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illNicola

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  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454811#Comment_3454811

    I understood his points very clear. But he is wrong about Nemmy and Wesker. Because it was never big deal anyway. It was: use vaccine and take your item back. Now instead of this, they will just hold their items. I don't know how Wesker & Nemmy losing their pressure with these changes, even if they had pressure it was not noticable.

    Pinhead is losing a lot pressure, that's true.

    Singularity is never intended to do this tho because all system changed because of him.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454812#Comment_3454812

    Like i said, i don't think it's big deal to hold their items with killer items. I don't think i got pressure from it. Because they never use vaccine on my face, they are just using it when they are safe. If you tunnel them, they won't have time to use it anyway. So i just don't think this is big deal.

    But maybe i am wrong. Maybe this will come back with some decent buffs , who knows? I'd like to see full add-on pass for Nemmy.

    With Wesker it's not that much of a nerf because with Wesker you don't aim to max out the infection. Nemesis lives there from the infection as he has access to one m2 which saves him time.

    The fact that they can have the vaccine without problems at any time allows them to take the vaccine early game, keep it there for when needed, then accessing an object such as medkits and toolboxes. Instead, before, they could have opened the chests with vaccines, but they had to leave them there if they wanted to bring their object with them, as it should be.

    The Pinhead box is also striking, given that it practically allows a survivor to hold it hostage, and it is ironic given that the survs have complained for months about the Pinheads who held the box hostage. As I said before, the change would have been nice if the surv automatically loses the box after like 10 seconds and starts the chain hunt. So the surv is forced to take the box and open it and cannot hold it hostage.

  • @tenoresax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454762#Comment_3454762

    They chose to not send it to live because it was broken and made tunneling survivors bizarrely easy, and your "compensation" sounds more like a nerf.

    Honestly, I think I heard more killer players saying that it shouldn't go live than survivors, but nonetheless you're the only person I've seen advocating for the change.

    Instead I've argued with people on this forum who said "Change would be if they put cages like hooks".

    Others instead who said that the change is right, and main survs who quitted in ptb as soon as they saw pyramid head. Opinions were literally split in half. Obviously devs listened to surv mains

    My compensation is not a nerf, since it will work with hook perks for both survivors and killer.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454795#Comment_3454795

    I did actually, i read everything you wrote. Even after the part when you said this: " I think the one who suffers the most is Nemesis, since in this way the survivors are able to heal themselves from the virus much more easily."

    This is just not true at all. Using vaccine has not small animation time. So you have enough time to punish survivor if they are doing this to your face. If you can't, this is skill issue my man.

    And if they are not doing this to your face, there is no different than before. They were using vaccine and then taking their items back. And now they will just hold their item on their hand instead of taking it back. I am sure Nemesis will survive after that lol.

    Franklin changes affect only one killer (Pinhead) and it's okey.

    I'm glad you still didn't understand that my comment wasn't about the Franklin's change, since it's not this big problem, but the fact that survs can carry killer unique items with them as a "secondary object". So for example i can bring with myself a toolbox and the box of Pinhead.

    Nemesis is like my fourth main I think, and of course you're right. If they get healed in front of you, you have plenty of time to punish them, as it should be.

    Nemesis will survive, sure, but trust me it will suffer this. If a surv can carry BOTH the vaccine and a medkit or a toolbox with them, you infect them and if you don't tunnel, they can be healed at any time without having to go find the chest, open it and take the vaccine, removing a thing that slowed survivors mid game.

    I hope you understand now what I mean.

  • I think the characters are not enough for me to write everything I would rework

  • If you stack haste it's a problem. Alone is ok

  • The real problem with this isn't the fact that Franklin demise won't work anymore with Killer unique items, the problem is that survs now are more safe against these killers.

    They can carry the box of Pinhead around, removing a BIG part of his power. They can carry vaccines against Nemesis and sprays against Wesker and heal themselves from the viruses in any moment. And, at the same time, they keep their medkits, their toolboxes and so on.

