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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724225#Comment_3724225
true. Nice post tho I do think everything should be random including all items and add ons that would make it much funner as killer 🤠
Thanks! Can't agree on killer addons, since there are too much useless or even harmful addons. Like imagine Doctor with Scrapped Tape for example. Or Bubba with Depth Guage Rake and Speed Limiter. I better go afk than playing it. Killer always should control his power.
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@Royval said:
what is 10% pop going to do
Not much, but at least something.
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@skylerbound said:
I was doing a killer daily, zero slowdown as it was the modifier. 4 bnps and they brought a game map. I was playing an m1 killer, and every single person I chased pre-ran and pre-dropped only caught them twice being out of position otherwise I had to bloodlust and full brute force everything. I got 1 hook and was one hit short of getting my daily. Obviously not a good run.
EGC happens and I told them they were a solid group. I then get 4 sore winners that told me I committed to one person for too long(yes, but at a certain point you have to commit), and how they were all solo and how I need to get good as an Onryo main(I’m not and only played her for a daily. I might have 2-3 hours into playing this killer since her release). Well… one person forgot they had their twitch name in their bio… and what did I see… the same 4 people squaded up… and when they got into a game they were doing comp call outs.
So now I have to ask… why are we gaslighting? What’s the sense in this?
oh, it's my favourite:
– oh we are all solo
also them: every survivor always knows where i am as stealth killer and preruns, give backs right when they need it, always end gens when i start to chase someone from hot gens, go down in a pallet/open with no reason and do other very coordinated stuff
sure thing you guys are solos and not sore losers at all -
Iron Will is more nerf than buff. 75% is still very solid, people are just too spoiled by previous completely busted state and don't want to admit it's still good. Ace and Ada with this perk are still completely quite. And 100% for 80 seconds it's just one or two times of use perk like Lucky Break.
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@ChaosWam said:
My main is Sadako and I think she should have 1 TV and a well to hide in until the match ends.
And a Mac10 submachine gun.My main is Artist and I think she should only have ability to talk with crows on the map and fly across the map without hurting anyone. Maybe suddenly scare someone once per match.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723397#Comment_3723397
Idk where you got all of that from.
I'm just saying if you main survivor and care about winning, solo-queue is not productive or enjoyable at all.
If its your secondary role that you play to chill and not care about winning on, then sure you probably would find it playable. But that's like me saying killer has no problems because I let mostly everyone go every game and meme around 9/10 times.
Playing both roles does help improve your understanding, but I disagree that every opinion is equal when it comes to certain topics, despite everyone having a right to their own opinion.
Because you came in and said "People do that a lot for both sides" and then put your "killer player who saying soloq is fine" as counter-example. Sorry, but compare people who hypocritically pretend to be someone in order to benefit from it and try to give importance to their "opinion" in this way, to people who just playing something and not constantly crying that it's awful, isn't right in any way.
Soloq definately isn't place where you expect to win, true. But, once again, only matchmaking and bad players make it unpleasant. I expect to win here when matched with good and productive teammates.
Soloq, as regime by itself, is fine, and nothing wrong with people who don't follow "everything is awful devs are awful and killer sided because they don't give us 20 sec DS and rocket launcher so we can escape every second game" agenda. -
@WolfyWood said:
People do that a lot for both sides.
There's a lot of killer players here who say solo queue is fine.
Its one thing to be realistic about something you play its entirely another to want something you enjoy gutted for seemingly no reason.
There's a lot of killer players here who say solo queue is fine.
So? In your opinion, people who saying this intentionally lying or what?
Soloq IS fine. Matchmaking isn't, because when i play with experienced players in soloq, it's very enjoyable experience. Sure, there should be some improvements, such as Kindred without killer's aura basekit and teammates' perks on esc button, but it's not something with what soloq will shine after, if current soloq is awful for you. Because i don't enjoy soloq like every game, but in 90% of cases the reason of it is teammates doing awful and throw even most winnable game. And you won't improve it.
And for saying that, I should be accused of hypocrisy and not be entitled to an opinion because it's different from the majority, right? -
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723303#Comment_3723303
It's literally just yellow mori basekit. What's wrong with that exactly?
