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@Mooks said:
Pretty sure the killswitch is only used when it’s actually breaking the game as in crashes or in this case apparently reaching inaccessible areas (which could directly lead to crashes or being stuck indefinitely or similar)
Merciless Storm wasn’t killswitched because the game would still perfectly progress naturally - just that a gen got regressed (which it can under different circumstances as well)
killswitching isn’t supposed to be used often for any kind of bugs as it’s features that people pay for that get deactivated.
Clown and dredge, OoO all killswitched without causing crashes and making the game unplayable. Spirit not killswitched while effectively making it unplayable against her (hey, 6-7 daily spirits I encountered during the bug that coincidentally disappeared right after??)
Twins never killswitched for the same bug that got nurse killswitched
Edit: Wake up kill switched because it caused the killer to crash when the survivors touched the exit gates
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@Rickprado said:
As someone who plays a lot of Knight - and have played quite a bit a against him - you're playing wrong.
If the guards doesn't have a down potential, Knight would be unplayable, as you could always run towards the guards, get a speed boost and get away. Would be better to just ignore his power and play like a M1 killer (like Pig).
Droping a guard in a loop its the worst possible way to play Knight, as its only effective when you are cornered in the map. If you see the knight is just dropping the guard in a loop, just run in the opposite direction. The knight will waste his patrol, you will be far and he will need to start the chase again.
If a guard sees you and start a hunt, focus on getting the banner. When you hear the loud sound, you will be able to get the banner. If you get the banner, you gain a speed boost and a endurance status effect. If the Knight, zone you correctly and protect the banner, you will have a hard time looping, but you can try to waste as much time as you can, giving your team more time to do gens.
Probably, if you are getting hit by the guards, OR you are not jumping windows, dropping pallets at the right moment, or is the Knight merit to zone you correctly to get a health state. Maybe you are getting hit because you are being outplayed, not because knight is easy. Blight/Nurse/Spirit/Artist/PH/Cenobite is far more opressive in chase than the Knight is.
And, of course, if you are reffering to long range patrol snipes, just run away, as most of the guards won't be able to catch, specially if you drop a pallet or jump a window. If the Knight is not near, the guards just harass, but they have a hard time getting a hit.
TBH, i think Knight is very misunderstood by our community - like the Artist. Most of the time people try to loop them as they do M1 killers, and get frustrated. You need to think differently, as windows and pallets does not mean instant safety.
I still think he needs some buffs to be viable against the best survivors in this game, but he is quite OK against most of the teams. When people learn how to play against him, i think most of the hate of community will go down.
Yeah right, just keep running, maps are infinite and you can keep holding w. YOUR fault for getting zoned on the corner!!!! Now get downed because this game was totally designed to be chased by two things at the same time + let a bot do all the job with 0 brain usage from the player
"if he insta drops a guard on a loop, he will be far away" -> wow you'll gain a whole 2 meters of distance
I'd like to follow up on that "just think differently" too with something regarding how much thinking this killer requires to play, but eh. I'll just leave it like this and let you imagine what it is about
The killers you mentioned at least give both players some agency
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@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414274#Comment_3414274
I don't think so, I think people would keep banning nurse as she has literally no counters. Blight can be countered
Considering her most broken add-ons and M1 perks are a thing of the past, at this point saying nurse has no counters is huge copium
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This turns her literally into clown with occasional basekit pinky finger. I mean, you're a clown main afaik so i understand why playing her like this can be fun for you, but I still don't see the appeal
Thinking about it, this is a watered down versions of clown. At least, with clown you actually need to think where to throw the bottles for them to be effective (because yes clown is much more deep of a killer than most people think if used effectively). So again, I still don't see the appeal
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Claustrophobia+ Bitter murmur on plague running Iri seal and idk i guess devotees amulet or vile emetic should work fine
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412107#Comment_3412107
"Crazy team" is a relative thing. Those teams look crazy against Tru3 but not against Otz, Scott, etc. It's not a conspiracy. Some players are better than others.