    Obviously killers didn't receive anything to compensate this buff against these killers.

    I think the one who suffers the most is Nemesis, since in this way the survivors are able to heal themselves from the virus much more easily.

    Even Pinhead is affected, since they can take the box hostage. Since surv complained about Pinhead taking the box hostage (and devs rightly nerfed it), at this point put that if a survivor has the box with him and doesn't open it in 10 seconds, the box disappears and the chain hunt starts. Also put that the box cannot be dropped, so as to prevent the survs from picking it up and throwing it on the ground.

    Wesker honestly doesn't suffer from it, let's face it who the ######### has ever managed to max the infection of the Ouroboros against strong survivors? Also considering that when you get hooked the infection is halved. I personally managed it maybe 5 times, and still putting a lot of pressure to the point that they just physically couldn't find the time to heal themselves from the Ouroboros

  • MFT has 2 problems:

    • The free effect (reward for being injured, so reward for be hit by the killer)
    • Haste can stack.

    These 2 are the problems, no more and no less

  • Since surv main cried and rage quitted in every game against Pyramid head in ptb, they chose not to make it go live.

    It's funny because lots of survivors think it's easy to hit with the punishment. Pyramid head should had it since the beginning, since the punishment is strong but it's very hard to use.

    To "compensate" I think that they should've put that cages works like normal hooks.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454743#Comment_3454743

    BDT is boon: dark theory. And honestly nobody uses it so I wouldnt blame a native english speaker for not knowing 💀

    I had to look for the effect because I didn't know it either lol. It's actually quite useless. Not that it can have about 20% haste, but having 2% haste is useless.

    I still don't understand why the devs went against the heal stack, but the haste stack is fine, which I sincerely believe is more problematic to stack haste than heal

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454731#Comment_3454731

    If you throw in buzzwords like "SWF" or "abuse" it does not really make it better.

    I can guarantee you that 99% of Survivors do not bother to use such Perk Combinations. Most players just want to play the game. Some fancy YT-videos dont change that.

    I don't think, probably survs care more about making gens than actually be good in chase.

    Maybe I'm wrong, but we will see in a month or two if MFT + another perk will become a combo. And lets see if devs will nerf it (if there is a combo) like they did with overchage + COB (since it's something that benefits survivors I don't really know if they will nerf it, maybe it should stay meta for 6 years like DH before a nerf)

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454731#Comment_3454731

    you could always just use power of two+blood pact for a permanent 12% boost as long as you are near. toss in BDT and the killer only moves 1% faster. why are we just now caring about this?

    I never saw power of two, probably because it has an eternal cooldown. I always thought that haste shouldn't stack. And please, what is BDT? I don't know all perks names in English (I'm Italian)

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454725#Comment_3454725

    Thats an issue with haste stacking, not MFT. you shouldnt be able to stack haste anyways, it limits how many unique haste related perks can be made and forces all of them to have crazy restrictions. The only exceptions to that rule are MFT and BDT, which have been noted as a very busted combo. if haste didnt stack, and just took the highest number and used that, would their be an issue? no.

    This problem has always existed, MFT has just made it easier to abuse. But the problem itself isnt MFT. We can easily solve this by removing haste stacking. There should be no scenario where a survivor moves at a consistent 124% speed.

    so yeah actually I do still think its balanced. In any of the clips people use to call MFT op hope is always carrying anyways.

    True, as I said in a previous comment under another post, MFT will be balanced (and not very good) if haste doesn't stack.

  • Yes because swf aren't famous for abusing things that break the game right? We will talk after a month or two, and let's see if this combo will be abused or not. In my opinion will be abused, but maybe I'm wrong

  • Look for made for this + blood pact, and ask yourself if its balanced. Add hope to hit, and lets see if its balanced in your opinion.

  • And don't forget that with a bit of combos (for example with Blood Pact and Hope). I will live a youtube link to make people understand why Made for this can be absolute broken.

    https://youtu.be/NN5ltZg0sF0

  • @Iron_Cutlass said:

    Made For This gives you +3% Haste.