They will make it so you will mori last survivor at a certain place on the map. And rework offerings into bloodpoints. So another things not only no one asked, but everyone asked not to bring into the game. "Let's waste another month of time on a thing community didn't love, just because we can't accept that something was a mistake".
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I see him pretty often on streams on both sides, but not often in my survivor matches too. I don't love to play him at all. Once-a-month killer for me.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723296#Comment_3723296
But this is not the problem of Distortion, this is the problem of one teammate being overly stealthy. If Distortion would be removed tomorrow, the same person would just be in lockers more often.
It's definately Distortion problem at least because it promotes this gameplay. Like supersonic said, you not always have a chance to hide yourself, lockers not always nearby and run to it every time survivor is downed… too much even for such players. Whole concept "get more stealth for being stealthy" is stupid and rewards wrong things, literally forcing killer into soft tunneling same players over and over again. I saw it from both sides so many times.
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I made very similar post, so i definately agree on this. Recently had match with 2 friends, where distortion random made quite a winnable match impossible to win, because he did literally nothing but stealth, when heard TR. Pretty sure, that if Distortion wasn't endless, it would be 2 man out, because killer had BBQ and all hooks were on us.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723279#Comment_3723279
Huntress moves 15% slower than slinger while holding. Slinger can hit over half of the pallets in the game, although I think his chain does need a buff. She is also one of the only two killers in the game who has to actively drop chase, go find a horribly placed locker and reload. Artist could still zone WAAAAY better than her PTB speed. Pyramid head can also zone better considering PoTD goes through walls and he moves at 110 while holding PoTD. Trickster can literally chase while holding knives.
77% while holding a hatchet (slower than Nurse walking0 is in fact outdated. About 20% of the loops in this game you can't land a hatchet at no matter if you have 10,000 hours on her alone or not. And indoor maps are the cherry on top. An 80-85% hatchet holding Huntress would not have been bad at all. She would've went from Low A Tier to Mid A Tier.
Completely agree. Even if they decided it was too strong, they at least could give her Shiny Pin basekit.
What about OP: yeah, it's probably most cringe posts/comments on this forum.
My favourite one was from "blight main", where he suggested to make Iri addon gives you only +20 look angle and remove speed addons, on top of some horrendous basekit nerfs. Or in other words "I 100% main this killer, that's why i want him to be destroyed completely, believe me". Wolves in sheep's clothing are the nastiest. -
Randomize addons is awful idea, since many of them has anti-synergy, some of them worst than nothing. But map offerings shouldn't be a thing (and in usual dbd too).
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722859#Comment_3722859
If a killer fails to kill any survivor, it is in fact their fault.
That's why game's win condition should be hook oriented. I have too much 7-8 hooks games, where i did absolutely fine and 100% won if tunnel someone out earlier, but i only have 0 or 1 kill instead. I'm bored from hardcore tunneling long time ago, but game tells me that i'm clearly the idiot because of that.
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@Tzimiscelord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722288#Comment_3722288
Thank you! What a comprehensive answer!
Hope it will help!
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@Tzimiscelord said:
Hi there, newbie here.
I bought artist since she and zarina were both for 250 and played 3 games with her.
She feels great, i love her lore, and her power is awesome to scout generators or check rows of locker. Awesome perks too. But.
I never managed to hurt anyone with it. By the time i get to use the power again, the survivors are obviously aware they are swarmed and move far too much.
Can some veteran give me some tips on how to use the artist power for anything more than just scounting gens? (in my current level, prestige 0-2, its enough, but im well aware im far from getting its full potential)
It's probably really hard to be good and consistent with her, if you don't know all maps layout.
Firstly, really glad to read, that you try to use her power as real power and not only as trap on a pallets, so it's already good start.
It's pretty much same logic to swarm and injure with birds, you place them in a way where you think survivor will run to / you force him run to and if they dodge too much, you win distance or probably shut down the loop or even got a free hit because of it.
Some tips:
1. Don't use more than 1 bird to swarm survivor, otherwise you won't get a second hit because of cooldown.
2. Sometimes you can place birds behind the obstacles, so survivors won't know where to dodge it.
3. Patience is the key. When you start to get really good survivors, they will fake a lot to make you release the birds. Make sure you don't commit on this.