If i was drinking something right now it would be all over my monitor i swear
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Two reasons: Knight and Skull Merchant
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? The devs made it clear that they were just testing it and it would not be pushed to live even before the release of that PTB
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Why am I seeing some of the same people who complain daily about how strong survivors are and how the game is basically unplayable for killer justify this streak with "you shouldn't win against better players than you"
Shouldn't that apply to them too?¿?
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I was literally about to ask if he's ever seen Bubbazaur play her
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It may be because I've got way too many hours in this game, but I see chapter releases just as upcoming design disappointments and i hardly get excited by new releases.
Mid chapters are the real sauce, with perk reworks and power/add-ons tweaks. Those are the exciting things
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@Peanits said:
There were balance changes for both sides in this most recent update. That said, this really isn't a fair comparison. You're trying to link balance changes for one side to something completely unrelated on the other. You could apply the same logic to absolutely anything to create a constantly moving goalpost that we can never possibly reach. In the end, there's only so much time in between updates for us to make changes. If we waited until we changed everything we could ever want at once, you would be waiting multiple years before seeing any changes at all. That's simply not an option.
If you feel like The Blight is too strong, you can always say that. Give a couple reasons why you think that's the case and it'll stand on its own. But bringing up something completely unrelated doesn't help your case.
I'm sure that 2+ years of "alchemist ring is one of the most broken add-ons in the game" from content creators and community with plenty of explanations and examples weren't enough already, op should give his own reasons too, maybe that'll speed up your balance team /s
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I'm giving you the like in hopes that you're actually sarcastic, because this looks exactly like the kind of bait thread I'd write myself
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402971#Comment_3402971
Are you really saying that? You know if you just run away most of the times the guards cannot hit you, right?
Yeah bro just run away i mean bro why did you zone yourself bro this game was totally designed to be chased by two things at the same time
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Delete her. But I've been asking that for knight and trickster too and they're still here...
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Just got 3 times in a row midwich.
I'll just say it again, how can we expect devs to be able to develop a functioning hit detection system, fix twins bugs and stuff like that if they can't even write a "if map was this -> don't the map"
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@BlueRose said:
I don't know how much more can be done. They have completely gutted CoB, Overcharge and Eruption, what else do you want them to do? Also don't say "delete SM & Knight" bc that's not realistically going to happen since the dev team rarely ever go back to a new release killer to make major changes. Like I said what else can they do realistically...
Realistically obviously nothing. They released two horribly designed killers that the vast majority of the community seems to hate back to back, luckily they're rare because nobody wants to play them either. Those few times we go against them we can either suck it up or just skip the match and go next, that's the only realistic thing we can do
IDEALLY they'd just delete both of them (and trickster, because this is literally trickster chapter all over again, for the third time)
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Dull merchant holding a 3 gen is still very fun to play against :) She can still easily do it, and obviously that's what most do. Reworked by the way
@GensByDaylight said:
Its called potential energy.
Now that regression is trash, its barley even possible to hold a 3-gen. Well unless its SM who should just get removed anyway. If you use PE you can break it pretty easily, I know the perk is trash and all, but it does counter it!
This has so much "just take ds to avoid getting tunneled" vibe
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Ah nvm, 2 or 3 content creators said the exact same words of this thread's title. I see what's going on
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I was probably the #1 nurse complainer in the forums because of how unfair and cheap she was while running starstruck with a couple of slowdowns and range/recharge addons . Literally an easy 4k while making a coffee
But at this point, with her blink attacks being special, her most obnoxious addons gone, I feel like complaining about her is just a matter of skill issue. She's perfectly fine now
Throwback to 1 year ago:
@egg_ said:
This is not going to be a rant thread, because I actually did some maths and therefore I'm bringing some quality data to support my thesis, so brace yourselves because this is going to be a long thread, with numbers too. A lot of stuff will be repeated and/or redundant, partly to understand what numbers I'm using (so you can scroll back and see how I calculated them), partly for myself since I wrote this in pieces.
