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iloveandhatethisgame

iloveandhatethisgame

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iloveandhatethisgame
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  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926354#Comment_3926354

    yes, that's competitive, actual high skill matches between high skill survivors and high skill killers.

    In pubs you usually face mid skill level killers at best and people still last 20s per chase, which is catastrophic

    no one cares about comp. I bet you don’t even play that

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926075#Comment_3926075

    You do realize that there are situations where the correct decision is to eat it right? And DS, even at 3 seconds gives enough distance to the survivor to often make it to the nearest safe loop and that adds at minimum 10-20 seconds to a chase and sometimes more.

    “You do realize that there are situations where the correct decision is to eat it right?”

    Every situation because the perk sucked. Period

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926037#Comment_3926037

    Thats insane. the power from DS isnt even primarily from the stun. Its that it gives a survivor who lost the chase a get out of jail free card with no strings attached. Good survivors who know how to loop super well can also take that 3 second stun and spiral it into an extra 20-30 seconds in chase.

    the 3 second stun was useless. You made no distance and it didn’t make killers think twice about tunneling. The perk was so bad that killers just ignored it. Perk is supposed to be for anti tunneling and it didn’t do that. Quit lying to yourself

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925292#Comment_3925292

    I think they a projecting tbh. They said you were making points in bad faith. All of the things you said are absolutly true. They didnt have a solid rebuttal so they are trying to paint you as being unreasonable. Its a common tactic, and a sign that replying to them in any capacity is a waste of time. Notice how all of the counters they made were insane, or just flat out wrong, and took you all of a few sentences to tear apart? They arent trying to be fair and honest.

    You can't win an argument with certain kinds of people.

    I’m so glad for the dislike option

  • @bathwatergrill said:

    Oh yeyh a new game mode! Oh wait, it's tunneling and camping again, just like in blood moon, just like in chaos shuffle before blood moon, just like normal game mode has been for months. Interesting game.

    yeah ima stay on marvel rivals. Lmk when 2v8 comes back

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917507#Comment_3917507

    They only win so much because the matchmaking forces them to smurf, giving them maybe 1-2 good survivors, and then the rest are terrible. When MMR first dropped, and actually worked, killers were getting destroyed.

    Ah yes it’s always the survivors that’s are just bad.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917644#Comment_3917644

    I think this is basically right, but its just more about players and instead of mains. A similar survey in the past might have been:

    Why do you run infinites?

    Why do you destroy all the hooks?

    Why did you bring BNPs and auto complete gens?

    Players want to win games on both sides. Why they are running certain tactics seems pretty obvious and would be silly to have on a survey.

    agreed

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917500#Comment_3917500

    Don't you think maybe it is relevant to ask the players who are doing that game action why they are doing it?

    choy had a video where he explained why he did it and he basically said “because I want to win more” even tho he said in the same video he “hates sweaty games”. They only do it because they want to win more

  • @WolfePhD said:

    I know I am late to the party on this thread, but I still want to give my thoughts and input.

    More specifically, I do not understand why ONE survey published at ONE point in time is used to draw conclusions about developer thoughts and behavior. Don’t you think any reasonable conclusion should be based on more than ONE piece of evidence?

    After taking the survey, it is clear to me that the developers are looking at improving the survivor gameplay experience to reduce churn.  The survey had a Survivor focus. This makes complete sense to me. In every trial, there are 5 players. 4 of the 5 players are Survivors. It stands to reason that you would FIRST look at how to make 4/5 people not quit the game.

    This does not mean that Killers are unwanted. This does not mean that Killers are unloved. The 5th player is NOT left out. They are still cared about. But change does not happen overnight. We have to start somewhere.

    The goal is to make all five people happy. I would rather start by improving QoL for 4. QoL for the 5th is still important, just lower priority. When the next Survey drops and it has a Killer focus, I hope we all remember this conversation and how silly we looked trying to draw meaning from something so simple.

    “I do not understand why ONE survey published at ONE point in time is used to draw conclusions about developer thoughts and behavior. Don’t you think any reasonable conclusion should be based on more than ONE piece of evidence?”

    Because they still think it’s 2017 and still want to hold on to the idea that the game is super survivor sided and that killers can’t do anything in matches even though they win most of their matches

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916677#Comment_3916677

    Remember the slugging one? All of the questions were around how it feels to BE slugged, but they didn't have a single question about if people feel like they HAVE to slug, or WHY they slug.

    “All of the questions were around how it feels to BE slugged, but they didn't have a single question about if people feel like they HAVE to slug, or WHY they slug.”

    Because it leads to more wins especially vs teams that have no coordination. Thats why

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916774#Comment_3916774

    Your claim: "It does give an insight into the devs mindset that the killer players are not as important."

    And I showed you that your claim is wrong, meaningless and does not have any significance.

    And please, dont get started with Bugfixes, when we had Bugs like the Merciless Storm-Bug, which was in the game for months…

    Look, you try to paint the picture that the Devs only cater to Survivors and that those poor, oppressed Killers are ignored by them, but it just is not true. You have to do a lot of mental gymnastics to get to your conclusion and you might want to stop doing this.