4. You need to understand where and how to use your power. Sometimes it's better to shut down loop, sometimes it's better to swarm and injure survivor,. Sometimes it's better to not use it at all, but it's pretty rare and case only on some really stupid maps, where pallet near pallet near pallet near pallet near window near pallet near pallet.
5. Don't put bird if you already see that survivor leave the loop. And fake your m2 with such survivors.
6. You need to understand where it's better to let go birds you already know won't be used in chase or just let them disappear. Mostly depends on how many birds you already placed and how long until they will disappear.
7. Sometimes it's usefull to use your birds to get info in chase and change target or just win some time, but don't overcommit on that. Just remember that your birds are also good info.
You can watch S4ninha (has the biggest amount of downs with Dire Crows) and Carniveris (in top-10) on twitch to understand better birds placement. Hope you will enjoy Artist as much as i do <3 Welcome into Bird Lady fun club! -
@Rajbow2023 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722011#Comment_3722011
Probably missing a braindead antiloop power looking at your pfp.
Hi fellow Artist hater! Calling killer with 5th lowest kill rate "braindead" at very least illogical, but not like i care too much.
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Still surprised how much community fell in love with Unknown because I didn't like him at all. Trying figure out what i'm missing with him for a while.
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You obligated to run speed addons now if you want to have anti-loop.
He less fun in chase, but not too much weaker than before, if you are good with bump logic. He is less fun to go against for me now as well, because in some loops he just need to play as m1 killer now without hugtech, and i loved to go against hugtechs.
New collision ruin more than help in some matches, because you get stuck literally on everything, like old Billy or current Bubba. Doorways now your worst enemy.
I loved Blight so much for addon variety, but this is also gone. Stone and Soul Chemical become boring and weak addons, which no one asked to change. Adren pretty much worse than nothing, thanks to BHVR listened to cry babies and instantly gave it back turn penalty without even looking at real matches. Now Iri addons will become worse than green ones and will have downside anyway.
So i still trying to enjoy him, but he was butchered a lot at least for me. -
Probably in the same place. Pallets now are actually counter to him, but he has power way more often. I think he needs some tweaks (turning ability after scamper in dash and 130 degree flick) and he will be in a good spot.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721312#Comment_3721312
Yes! Don't balance around low level! It's so obvious! But what the devs try to do is exactly that, and people support them with bad takes like, "Wow, you want to cater to the top 1% of players?" Yes! It's called balancing the game! Every other game does it that way!
Balancing THIS game around top level also isn't good imo. I mean, it's fair, but 90% will never reach this level and simple quit this game. Something slightly higher than average (and average level is also very low in this game) is fair ground i think.
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I think it really depends on who he goes against. I don't think he as bad as Trapper or Freddy, but he is definately on weaker side. He is noob stomper as every stealth killer. But against really good survivor he almost has no power, since stealth do nothing against Discord, it's to easy to reveal him, it's not that hard to run m1 killer for 1 minute + he has nothing against bodyblocks.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721323#Comment_3721323
At least Trapper can shut down an area or basement you, Freddy has nothing…
Freddy has antiloop (yeah, weak, but not completely useless), some mobility and kind of stealth. Trapper has power, which requires to waste half of the match just to have it and it's still laughably easy to cancel it. Yes, basement Trapper is good, but do you really want to judge killer based on one very specific playstyle?
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@ArkInk said:
I think Trapper is at least a tier worse than the rest of the cast. At least Michael has good addons and Basekit instadown plus half TR, and Freddy gets a TP, minor anti loop, and minor Basekit slowdown. Trappers traps, though better, simply require too much setup and can be saboed too easily to be worth it a lot of the time.
Completely agree, Trapper still a tier lower than any killer. This killer is so trash, that even Freddy looks like S tier compared to him.
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@luvcraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721277#Comment_3721277
I'm not talking about when I'm playing with a genius like you. I'm talking about when I'm playing with idiots. :D
You can't improve bad players with QoL sadly. I got second stage on hook in soloq even with kindred and killer on another side of the map several time. You can give rocket launcher to kill killer and they will explode themselves. That's why you should never balance around low level.