First of all, we will need some data. More specifically, power times and movement speeds, that can be gathered here https://deadbydaylight.fandom.com/wiki/Sally_Smithson#Power_Trivia and here https://deadbydaylight.fandom.com/wiki/Movement_Speeds#The_Nurse
I will expose the assumptions I'm making:
- we are taking into consideration raw distances. This to avoid discussions like "yes but break line of sight and double back" or stuff like that, which has no value whatsoever in the points I'm going to make;
- the nurse 'example' we are using will have no 'dead times': therefore, we are looking at the optimal use of movement blink charging times (no seconds wasted between the moment the blinks are ready and the moment the nurse starts charging them, no overcharging of the first blink: everything will be immediate), while always holding W (always moving forward) towards the survivor;
- we are assuming range addons are working as intended. More specifically, as stated in the pwoer trivia, a blink maximum time is 1.5 seconds. The addons descriptions only mention that the charge time is increased (maintaining the normal charge time / meters ratio) but not the blink time, which is capped at 1.5 seconds. Therefore I assume that for blinks longer than 20 meters, the cap will always be 1.5 seconds per blink -> changes the blink movement speed to compensate;
- the second blink is assumed to last 1 second and to cover the full distance of 12 meters;
- last assumption: I'm taking into consideration the "worst case scenario" for the nurse, which is having to catch up after blinking twice and lunging, giving her the longest fatigue + full recovery of both blinks.
So let's start with the numbers. At first I will analyze the distances covered while using no addons, dark cinture alone, fragile wheeze alone, and both the addons together. Then we will compare the results with range addons. The formula used is simple:
Total distance = Fatigue duration × Fatigue movement speed + Walking time × Walking movement speed + Blink charge time × Blink charge movement speed + Blink range (max) + Chain blink time × Chain blink movement speed + Second blink range (max)
The fatigue for the aforementioned scenario lasts 3.5 seconds, at which the nurse moves at 0.96 m/s. The distance covered is 3.36 m (constant).
Charging the first full blink takes 2 seconds, at which the nurse moves at 2.89 m/s. Space covered = 5.78 m.
The first blink lasts 1.5 seconds and covers 20 meters. The second blink is assumed to last around 1 second and cover 12 meters (^assumption). To charge it, the nurse will use 1.2 seconds at which she moves at 1.16 m/s. Distance covered: 1.392 m.
Total fixed distance: 42.532 m; total fixed time: 9.2s
The only variable in this case is the time that the nurse consumes walking normally after fatigue, which is affected by the addons. Therefore, I will calculate the single cases and add up the fixed values to each one of them:
- no addons: walks for 2.5 seconds at normal movement speed of 3.85 m/s. Distance covered: 9.625 m. Total distance covered: 52.157 m. Total time: 11.7 s. Avg speed: 4.46 m/s
- dark cincture: walks for 1.7 s. Distance covered: 6.545 m. Total distance covered: 49.077 m. Total time: 10.9 s. Avg speed: 4.50 m/s.
- fragile wheeze: walks for 1.3 s. Distance covered: 5.005 m. Total distance covered: 47.537 m. Total time: 10.5 s. Avg speed: 4.53 m/s.
- both addons: walks for 0.5 s. Distance covered: 1.925 m. Total distance covered: 44.457 m. Total time: 9.7 s. Avg speed: 4.58 m/s.
Now lets compare this data with a survivor's data, namely the survivor that has just been M1ed and is running in a straight line away from the nurse. The survivor's data is obviously easier to calculate. They will have a fixed 6 m/s speed boost for 2 seconds (fixed 12 meters), then run at 4 m/s for the remaining time. I'm not considering any decelarion aspect (is there even any?): the transition between the 6 m/s and the 4 m/s is instant.