    “Look, you try to paint the picture that the Devs only cater to Survivors and that those poor, oppressed Killers are ignored by them, but it just is not true.”

    One take I always here from killer players is how “dead hard took 5 years to get nerfed and survivor perks are allowed to be broken for a long time while killer isn’t” when perks like eruption pop and ruin were meta for a long time as well

  • @Waynesl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915922#Comment_3915922

    If you all want to win then go play a PVE game your in a competitive asym game that's a 1v4. 55% is to low of a standard to have for killers since it's a 1v4 statically it should be 75% yet y'all are complaining about 60%

    what’s the point of queing up k owing your gonna lose almost all of your games. Thats what survivor would feel like with a 75% kill rate

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915829#Comment_3915829

    BHVR absolutely can nerf stuff that 4-SWFs at high MMR get value from, without affecting the majority of survivors.

    For example, if a survivor perk gets used way more often in high MMR 4-SWFs, than at other survivor groups, then nerfs can happen there. For example, if Shoulder the Burden performs very well in high MMR 4-SWFs, but barely gets value in solo q, then that perk can be nerfed.

    I thought you were gonna say something like “swfs should be in a separate que” or something like that. Not against nerfing shoulder of the burden but I’m curious to know what else you think needs needs

  • @Coffeecrashing said:

    If people want killers nerfed at high MMR because their kill rates are much higher than 60%, then we should also nerf 4-SWFs at high MMR because their escape rates are much higher than 40%

    1. no killers need nerfs
    2. They cant nerf swf (that will kill the game)
  • @xGodSendDeath said:

    If these perks release overtuned I think it's gonna take them at least six months to a year to look at them

    yep just like how it took eruption

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914241#Comment_3914241

    Expanding on this with data now lets use TruTalent as an example:

    Yesterday:

    Game 1) Huntress 4k using hooks
    Game 2) Legion 3k ON BADHAM, using hooks
    Game 3) Plague 4k using hooks
    Game 4) Sadako 3k using hooks
    Game 5) Plague 3k using hooks
    Game 6) Legion 4k using hooks
    Game 7) Ghoul 4k slugging everyone with knockout. Even with a person dcing at the start of the match

    Game 8) Survivor round 3 escape, says "i dont blame them you dont have to be a good survivor, the game just becomes easier and easier"
    "Wait for phase two it will be even easier"

    Against a legion....who was not very good, and struggling.

    Game 9) Houndmaster 4k using hooks
    Game 10) Spirit 4k, using hooks, tunneling at 5 gens.... with spirit. What a joke

    Game 11) Survivor round 4k, says "More handholding for survivors happening in phase 2"
    Trash talks his team all round, while avoiding body blocking or trading, or saving as a healthy survivor while other 2 are injured.
    Flat out refuses to help save anyone late game and sticks on a generator to stealth out for hatch at 3 people, not 2... 3.

    Continues to trash talk "more handholding is going to happen, which means they are going to get wins they shouldnt get... pretty much what I thought would happen and it is"
    "killers need to play super super good, yea sadly" While they all got 4ked by a wesker and he didnt tunnel or camp.
    "survivors dont need to play well at all"

    Gets found stealthing says
    "Why do you want a 4k versus this complete potato team dude?"
    "Nice, like why do you care about 4k against such a piss easy team?"
    "Slugging for 2 minutes, looking for one survivor to get one kill"

    Meanwhile he does this all the time.

    Game 12) Ghoul 3k using hooks
    Game 13) Ghoul 3k using hooks
    Game 14) Knight 3k using hooks
    Game 15) Ghoul 2k using hooks. Blames the map for the outcome (RPD) even thhough they have 0 regression perks and using iri mask.
    Game 16) Dracula 3k using hooks
    Game 17) Unknown 4k using hooks, does the thing he just complained about a wesker doing to him.
    Game 18) Pig 4k, on Gideon, using hooks. does the thing he just complained about a wesker doing to him x2.Game 19) Dracula 3k, using hooks.
    Game 20) Dracula 3k, using hooks.

    Killer games: 15 wins, 1 tie
    Survivor games: 1 win, 1 loss

    2 days ago:

    Game 1) Ghoul 4k using hooks. Red mask obviously. Does the thing he will complain about a wesker doing to him tomorrow. x3
    Game 2) Ghoul 3k using hooks. Red mask obviously.
    Game 3) Ghoul 3k using hooks. Red mask obviously.
    Game 4) Survivor 4 escape, red mask ghoul player. Not camping, not tunneling, no regression perks. Pretty novice at the killer.
    Game 5) Unknown 4k using hooks. Does the thing he will complain about a wesker doing to him tomorrow. x4
    Game 6) Ghoul 4k using hooks. Tunnel/camps one out of the game at 5 gens.
    Game 7) Bubs 4k Camp, tunnel 1 out, and slug at 5 gens.
    Game 8) Billy 4k using hooks.
    Game 9) Bubs 4k, slugs 3 tunnels one out.
    Game 10) Ghoul 4k using hooks. Red mask obviously.
    Game 11) Ghoul 3k using hooks. Red mask obviously.
    Game 12) Ghoul 4k using hooks. Red mask obviously.
    Game 13) Survivor 3 escape. Oni not camping or tunneling. Seems to be a pretty new player, chases lasting several minutes.
    Game 14) Oni 4k using hooks. Tunnels/camps one out at 5 gens.
    Game 15) Chucky 4k. Using hooks.
    Game 16) Ghoul 3k using hooks. Red mask obviously.
    Game 17) Ghoul 2k using hooks. Red mask obviously. No regression perks. Claimed thal had MFT, nope. Claimed Nea had SB, nope and he even saw her balanced in front of him before.
    Game 18) Ghoul 2k using hooks. Red mask obviously. No regression perks complains about generator speed, and DS.