I don't mind your suggestion, i'm just saying it won't do anything. People run away from hook for no reason even with WWMI icon near their perks. There is no help for them. -
I mean, HUD already does this. You always see that survivor downed without being in chase and screaming. Sometimes you know where the killer and dude in dying state in completely different place, when he was up few seconds ago. There was not a single case that i didn't understand that player uses Plot Twist. It's just soloq survivors hate to use their brain and given tools, nothing new.
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I got 3 matches in a row with No Mither teammates. Am i so lucky, or it has higher chance? Also i saw Troubleshooter way more than other perks.
Probably most fun matchi had today was on Pig: Ruin, Plaything, Monitor and Overwhelming Presence. That rare case, when ruin did a great job. -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718583#Comment_3718583
I would not say that... Perks like we will make it or botany knowledge reach similar values on average and don't have this weird build up, sure we will make it only lasts for a limited time, but 90 seconds is quite a lot of time.
Exactly: on average. Remove rng from it and it will become insanely broken perk for how much time it will save.
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This perk is only balanced because of rng aspect, if you want to make it consistent, than its value should be nerfed in half.
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I would say he is not terrible even close, but slightly overrated in terms of strength. His chase is strong, but very counterable, you will spend a lot of time on some maps like Eyrie against good survivor. If i remember correctly, some comp players put him in B tier (even with his current insane tunnel potential) and my opinion isn't that far from that. I think he is lower A tier, which means that there are a lot of killers better.
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I don't love it just because of soloq. One teammate without looping skill turns half of the map into huge deadzone just for one chase and will die in a god pallet anyway. And players like these never won't improve their skill just because of this perk. I recently saw such survivor with 3k hour in my killer match, running just straight forward without even knowing where i am, dropping every pallet in a way. I had no doubt it's Windows users and surprise, surprise… he was. "oh pallet, oh i need to drop it quick quick… oh im safe * hit from the same side of the pallet * "
I don't mind Windows as killer for the same reason, even if i think this perk can make loop chaining a bit strong, but i know that good loopers can do it even without a perk. But you pretty often can say which survivor runs it just for watching his pathing.
Edit: Agree on AMN, my favourite survivor's perk for almost three years. Very underrated perk, especially after last buff. So much useful info and resources recovery. Troubleshooter also is very underrated. -
Nurse started to tunnel me at 3 gens. So 3 gens chase ended up on hook in the center on the map and i was so glad, that other teammates (i was in duo) were smart and it ended up 4 man out. I will never get tired of repeating: mediocre Nurses are the most fun to go against.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716706#Comment_3716706
tbf always slug is more efficient way to win as killer than hooking
Maybe only on singu. As a survivors, who always run Botany, i don't remember other slugging killer which I didn't escape against, especially in swf. You will never win swf with slugging, unless they are too altruistic and make a lot of mistakes.
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Sabo buff. This is a thing that should not receive even the slightest buffs in any form.
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@Xernoton said:
I'm surprised how short-sighted these changes are. I mean, do you honestly think this will change things for the better? We'll either have people double down on slowdown perks, which will increase the pick rate of these perks even more because 1 or 2 slowdown will not be enough or people will create their own meta. I see hardcore slugging, tunneling and camping on the horizon. Even more than now.
Don't worry, OP will create another post "Why are people surprised about killers basekit buffs? It was coming" with the same confidence probably in few months. Surely he understands pros and cons.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716652#Comment_3716652
Yeah I am a firm believer now you never played him in a decent mmr.
You have to have really good control over his chains swings to not hit the most tiniest of objects that cause a 5 second tantrum if you make the smallest of mistakes. Not to mention the invisible objects that you hit that seem to be all over the game.
You don't even need to be at high mmr to suffer with him. When i was begginer player, i usually didn't know when to charge my chainsaw, can't use tokens properly, always miss timing for m2, bump literally into everything and was afraid of windows like fire. Now, when i'm at least not bad with Bubba, every good looper can waste at least 2 minutes in chase not even with good rng. And one bump literally can cost you a game.
And i believe, majority of community adore to go against Bubba (me included), because of how easy he is to go against.