- no addons: 12 + (11.7 - 2) × 4 = 50.8 m. Distance difference: 1.357 m.
- dark cincture: 12 + (10.9 - 2) × 4 = 47.6 m. Distance difference: 1.477 m.
- fragile wheeze: 12 + (10.5 - 2) × 4 = 46 m. Distance difference: 1.537 m.
- both addons: 12 + (9.7 - 2) × 4 = 42.8 m. Distance difference: 1.657 m.
This means that the better addon you use, the more distance the nurse covers, giving a smaller window of reaction to the survivor. Bear in mind that we're not taking into account the lunge too, as it would happen instantly after the data provided. But anyway, as you can see, the actual difference between using and not using addons is merely 30 cms. The 'actual' difference is that everything is sped up as it takes place in a smaller window of time. However, this is not what this thread is looking into. This data is used as a source of comparison with the actual point of the thread, which I'm going to explain now.
When we take into consideration range addons (Heavy Panting and Kavanagh's Last Breath), we intoduce another variable: charge time. However, most of the numbers used until now stay the same.
- Heavy Panting only: we add 0.4 seconds to the first blink charge time with a speed of 2.89 m/s = 1.156 m, and 4 meters to the blink range. Since no addons are affecting the blink recharge time, we take the previous no addons data and simply add this. Final data is: 57.313 m in 12.1 s. Average movement speed: 4.74 m/s.
- KLB only: we add 0.6 seconds to the first blink charge time with a speed of 2.89 m/s = 1.734 m, and add 6 meters to the total distance = 59.891 m in 12.3 s. Avg speed: 4.87 m/s.
- Both addons: we add 1 second to charging time at 2.89 m/s = 2.89 m, and add 10 meters to the total range. Total distance covered: 65.047 m in 12.7 s. Avg speed: 5.12 m/s.
- Heavy Panting + Dark Cincture: Total Distance = 49.077 + 1.156 + 4 = 54.233 m. Time = 10.9 + 0.4 = 11.3 s. Avg speed: 4.80 m/s
- Heavy Panting + Fragile Wheeze: Total distance = 47.537 + 1.156 + 4 = 52.693 m. Time = 10.5 + 0.4 = 10.9 s. Avg speed: 4.83 m/s.
- KLB + Dark Cincture: Total Distance = 49.077 + 1.734 + 6 = 56.811 m. Time = 10.9 + 0.6 = 11.5 s. Avg speed: 4.94 m/s
- KLB + Fragile Wheeze: Total distance = 47.537 + 1.734 + 6 = 55.271 m. Time = 10.5 + 0.6 = 11.1 s. Avg speed: 4.98 m/s.
Looking at the average speed alone, you can already conclude how strong range addons have. But let's compare it in terms of 'closing the gap' with the survivor, by calculating the distance covered by them in the same fragment of time and then subtracting it to the distance covered by the nurse:
- Heavy panting: 12 + (12.1 - 2) × 4 = 52.4 m. Distance difference: 4.913 m.
- KLB: 12 + (12.3 - 2) × 4 = 53.2 m. Difference: 6.691 m.
- Both addons: 12 + (12.7 - 2) × 4 = 54.8 m. Difference: 10.247 m.
- HP + DC: 12 + (11.3 - 2) × 4 = 49.2 m. Difference: 5.033 m.
- HP + FW: 12 + (10.9 - 2) × 4 = 47.6 m. Difference: 5.093 m.
- KLB + DC: 12 + (11.5 - 2) × 4 = 50 m. Difference: 6.811 m.
- KLB + FW: 12 + (11.1 - 2) × 4 = 48.4 m. Difference: 6.871 m.
Conclusion + personal comment:
As you can see, the distance covered when using range addons is a lot higher than that of the survivor. Not only that, but the use of Fragile wheeze only, in terms of raw distance, gives almost 300% more distance than using both recharge addons together. This renders almost any effort of making distance from the nurse useless, as she can immediately close the gap. I don't think this is healthy at all for the game, and the fact that those addons have no downside whatsoever is mindblowing for me.