    Play With Your Food gives you +15% Haste when you take the time to maximize it.

    There is a distinct difference there for a reason.

    You don't have time to maximize it. Read the perk effect, its useless right now since you don't have time to play with survivors. If you want to speed up a bit, STBFL is way better (even if I find it useless, but it's my opninio since I never liked STBFL).

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453781#Comment_3453781

    My understanding is it could only be abused by Killer's utilizing the 'facecamp kobe bar' as a resource to proxy camp more effectively. They (BHVR) said they have countermeasures in place for when the Survivor goes next to hook before the Killer, so that puts the Killer in control, not SWFs.

    Now tell me how a killer can abuse this mechanic, because I'm curious. Only swf will abuse of this mechanic, since they can transform it in a bk deliverance. So, with anti-camping mechanic, these tactics are negated:

    - Defend a basement party: Basement party = 2 or more surv hooked in the basement. Why should I leave when I have two surv in the basement? With anti camping, you can't defend a basement party.

    - Defend 2 near hook: same as basement party. Imagine this: I hook a survivor, one fails to save because played bad, I hook him near the first hooked survivor, both can escape freely if I patrol the areas of the 2 hooks. Why should I leave? I have two hooked survivor near each other.

    - Defend a gen with high repair: I hook a survivor casually near a gen that is like 80%, let's take this. I will kick the gen and check if there are survivors, but I don't know if there are survivors near the hook, and obviously the bar of the anti camp will procede even if I'm patrolling the area for a good reason (in fact probably Nowhere to hide will become a must have if this mechanic comes live, since you will NEED to see if there are survivors near you)

    Now, with this tactics nullified, there is also the opportunity for survivors to use this mechanic as a bk deliverance and to not waste time saving. As I said, since this mechanic work through floor, I can imagine Surv A hooked at ground floor, Surv B chase near the hook but on a different floor, and Surv C and D genrush, while Surv A can free himself because the killer is in the area of the hook, even if he is on a different floor and chasing another surv. Add reassurance to be sure that the hooked survivor won't reach second stage.

    Now, I ask to all people on this forum, how can you think that an anti camping mechanic will be good for the game? Or better, how can you think that THIS anti camping mechanic will be good for the game? A mechanic that doesn't reward the killer for playing good, don't punish survivors for making error, and can be manipulated by swf to give free deliverance even if the killer is not camping, transforming the area of the hooked survivor in a super safe zone.

  • After a bit of study, I came to the conclusion that this perk should be strong with blood pact and hope, even too strong. With hope, made for this can make the end game almost impossible for killers. It can possibly turn every loop in an infinite. Survivors shouldn't be rewarded for being injured.

    The only rework I will do, besides reworking completely the perk, is to make Made for this to not stack with perks like blood pact and hope, and in general to make Haste a not stackable effect.

  • @MeowMeow93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454035#Comment_3454035

    Agree as i said they should remove bioms and let him shoot with his hand and teleport instanly

    Or put that bipods shoot automatically. Both this and your change will be good for it.

    But there is another problem: it's the third killer in a row with a zoning power, BHVR #########?!

    People complained a lot about killers with zoning powers, and BHVR keep making them. With all due respect, but this is the proof that they don't listen to the community. Knight is boring to face and play, Skull merchant worse, Singularity even worse than Skull merchant. 3 bad chapters in a row.

    People complained a lot about killers with zoning and 3gen powers, BHVR not only made another killer with a zoning power, but also buffed déjàvu to counter this strategy. Ok, it should be a temporary buff, but I will believe it when I see that they nerf déjàvu after a big balance to all maps.

  • @BasementDweller said:

    I don't think he's a weak killer, it's more like emps need more adjustment.

    Also you can already tp on an infected survivor without biopod.

    No, it's weak, they need to rework it completely. I have some ideas, because right now is like playing with a m1 killer without a power

  • @YOURFRIEND said:

    I'm dying to know what happens when the survivors make a horrible mistake and I've got two hooked next to one another. Do they just get free escape? It's hard throwing to leave them.

    yes, because why punishing survivors for playing bad?