So we know for sure that OP has never played as Bubba, and hardly has even an average skill level on survivors. -
@Nazzzak said:
Because that's what the playerbase seems to ask for repeatedly. Nerfs to the perks they see too often. What they fail to realize is that the same standard will be held across the board. If you just play killer and complain that x- survivor perk is used too much and it needs a nerf, then you can bet that any frequently used killer perks will also be on the chopping block. And vice versa. It started with the survivor meta perk nerfs of update 6.1 and now here we are. It's like that meme where that guy shoots someone and then asks "why would (person/organisation/etc) do this?"
I'd love to see the playerbase come together and suggest to the devs how to improve on bad perks, but it's just constantly "nerf this!" instead
I did huge post with suggestions, almost no one gives a f. Anyway, devs are so slow, that i don't bother anymore, they will buff Unrelenting for 40% and we will eat it another year. Then they will remove 10 sec from Obsession. You can suggest as much as you want, but when even on a thing that pretty much all community agree with it takes years to improve somethings, it's just pointless.
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I believe this perk should have 75%, like Singu in overclock, then cd will be understandable. Currently it barely gives you any value, especially in shack.
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@[Deleted User] said:
All you have to do is read the description for the updated Pop Goes the Weasel to understand the devs are playing a different game to the rest of us.
Especially keeping in mind that year ago they buffered it from the same value because "it was slightly underperforming", lol
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@BH5889 said:
I really don't understand the balancing decisions for this game, in fact, I never did and continue to still not understand. It's like the developers are sadistic towards people who play killer. The game shouldn't be balanced around casual players who can always improve as they play, because now the higher level players are the ones getting screwed over.
Survivor mains will praise and preach any nerf on killers and their perks because at the end of the day they're biased and just want someone to bully it seems. This is also coming from someone who plays both survivor and killer at higher MMR, since I know I'll be branded someone who only plays killer. In fact, I find myself avoiding playing killer more and more as time goes on.
- [CHANGE] Decreased regression effect to 10/15/20% (was 15/20/25%).
Dev note: Pain Resonance finds itself in almost 40% of all loadouts, and it is one of the most effective Perks in the game. We want to make this Perk less of a clear choice for all builds, but keep it rewarding for Killers who choose to chase multiple Survivors.
- [CHANGE] Decreased regression effect to 20% (was 30%).
Dev note: Pop Goes the Weasel has proven to be very strong, and the conditions to activate it aren’t very difficult. To better reflect how often it comes into play, we have reduced the strength of its regression effect.
You would think you'd ask yourself why these perks were included in so many loadouts. Killers at the higher MMR NEED gen defense and they will continue to use gen defense perks. They'll just cycle between all those types of perks based off what gets nerfed. If you want killers to stop using gen defense perks, then actually balance the gen speeds so they can run other perks.
- [CHANGE] Decreased movement speed bonus to 150% (was 200%).
- [CHANGE] Decreased Exhausted duration to 30/25/20 seconds (was 60/50/40 seconds).
Dev note: Background Player’s high movement speed allowed Survivors to cross extreme distances to make a save. There was no way for the Killer to reasonably check that area, let alone defend against it. We have reduced the movement speed and instead reduced the Exhausted duration to compensate. This will make it harder to get a save but allow you to make attempts more often.
- [CHANGE] Reduced stun duration to 4 seconds (was 5 seconds).
Dev note: Our last update increased the stun duration to 5 seconds. This was a little too effective, so we have fine tuned the stun duration to 4 seconds instead.
Then you get changes for survivor like this, an already meta perk that got a buff when it didn't need it, then now getting nerfed to shave 1 second off. Or the change to Background Player, why couldn't you just nerf the speed and let that be it? Why did you need to buff it to compensate for the nerf? I don't see any buffs going along with the nerfs to compensate for Pop and Pain.
Just seems to me that the developers are very biased towards survivor players and it gets annoying knowing when I win as a survivor, or lose as a killer, it's because the game was balanced in such a way in attempt to force that outcome and not because I played well or poorly. Balance the game around the top level of players and let the casual/newer players improve over time, or at least nerf SWF so it's not a complete broken joke. I'm not even going to talk about the Chucky Scamper change because that is just completely out there, or the MANY changes in the past that are questionable because I'll be here all day.