As I said earlier, recharge addons almost have no impact on the difference of the raw distances covered, they just impact the speed at which the game is played, and I don't want to discuss the balance of that in this thread, as the numbers are very similar.
If we want to consider a more realistic scenario, the nurse will hit the survivor, and they will run somewhere where they can break line of sight. The nurse will be forced to walk for longer than the recharge time required. Then she will blink again to catch the survivor, who is probably trying to break LoS and build distance. If they 'win' the mindgame, they have a chance to actually make said distance, forcing the nurse to be a lot more precise in her next blink series. However, outplaying a nurse with range addons is basically useless, because she can close the gap immediately.
If we take an addonless spirit for example, in the situation where she M1s a survivor and has her phase ready to go, you will find out that the duration of the phase is just enough for her to be in lunge range, if she tracks the exact same pathing as the survivor, and provided that there are no pallets or windows in between (you can do the math). Nurse doesn't care about these. So I don't think it is healthy for her to keep having these addons, at least with no downside. Taking spirit as example again, it would be as if Yakuyoke Amulet was never nerfed, or if MDR showed scratchmarks).
Finally, even though in terms of raw numbers, double range addons combination is the strongest, I personally think that the 'best' is KLB + FW, as it helps cover the gap while also giving only 1.3 seconds of 'forced' walking time while the nurse can locate the survivor again.
Again, this is not a thread about nurse, but about her addons.
NB: I posted the average movement speeds as a normalization metric, as every case examined took into consideration different times and distances covered. However, this is not a discussion on the average speed of the nurse. Don't interpret it as "wow, she's actually faster than a standard 4.6!", because every killer has a way of closing the gap with survivors, and on average they will have an overall speed higher than 4.6 m/s too (blight, spirit, billy moving extremely fast almost as much as they want, clown and freddy slowing down survivors which could be seen as them speeding up, and so on).
NBB: I really hope the math is correct. Maybe I made some mistakes here and there, if someone had the time to double check this it would do me a great favor :)
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3 generators in 2 minutes is normal gen time if you can't down a single person in that time frame and the 3 not in chase spread out 🤨
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402953#Comment_3402953
He legit mentionned it in the post. it's the "never stop slashing" outfit
Oh, didn't know it was called like that, I thought it was related to neons or something
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I know how it should work according to some past statements: when a generator is blocked (DMS, Deadlock, Thrilling etc) it stops regressing and cannot be damaged further. If it was regressing before the block, it will go on regressing after the timer is over.
How it actually works: ?_? inconsistent ?_? did they fix the bug where it kept regressing even if blocked? It wasn't fixed up to last patch.This surge thing is new to me, it shouldn't be applied to a blocked gen, eruption shouldn't either but it wouldn't surprise me if it didn't work, afterall the devs are so good at coding this game
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The only thing knight needs is a nerf to the guards' ability to down survivors. They can get their easy and no brain free injure, but actually work for their down instead of having an AI do the job for them
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Disagree with most of them to be honest. I feel like you mix up skill ceiling of the killer's power and general macro management of the game (which applies to every killer almost identically)
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There was that cool fan made legion skin that by design was reactive and bhvr ruined it
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Killers who need a rework because they're horribly designed to the point they might as well be deleted: Trickster, Skull Merchant, Knight
Killers who need a rework because they simply exist: Twins, Legion, Freddy
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402163#Comment_3402163
I think what's happening is that the entirety of Merciless Storm is counted as one skillcheck, so if you get interrupted or fail one, it counts all the prior ones as failures too.
So if you clear five skillchecks, but miss the sixth, all six of those skillchecks will be considered failures and cause 60% regression.