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453781#Comment_3453781

    You seem to forget that the camping meter will slow to a snails pace if another survivor is nearby, and I'm pretty sure halted hook timers will not be generating the camp meter

    No, I didn't forget it, and since bhvr hasn't said anything for this, I'm pretty sure that halted hook timers will generate the camp meter. Since reassurance work even if the killer is defending the hook...

    The camp meter will go slow, but it will procede, so since the killer is punished for even trying to defend the hook or chasing on a different floor, for me this mechanic will be a lot abused by swf.

    The problem with this mechanic is that, even if the killer is defending the hook, the camp timer procede. The same problem that there is with reassurance.

  • The anti-facecamping mechanic will already be abused by swf, let's don't buff it.

    As I said in previous posts, since the mechanic works through floor: Surv A is hooked at ground floor, Surv B chase near the hook OR at floor 1 with reassurance, so Surv A can unhook himself while Surv B keeps the killer and Surv C and D genrush.

    It's already bad the mechanic, and it isn't even out, let's not suggest buff to a mechanic that will be abused by swf

  • @adam1233467 said:

    Corrupt, deadlock, new buffed pop, pais ressonance, jolt, do you need more?

    Corrupt useless. I tried it, promote a playstyle which is most of the times useless. I tried to use it the way a guy on this forum suggested me, or rather use it to "clean" some areas, perhaps safe, in order to guarantee a better mid and end game. No, it counts for nothing against strong people, also because many as soon as they see corrupt hide like rats

    Deadlock is countered by genrush, I don't remember how many matches ended with 6 gens done, deadlock it's maybe good for one gen, not for more. And no, since it blocks only one gen it's useless since survs can repair others.

    Pop is fine, but since the killer regression is slower than surv progression, it's quite useless even if it's fine.

    Pain resonance is ok, I have to change my mind, but since scourge hooks most of the time spawn in bad position (for example all in the same zone), it's useless not because it isn't strong, but because the scourge spawn all in one zone.

    Jolt, seriously? It's good only on m1 killers, and since m1 killers are almost all C or D tier, well why you count it? I used it only on Pyramid head and Wesker, since in new maps with pyramid head sometimes is more convenient to hit with the m1 rather than the punishment, and I used it on Wesker because I was learning him.

    Seriously you think gen regression now is strong? It's useless

  • If you play the Singularity you get the answer. It was almost impossible to do worse than the skull merchant, but actually devs managed to do worse than her.

    The main problem is that it's bugged as #########, the biopods don't shoot at survivors if they aren't completely visible and still, the teleport is almost useless, the clock mode too. A wasted design. The design is 10/10, the power is 0/10.

  • It's too early to say if it's broken or it's fine. I think it could be broken in good hands, but it's too early.

  • @smappdooda said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378762/disappoint-transmission

    https://us.v-cdn.net/6030815/uploads/CUETPTNWOW6L/20230613143952-1.jpg

    Can't lock on to the booty. I wonder how much of a survivor needs to be visible for that to work. Feels like old stalk mechanic.

    They need to be completely visible and still, I ended now a match with the Singularity and the biopods didn't target even survivors who were completely visible.

    This killer is D tier, wasted design.

    I hope bhvr wake up and rework completely the power, it needs only that the biopods can also shoot automatically, and with only this it could be a lot stronger.

  • @SpiritsHusk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452546#Comment_3452546

    I find "made for this" and "scavenger" pretty strong.

    Made for this: When Injured, you gain a 3% haste bonus, when you heal a survivor, you gain endurance for 10 seconds. Does not function while exhausted.

    Scavenger: Hit 5 great skill checks, fully restore a toolbox to 100%, and complete gens at 50% speed for the next 30 seconds after restoring a toolbox.

    Soma's other perk allows him to see the killer's aura for 6 seconds after dropping a pallet, not as strong but definitely useful for aura builds.

