efficient Tactic Available. It'll be good, but will it be the most efficient? I don't think so. Not to cast like "oh, your complaints are so invalid", not what I'm saying. But, I think we as a collective need to understand this is a case of overbuffing, it's not a case of it being the end of the world.More like save squads. 1 or 2 people on a team with Background Player and a flashlight/toolbox, and the killer can't pick up without risking losing a down for free. Now they're buffing it, through increased sabo speed, and (what I consider) a buffed Background Player (usable every 20 seconds). It really doesn't matter to me if it's more or less efficient than all survivors being glued to gens, because of the bully factor. Survivors can screw around, nearly throw the game multiple times by giving free hits and downs just to save someone, failing flashlight saves, failing sabos, and still they're winning, because they're objective takes minutes less to do than the killer hooking people. So the killer doesn't want to hook people anymore, and will just start slugging. Yeah, there's the threat of Unbreakable, but if they don't have it then that's a definitive win for killer, which is rare indeed.
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@this_aint_h00die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722090#Comment_3722090
i genuinely don't know why anyone said Sadako, hurts ngl ☺️, M1 killers aren't bad ;_;
They are bad. It's all choreographed, everything they can do. Sadako's tp, Pig's dash attack, Freddy's tp, etc. What can they do at shack or a long wall jungle gym? Ask yourself that when considering killer strength.
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@katoptris said:
Please help Freddy out with buff. He suffered enough
No, they're just gonna keep calling him fine. He was an "S tier", remember? 😄
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721930#Comment_3721930
I asked if you do that... The sentence even had a question mark... So maybe don't jump to conclusions that easily.
Deathslinger is a weaker Legion?? Excuse me how even, Legion has basically no chase power whereas Slinger has quite good antiloop xD Calling Slinger a weaker legion is a wild statement ^^ Legion is an m1 killer and really good survivors will basically run him the entire game, whereas against Slinger he will get downs and hooks, not necessarily win the game but get a better result for sure.
I don't know if you've noticed but Deathslinger is garbage. Legion can do better as an M1 than he can. Deathslinger is 110%, full terror radius, can't instascope, and has a microscopic harpoon hitbox worse than Nemesis. Worse than Nemesis. Combine that with survivors turning (in order to dodge) like they've got rocket boots on or are on ice, you can't hit anyone with your power unless they're in a straight hallway with no dodge room. They twitch, you miss. Therefore, his best add-ons are his miss cooldown and "faster while holding up gun" add-ons, because you're almost never gonna hit that shot. If I had to choose between Legion and Deathslinger on who I'd have a better chance to win with, I pick Legion every time.
This is why everyone plays Unknown these days, because they don't have time for the flea-sized hitboxes of the other ranged killers. And even he has huge issues.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722833#Comment_3722833
I dont think anyone minds bad players playing legion of all killers… There isn't a single killer that has less skill expresion than legion lmao
How do you suppose he gets downs?
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721909#Comment_3721909
Chucky is a high skill ceiling killer that is heavily overlooked thanks to being able to just scamper under pallets from neutral, basically guaranteeing a hit every few seconds. Old Legion could do something similar.
Now for those who wouldnt rely on that, theyre gonna benefit from it HEAVILY as they cut his cooldown from 1/3. That means more lethality and stealth across the board.
A hit every few seconds? That doesn't sound right.
It doesn't matter how often he gets his ability if I can't land it because I'm on console. Like most high speed abilities, survivors can just twitch at the last second, and it won't turn fast enough to hit them. So killer sensitivity needs to be upped, or more logically survivor turning needs to be slowed (which those canceled new animations a while back would have fixed), or we can keep kicking this can down the road, and keep nerfing killers because of PC-exclusive techs/flicks. It happened to Deathslinger, it happened to Blight, and it's happening again now.
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@CaseTrain3322 said:
I feel he is clunkier now, but I preferred to play other killers than Chucky before the nerf. I've seen that many use this flick tech does anyone has suggestions on how to use it? Like dpi level, timing or whatelse
And all the devs had to do was fix that tech, and his Slice & Dice would have been fine. But they instead nerfed Scamper twice.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721914#Comment_3721914
this is the same person that defended old eruption, what do you expect lmao
Because you can't all be working on Eruption'd gens, which the killer had to waste time kicking, constantly give downs to the killer, and then say it's the perk's fault you lost. And because killer perk reworks are always nerfs, we didn't get more regression for less Incapacitated duration, no we got aura. 🤦 🤡 🌎
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721936#Comment_3721936
May you explain how he feels weak? I’m curious because I think he is still strong and still has some good add-ons to use.
In a balanced game, he's strong. Currently, he's weak. The strength difference between him and Nurse is the same difference between him and, say, Wraith. He can circumvent dumb tiles in ideal conditions, whereas there are basically no ideal conditions for M1 chasers. Nurse can circumvent all tiles under any condition, but Blight still has to deal with windows, pallets, and especially dead angles (the survivor gets to a place where Blight can't turn hard enough/travel far enough in his current rush token to hit them). That's his main counterplay. People don't understand that, like many killers, he's way stronger on PC than console, because PC mouse flicks break his intended turn rate, and allowed his various hug techs to exist.
While they simultaneously removed those techs, without addressing the flicking, they also killed his best add-ons. Rat and Crow were alright on there own, and together they were borderline skilless (I've almost never said this about something that killer has), but I don't think they should have taken a hit to the speed AND have the 3-rush cap. It should have been either/or. Alchemist's Ring simply rewarded you for doing well with your power; survivors had more than enough time to find safety after the rush hit because of their sprint burst. And just like his pinks add-ons, which didn't need to be changed, it's a pink/purple add-on. Like, aren't those supposed to be strong? Adrenaline Vial was the most overblown thing, again because of people negating its downside on PC. It went unused for years despite its numerous benefits, because of the turn rate reduction it gave you (you're basically rushing in straight lines), and then once the turn rate penalty was lessened, all of a sudden people cried about an "incredibly broken add-on." So now it's worse than its original form, because it's back to straight lines for less benefit. Play Blight at high MMR, and you'll be getting draws all the time, or worse.
I honestly want to know how many people complaining about Blight are just running in straight lines, or don't use windows against him. Yes, he's "strong cuz fast", but that's not enough on its own to make a good killer. Again, compare what he has to deal with (pallets/windows/dead angles) to Nurse (beats out anything with enough guesswork). He still suffers from the same weaknesses as countless killers, yet because he's fast he's "OP." I disagree. I think he and Nurse's strength should be standard, and other killers need to be raised to their level. This is the way I think because the game is so imbalanced.
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721929#Comment_3721929
They're easy to play and base for console players. Also, Trapper is really not that rare at high MMR.
Trapper has to be rare at high MMR. He's not good enough to be up there.