This ^
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402120#Comment_3402120
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402126#Comment_3402126
The perk is bugged so that hitting the skill checks causes the generator to regress by a substantial amount, usually between 85% and 100% of the way, but only sometimes. The exact causes of the bug are unknown, so avoiding it is also unknown, but letting go of the generator, taking the 10% missed skill check penalty, and having the gen be blocked is often the better option instead of needing to re-repair every generator.
The reason solo queue is involved is because you cannot tell them "oh yeah they have merciless btw don't forget it's bugged and to let go". Cross-platform games means you can't remind people in pre-game chat, either.
This version of the bug is in the ptb, in the live version there's what firellius said, because yes, we get to choose between two flavours of this bug
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Goodluck getting skillchecks in an 8 seconds heal
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400798#Comment_3400798
I said nothing about that. I took issue with you trash talking players your team is beating despite the fact that you're playing on ez mode where the game actually breaks down completely because of SWF coordination and experience
It sounded like you implied it when saying the game is easy when competent survivors playing together are put against less experienced killers
That's a matchmaking problem, and said killers should complain about that, but they shouldn't feel entitled to winning like some of the people in this thread seem to imply :)
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@Veinslay said:
It took them forever to killswitch the Object exploit where it was 100% wallhacks at all time even while content creators were spreading it around
It took them a weekend because the bug was discovered/became public on a Friday evening and on Monday morning it was killswitched already
That's quite different from a month long perk regressing your gen to 10%
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If only it was an actual measure of skill and wasn't inflated by user's perks and playstyles...
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400131#Comment_3400131
Wow the game is easy when you play in a 4 man SWF of veteran players, what a startling revelation.
We lose to other strong/veteran players too. Why should a player with less experience than us feel entitled to win against us, regardless of the perks or "tactics" they apply?
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399761#Comment_3399761
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399762#Comment_3399762
But are we playing a different game or what? How is it possible that I, as well as my friends and many other people I know, are always against genrush builds? It seems that on this forum I talk to people who have never caught organized premades that make 3 gen within 20 seconds.
I don't know at what level you play, not even how much you actually play killer, but I alternate between killer and surv and, when I play killer, I always get at least 2 prove per game, endless toolboxes, hyperfocus is rare now because it requires a brain to be used. And even with 4 slowdowns gens fly, because slowdowns need a certain condition to be used (see pain resonance, you need to hook on a scourge, pop needs you to hook and kick a gen within 45 seconds, eruption needs you to kick first and then knock down a surv, and so on), unlike toolboxes and prove which are free bonuses to gen speed.
Do you see the difference? Gen speed perks are brain dead (exept hyperfocus), slowdown require the killer to actually be good to use them. Stop complaining about 4 slowdowns when these perks rewards the killer for playing good, while survs can get free gen speeds out of nothing.
Yes, we are. @edgarpoop explained it quite well in his reply:
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399804#Comment_3399804
I can try to unpack this a bit. We could get into an MMR measuring contest, but it's ultimately irrelevant because hidden MMR is both ethereal and ironclad. It's convenient whenever the goal posts need to be moved. Skill is relative anyway. Everyone rises to their limit at some point.
Hyperfocus isn't rare because it requires a brain. It's rare because it usually does nothing. It's the biggest placebo perk in the game. Players see Hyperfocus and think the gens are flying because of Hyperfocus, when in reality the gens are flying because players are hard focusing on the gens trying to get value out of a bad perk.
If gens are flying with quad slowdown, you are either A: failing to effectively use your power or B: shouldn't be running quad slowdown on that killer because that killer needs chase help. And it's usually the killer players pulling the "you must be low MMR" card who don't see that comp Oni/M1/Billy/etc players often run 1 or zero slowdowns on them, because all the slowdown in the world won't matter if you aren't hitting survivors. The dissonance is wild at times.
That's the whole issue with overtuned slowdown. It doesn't put weak killers over the top at the highest levels, but it turns B or higher tier killers into almost guaranteed wins.