    First 2 I'm pretty sure the community agrees are quite strong survivor perks.

    I forgot about made for this, my bad. But I don't think is this strong, is like 0.12 the speed boost right? Ok that it can't be too much, but at this point, since it's either too strong or too weak, rather do another perk right? Maybe I'm the one who doesn't see the possible combos though, so if you have any idea of ​​a possible combo correct me if I'm wrong.

    Scavenger is a weaker version of another perk, I don't see the utility of it. In ptb was too strong, now it's quite useless (and it must be useless since gen speed is a problem in this game)

  • @SpiritsHusk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378762/disappoint-transmission

    "perks since both Singularity's perks and Gabriel's perks (the new surv is Gabriel right?) are useless" Not sure what you mean, Gabriel has 2 extremely good perks which I've enjoyed using so far. The Singularity also has pretty good and unique perks.

    Unique perks I agree, strong no. Gabriel's perks? Which and can you please summarise the effects? If I missed something, I always correct myself

  • @mees said:

    The omly thing i agree on is the map. Personally i think the singularity is pretty balanced and alot of fun to play. In my opinion this is a pretty good chapter.

    I hope I'm missing something on Singularity's power, because right now is D tier.

  • @Chocolate_Cosmos said:

    Well I saw some people saying he is really strong but I don't see it so far. He feels not so easy to play, his cameras are cool but sometimes makes you dizzy and confused, when you switching between them you can easily get lost. There were many times allready that I wanted to watch a different camera but instead I switched to totaly different one.

    I think he is okay so far. He is cool, but I don't see such power in him as many people see. I don't think he is weak tho.

    It's not strong, but it's too early to say the tier. I probably forgot to say that it's to early and this are my day one opinions. But since I have a long career in dbd, played every killer, manage to win with every killer (even the Singularity), I don't think I'm wrong this time. It's not strong, a bit bugged and it needs a bit of touch. For example, as I said in my main post, the fact that if I see a surv, he's highlighted in white, and it's not half behind a rock, the biopod should shoot at him. No, if the surv has a finger behind a rock and the rest of the body is uncovered, the biopod won't shoot at him

  • @Iron_Cutlass said:

    "Singularity is D-Tier", "It's power is top tier for camping", and "Only used the Biopods like Cameras" tells me everything I need to know.

    Just because you fundamentally do not understand how the play the Killer does not make them weak, let me question you this, is Nurse "weak" because some people suck at her? No, we see people play Nurse at the top level and comp for a reason, because she is one of the strongest Killers in the game.

    The issue that you are having is that Singularity's Biopods are not like Cameras, you can infect Survivors with them, and it forces them to respect the sightlines of them. And once a Survivor is infect, you can directly hit them with your ability (no need to use Biopods) to teleport to them. Placement is insanely important to get that initial infection, and if your placement sucks, you will be punished heavily.

    Also their Biopods shoot significantly slower when near a hooked Survivor, making his ability to camp not as strong as people make it out to be. Yes you can get information from it, but unless you are sitting right by the hooked Survivor you have no realistic way to capitalize on that information... which basically means you have to actually camp for them to be good at camping... which effectively accomplishes nothing productive.

    A lot of other stuff isnt really listed in their power, the description could be improved, but it takes like 5-minutes of research to learn how to use their power on a basic level.

    I understood how to use biopods. I won with the Singularity, don't get me wrong, if we talk about winning I don't have this problem, but it's not strong. You have to understand this. The Singularity is not strong at all. Maybe it's too early to say this, and I know, but for me now it's D tier. Max C tier for the teleport. I will come back after some days and I will say if it's strong or weak.

    I didn't know that near the hook are slower at shooting, since survs I met literally used the EMP (it's EMP right?) to block the biopods.

    I know that Singularity's biopod are not cameras, but have you red what I said? I got survivors literally in front of my biopods, highlighted in white so they were in the range of the biopods, but they had like a finger behind a rock, so the biopod didn't target them.

    What about the map? Am I the only one who feels it a lot surv side?