I just accepted that playing killers at a high level would never feel fair and fun. There is no reason to balance game for minority, simply because it will hurt those who are in the majority. This is obviously unprofitable and illogical.
Just enjoy survivors until queues will take 10-15 minutes again and BHVR will have to do something about it. Just dbd life circle. - [CHANGE] Decreased regression effect to 10/15/20% (was 15/20/25%).
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I really hate this hypocrisy on forum since yesterday. "Oh stacking 4 slowdown was so bad". Yeah, but SWF stacking 3-4 Styptics, syringes, adrens+resi, dh, otr+ds, toolboxes, BNP is completely fair. I don't bring 4 slowdown, but when playing against this, game literally shout at me that i'm idiot that i don't. How long will the forum cry about one thing, completely ignoring literally same situation on other side?
Why should killers go chill and empty handed against sweat squad? Just to make game even easier for already strongest players, having chilliest time in this game? If stacking is problem on one side, it's definately a problem on another.
I don't tunnel usually in my matches, and i bring slowdown basicly for me having more chases and just don't see all gens done in 5 minutes. But dear lord, every update just telling me more and more that there is literally no other way to play than hardcore tunneling, if you wanna win as killer at least sometimes. -
They can make it as Low-Pro Chains, so you can turn a second after scamper and it will be in a very good spot imo
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BHVR proved once again they don't understand what middle ground is. It's either too weak or stupidly strong. Perk wasn't even that bad in swf.
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Surely you removed downsides from both Iri Blight's addons? Don't tell me that C33 now weaker than green Salt and still has downside lmao
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It's as stupid as it is now, just in another way. Have an opportunity to save literally on every down is absurd. Just revert it on release state.
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My first match on killer was against bully squad with 1-2k hours each. Nah, thanks. Sbmm is bad, but before wasn't better.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712100#Comment_3712100
I wasn't intending to be pedantic, those are completely different statements.
In that case, you're overestimating how much distance survivors actually make after a protection hit. It's not nothing, but it isn't enough that the chase ends up dragging on forever, and you still have a slug on the ground giving you more time to chase because you're getting more slowdown out of it than normal.
The situation you're describing is beneficial to you, not to the survivors.
So yeah, we're back to what i said in first sentence.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712096#Comment_3712096
…Then what's the problem?
You said you "eat DS", which you're clearly not doing if you're slugging the survivor. You do have to give the unhooker a little bit of distance, but you get a slug out of it, which is to your benefit.
Bruh. Changed this part, so you can understand it better.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712094#Comment_3712094
Why are you eating DS? You do not have to pick up a survivor you know has been recently unhooked.
Slug them, and go keep chasing that injured survivor. They get a protection hit's worth of distance, and in exchange, you're occupying two survivors at once. That's to your benefit.
Yes, denying hooks is very strong. DS cannot be used to deny hooks unless the killer is tunnelling, because it can't be weaponised in the way that people are talking about it being weaponised. You never have to take the bait, you never have to eat DS.
Who even said I am going to pick him up? If I pick up a survivor with ds, I will no longer find the trace of the survivor I was originally running after to begin with. It is clear as 2+2 that I will slug him.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712087#Comment_3712087
You don't get cancelled hooks from someone trying to weaponise DS, though?
You get a slug.
Are you sure you've ever played dbd at all?
I'm catching up with a injured survivor and I'm about to reach him, then survivor comes running in and forces me to give a hit to him. Survivor I was chasing initially runs to a safe place, chase increases for AT LEAST another 30 seconds. In the worst case, one perk gained enough time to fix one generator. At best, he won the game, even if it was on an equal match before this moment. And that's ONE perk on ONE survivor.
I'm not even going to say how strong hooking cancellations are now in any way due to the fact that the whole killers meta is based on this, because it seems like you don't understand it anyway.
It's cringe to see people defence weaponizing DS, because survivors cried for two years "we need DS 5 seconds back, we get tunneled so much" and now they literally asked for that. Turned out survivors just wanted "I want to be invincible and annoy killer without any punishment." Never happened before and here we go again.