The funny thing with this whole situation is that most actually good killers that I run against when playing with my swf run 1/2 slowdowns at most, but they're able to pressure the team at a whole different level. You don't see good nurses, blights or other strong killers with stacked slowdowns because they know that in most games it would just be a guaranteed stomp. Meanwhile, when we go against top tier killers with stacked slowdowns, we almost always get a 4 or 3 man escape, mostly because they usually just rely on those perks and don't really have an efficient macro gameplay.
I'm talking as someone with 4k hours, and usually I'm the one with the least amount of hours in the group I play with (with the average being 8k hours). We don't bring boons, we don't use DH or strong meta builds, yet...
The average game against "tryhard nurse/blight" goes like this, and other than the green medkit I wouldn't call anything excessively meta in our builds
The whole point being that killers excessively relying on slowdowns are way more common than survivors bringing a whole genrush build, and usually they're just bad players who can't pressure the game at a level required to win against a good team
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My favorite killer to play
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399599#Comment_3399599
Ask yourself how stacking 4 bnp, 4 toolboxes, 4 hyperfocus, 4 prove thyself, etc is a good idea for the game. I don't understand this double standards. Why killers can't stack 3-4 slowdowns while survs can stack lots of gen speed perks?
I've seen that build once in probably 6-700 killer games I played since Hyperfocus was released. Couple of bnps a bit more often, but actual stacked genrushing builds like that, only once.
Meanwhile how many times do I see a killer with 3/4 slowdowns? Ironically, most of them are terrible at the game too and lose anyway
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397915#Comment_3397915
Was my argumentation about that wrong though?
Ah, no, not at all, that's why I tuned it towards you
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396966#Comment_3396966
These are all terrible perks
Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?
Also how aren't the survivor perks mentioned beyond strong?
Windows of Opportunity does almost nothing for a competent player. For the People is insanely situational and, in probably 49/50 matches will not benefit the survivors. Deliverance has way too many hooks and eyes for a relatively minor benefit that's further cut down outside of well-coordinated swiffer play, and Decisive Strike is the most egregious of them all.
DS got trimmed neatly into the position of anti-tunnel to the point where it's effectively in the killer's control, 100%. The -killer- has to put in effort to get this perk to fire. And now, when it does fire, its effect is pretty much negligible. So not only does it very rarely come into play, its effect is also terrible.
'But you can pair it with other endurance!'
Now I'm sinking two perk slots into being able to do something when the killer tunnels, leaving me with only half a build if the killer doesn't! What a steal!
Also how isn't reassurance complety bonkers?.They took Kinship,and made it better in every single way.
And what was Kinship's value, exactly? How good was that perk?
Seriously, stop comparing perks amongst each other and assess them on their own merits. Reassurance, in this regard, is not a strong perk just because Kinship is worse. Reassurance has limited value in very specific situations. It could've been good, but then it got gutted before it hit live in order to protect camping.
i am able to objectively look at the fact that killer is being treated unfairly.
Every single person crying about killer nerfs also thinks themselves objective when they do so, including the folks that cry about survivor stuff being OP while posting 2-gen 4Ks as 'proof'. Probably about 90% of them claim to be 'top MMR', and a similar number will probably answer that killer has never once been buffed.
The game is way more balanced than people make it out to be. It may not be balanced to a plateau that people like, but it is balanced.
Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?
Eh, pal, you said multiple times CoH is fine, not that strong or whatever it was. This kinda applies to you too, considering CoH is easily one of the most broken perk survivors had since MoM
Didn't read the rest of the thread and post btw just replying to that
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@m4x1m_000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396696#Comment_3396696
99 far gen and killer will play without the perk.
True, we do it all the times with my swf
However, how many times do you go against swfs (and I really say swfs because solos and duos are too uncoordinated to pull out that) that actually do so? I use deadlock on many killers, and I've probably ran against like 2 teams that actually did that, and it's still manageable
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@Veinslay said:
When the new patch goes live, killers will have little to no gen defense while a survivor soloing a gen in 40 seconds will still be a thing
Allow me to introduce you to: deadlock, a perk that has been in the game for 1.5 years
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Out of 10 killer games i played this evening, 4 of them had people give up immediately
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Please devs leave alone the two most busted survivor perks
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CoH is getting nerfed, not buffed?