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452213#Comment_3452213

    It's not entirely true its power isn't useful in chase. If you shoot a Survivor with a biopod on them you'll teleported to them and enter Overclock same as if you did it by camera.

    ######### tier killer. I finished now a game, 4/4, biopods useless, if the surv isn't ENTIRELY in the area of the biopods, the power doesn't work. If the surv has a finger behind a rock, the biopod is like "Oh, there isn't a surv here".

  • It's camping, but in an intelligent way since you have two survs hooked in two near hooks. For example, if I have two survs in the basement, why should I leave?

    It's camp, but this type of camp shouldn't be punished.

  • After a lot of matches without seeing a single DH, I can say that it's quite true. Lot of people used the autoDh script, so they can hit DH even when is impossible for them to use it with a perfect timing. Lot of survivors were carried by DH. Not everyone, but a lot of survs yes

  • The skull merchant requires a complete rework, neither a nerf nor a buff. Her power was born for 3gen, she doesn't have any kind of chase potential. She requires a rework from scratch like they did with Freddy

  • Like Scourge hooks, they started out nice, then sucked. The only good scourge hook is Pain resonance, Gift of pain is nice but requires a separate build to work well.

    CoH was broken, allowed survs to heal too fast, but after the nerf became quite useless. Boons, like scourge hooks, are both nice ideas, but they should be reworked from scratch

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452189#Comment_3452189

    LOL. Time will tell. I have 2 mill saved up but it's for the event BP offerings could care less about BHVR creation # 3 in a row.

    I even forgot that the update comes out today, it never happened before and I've been playing for 6 years now (or 7, I don't remember when dbd came out on ps). I've seen a lot of gameplay, obviously time will tell if it will be at least an A tier killer, but in my opinion it will suck and it will be an better version of the Skull Merchant. It doesn't have a power that is useful in chasing, on the contrary it seems even more useful for camping a 3 gen. If devs put even just that the biopods shoot automatically it would already be a crazy improvement, in chase it would become quite phenomenal and strategic (the way I like it)

  • You can't nerf the SWFs, what do you do? Put the game to block voice chats even from programs like discord? Devs should just nerf perks, toolboxes and all those things that can be abused, breaking the game, by an organized SWF. Mind you, I'm not saying that the organization should be penalized, on the contrary I'm the first to say that an organized SWF is right if it is able to give the killer a hard time, but neither does it break the game and create situations that are impossible to win.

  • The only problem with the hatch in my opinion is that can spawn at 5 gens. it's a useless sop, since even if the surv escapes from the hatch at 5 gen he/she loses the pip, because he/she didn't do ######### the whole game. They should put back that hatch spawns when 2 or 3 gen remain, so at least survs have time to gamble a minimum and don't have a sop, and likewise a killer who literally destroys a team can secure 4/4 if he does 3k on 5 or 4 Jan. Currently having the genrush is a bit tough, but it happens sometimes

  • Why would the killer risk letting you escape? He was right to slug you, I would have done it too if I didn't have hooks nearby. Just today I did it, since bad luck wants all the hooks I had were on the opposite side of the map, the exit was almost open and, rightly so, the surv wriggled when I picked him up, so since I wanted the 4/4 I left him to die on the ground and watched him to avoid unbreakable. If he wanted to avoid waiting 4 minutes he didn't wriggle out, why should I let him get away for free?

    When a killer leaves all 4 survs on the ground for no reason, I agree it's annoying, but here he did well since he risked 4/4, now explain to me why he should have risked letting you escape.

    @Mockingjay_S451 said:

    And now we have the camping at 5 gens, first hook. The joys. I will also add that after I died I spectated, and she resorted to slugging.

    All I can say is 66 more days and counting. IYKYK.

    https://us.v-cdn.net/6030815/uploads/7QIL1G2LE9NV/img-9481.jpeg

    Question, do you play soloq or swf? Out of curiosity, because if you play swf you could easily organize yourself to save. Second, do you realize you were all pretty close to the hook? Was the killer supposed to leave and leave a sign that read "Please save, I'll wait in the corner"? Also, from the silhouette it shows that an Artist is the killer, so the Artist can ONLY defend the hook of m1, since she cannot spawn crows in like 15 meters near the hooked surv. Again, what was the killer to do here? Leave the hook so you can save the surv without problems? Or rightly defends the hook? It's the same speech as before, why should the killer make life easy for you?

  • Coming to be genrushed since it will be anything but strong in my opinion.

  • I know, it's just to specify for anyone who might be going to say the killer is op because of that clip. Prevention is better than cure right?

  • While my main killer is Pyramid head, I have many others that I really like. My favorites are Nemesis and Wesker, the Artist, Sadako (yes I know it's funny, but Sadako is one of my favorite killers), the Spirit, the Plague and the Blight (although I suck at using it since the last time I used it was about a year ago). I have them all around p10, as I don't see the point in prestige beyond p6.

    My main surv is Jill, as I'm a huge RE fan and Jill was my childhood crush XD

  • Honestly it's the 1st anniversary of dbd in 7 years that I'm not even the slightest bit excited. Even last year with the Dredge I was very excited, this year less than zero.

    It will be that the game has become absurdly frustrating killer side, but I don't know. I think I'll just play to get the masks, then as soon as I have them all I'll go back to a break until they fix a few things (like genrush, toolboxes and bnp, and maybe they make it possible to play killer without the anxiety of being genrushed. As a surv even if you get tunneled at least you have fun if you are strong, as a killer being genrushed is boring).

    Moreover, the counter for tunneling at least exists, which is precisely being good at chasing, knowing how to loop, as a killer you no longer have slowdowns and the few remaining are not incisive. As I said in another post (and I also tried to use the slowdowns that a guy on this forum advised me), now slowdowns have no sense, I win easier without them. With slowdowns equipped I feel like I'm playing with 0 perk

  • It's the problem with soloq, randoms throw the game.

    It's sad, but it's not killer's fault

  • @DbDistorian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451031#Comment_3451031

    no you're not wrong, not a single killer perk was mentioned.

    op if you wanna talk about balancing perks u have to balance both sides, not just one. when was the last time you saw territorial imperative or furtive chase?

    Seriously, have you ever seen territorial imperative or furtive chase? I didn't even remember that these 2 perks exist, lol

  • Correct me if I'm wrong, but you haven't even mentioned a killer side perk.

    Killers have about 10 good perks, survs have a bunch of good perks. I agree that some of the ones you mentioned suck, but let's look at the game at 360 degrees: even killers have horrible perks, and they are many more than survs.

    Also add that the good perks of the surv unbalance the game, since they are abused and are game changing.

    If we're being honest, given the condition of the game, the side with ######### perks that require urgent rework is the killer side. It being understood that both sides require heavy rework, not only to the perks but also to other things.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449554#Comment_3449554

    "various way with experience" in 2K I saw a cheater once who admitted to cheating. And that's about it.

    If you think that all cheaters admit that they cheat, you're so wrong.

    For example, I faced a guy who lag switched, I sended a message to him with a clip, and he said that "it's s skill issue" where in the clip was clear that he teleported thanks to lag switch.

    Another example, I faced a swf who made gen faster with NOTHING to speed up gens (no prove, no toolboxes, no hyperfocus and so on) than a swf with 4 prove and 4 bnp.

    My last one, that this is a fresh one. I faced a swf, besides the absurd genrush and a guy that had literally aimbot with the torch (that blinded me in literally impossible spot), I was thinking that it was a normal match (since someone complained about torches on the forum I thought that that guy was only good in blinding killer). I had 3 hexes: devour, undying and noed. Devour was at 3 tokens when the last gen popped, and I managed to down 3 survs, and I slugged for the fourth. In that moment, all my totem were destroyed at the same time. 3 totems in one with 3 survs in dying state. I thought it was a fair match, but hey cheaters show up when you put too much pressure.

    And like 1/3 of my matches are with cheaters, sadly.

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