I'm not sure in what kind of world an adjustment to nerfed numbers compared to what is currently in the live servers is a buff. It's getting nerfed, period
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Bump for relevance
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@Coffeecrashing said:
MDR by itself is fine, because I think it causes many people to mess up phasings because there aren’t any scratchmarks. Yes, the 6,000+ hour streamers do really well with MDR, but those people can also win streak with her other addons too.
It’s really blossom that is an issue, because it patches up the weakness of MDR. Because I have watched people, where their MDR strategy is frantically sweeping an area at supersonic speed, and waiting for killer instinct to show them where the survivor is.
Blight’s addons are more of an issue, because they either don’t have any downsides……or in the case of adrenaline vial they un-nerfed the penalty so many times that it’s now a solid addon choice, and it’s actually my preferred addon choice for indoor maps because I want all those extra M2 bumps to help navigate the indoor maps. And it’s extra questionable that adrenaline vial combos so well with the addon that makes his M2 charge time even better, because that combo results in Blight having his power available almost non-stop, to the point where he doesn’t even need alch ring anymore.
And I’m really really really still not sure why Nurse got a triple nerf, and Spirit got an awful 100% crystal clear directional audio….. but Blight has been pretty much nerf free for years, where his only “nerfs” have been removing certain exploits.
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390618#Comment_3390618
Yeah this. The main issue is Cherry Blossom, not MDR.
MDR + Yakuyoke are extremely powerful too, it's not just MDR + DCB that are stupidly op
But the common denominator of those two builds is MDR, in my case because you don't need scratchmarks to track a survivor when you know the direction they've gone, you're 25% faster than your normal phasing speed (40 - 15) and your phase lasts longer than a generator repair time
The removal of scratchmarks is simply not a downside good enough to justify how powerful that addon is
I agree with everything else said about blight etc
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@Sonzaishinai said:
It is a bit overtuned. Never played much with it myself but been picking it a couple of times and it snowballs so hard.
Also really enables tunneling as a strategy even more. Being able to harrass the rest of the team with 45% gen damage while focussing only on a single survivor is kinda nuts if you think about it.
It is a little overnerfed now though. What i would like to see is when you spend your last token and all survivors are still alive they are refreshed. So you could have 12 uses again but it takes spreading your hooks thin.
I do believe it's overnerfed too but your change would still maintain the problem of camping and forcing hook trades while getting free regression (ideally within a 3gen). I just think that being locked behind token should turn it into a generic hook perk and not a scourge hook
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I said it multiple times but I'll say it again:
Distortion is a hidden gem and it's just way too easy to get stacks back compared to how slowly you burn them (even against a full aura build).
They should rework how you get stacks in some way (ex. instead of time spent in the TR, make it gen progress instead)
Nerf distortion? Nerf distortion.
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It's so fair and balanced that unless you make it to a jungle gym whose pallet is still up there's no actual way to mindgame MDR spirit even on some of the safest filler loops
Totally unbiased opinion
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Don't worry, just a couple of weeks and this build won't be anymore as effective as it is
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Same, while she was bugged I even got her 6 times in a single day. Now her pickrate dropped again. Reminds me of how often I used to see nurse before they nuked her blink attacks and addons, now I rarely see her.
It's kind of pathetic and ridiculous that so many players act like this
@Akumakaji said:
I personally found her much more fun to play as long as she was bugged. Some players might accuse me of "only wanting easy matches and exploit bugs", but I think that her "normal" form was nerfed too much and that it's odd when survivors got way more (even perfect) information, then the killer using their power.
This is a general problem with basically all powers, but especially jarring with poor, old spirit.
Because you were