    Killer games: 14 wins, 2 ties
    Survivor games: 2 wins

    Can do more but its just more of the same crap. He just trashes survivors say its so wildy easy, complains about things done to him that he himself does to others. All while winning 90%+ of his game each day on killer and playing a single game of survivor or two a day.

    Has an extremely low mmr on survivor from what I can tell. The killers he gets are bordering brand new to the game.
    And then just stomps on killer for 6+ hours a day, every day.

    thank u

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443373/second-chance-perks-almost-dont-exist

    A second chance perk is a perk that prevents a survivor from going down. Prevents a survivor from being hooked. Or corrects a survivors mistake.

    DS is a second chance perk that can fulfill 2 criteria. Finess is a 2nd chance perk that can fulfill the last one. Dead Hard fulfills the first and the last. Unbreakable is a 2nd chance perk that fulfills the second and so on.

    If I remember right. Survivors have around 30+ second chance perks and killer have 3-4.

    Deadlock is a 2nd chance perk for gens imo. NOED and No Way Out are True second chance perks.

    finesse is not a second chance perk come on man

  • @I_Cant_Loop said:

    I don’t know why people do this and intentionally make the game harder for their team. At least bring something to help your team. Even a crappy toolbox is better than nothing. If you are one of these people, please explain your rationale. Not brining items is a giant red flag to go find another lobby.

    because the other side hates them

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442508/another-nerf-to-an-alternative-gen-defense-perks

    Not surprised to see so many downvotes on this. I guess all those who are downvoting would rather have even more tunneling and camping to apply pressure since every single decent slowdown perk seems to gets nerfed

    they tunnel and camp even with the slowdown

  • @chatgiraffe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906700#Comment_3906700

    Yeah. That's not my point. It allows Survivors to leave matches whenever they want by having everyone get downed, or lets the last survivor DC early to avoid seeing the Killer actually mori them. Which are both just pathetic reasons to leave, and shouldn't be a mechanic.

    just mori the bot

  • @Reinami said:

    Give it time, 3 games in a row now i lost with no kills because survivors are starting to learn the counterplay.

    Right….

  • @Caiman said:

    I escaped him my first match against him but every Kaneki after has been very toxic, combined with AFK teammates making the games unplayable.

    how were they toxic?

  • @MoZo said:

    This killer is insane. Guaranteed injury since it’s almost impossible to miss with the power, insane map mobility, and insane at ending chases since you can leap ahead of a survivor or right next to them and cancel your ability mid air so you can get a instant m1 after landing. I would put him around Billy as the 4th best killer in the game currently. He has all the things in his kit to be S tier and has an addon that is legit bbq and chili.

    idk about that but I found it weird that he was able to hit me through walls. Idk if that is a bug or just the latency

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903693#Comment_3903693

    Map Variant feedback has been inherently negative, with the majority of players disliking them, finding them not as good as the original maps and then bloating out the original map. It's why we made the decision to remove them.

    good, thank you Mandy.
    one of the coal tower maps was so small that i remember spawning with the killers terror radius music playing. Those variants were just awful

  • @PetTheDoggo said:

    I just wanted to grind some challenges and third game in a row today, first survivor downed DC, or give up on hook…

    I would understand dealing with him after week or two, but this fast is truly pathetic. Are they trying to pull of Skully again?

    I only did that vs a xeno because I wanted to play vs the new killer. I find him fun to play vs

  • @VibranToucan said:

    Hatch needs to be removed or at least spawn in closed. It is absolutely nonsense that your reward for playing well is not getting the adept or tome challenge. That you are encouraged to slug until almost bleed out if neccesary to not get denied your achievement. I have lost so many adepts to it.

    It is not a skill issue. The killer can't even bring hatch offerings since they can't pick where they down Survivor so the Survivor will likely beat them to there. And even if you, as the killer, find the Survivor, a chase is following them so they will likely find it first. The best thing you can do (assuming their healthy) is to not hit them so they dont get a speedboost and hope you find hatch spawn before them. It is just 90% luck and a bit of map knowledge mixed in. It also rewards bringing

    Make it so hatch spawns in closed and the end game collaps start as soon as the third survivor dies, so they can still open it with keys, but its nto a free escape

    yeah no thanks

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903631#Comment_3903631

    Again, people keep looking only at the OUTCOME of the match. I got a single hook the entire game, and the only reason it was a draw is because the survivors just threw the game at the end.

    my first game was vs someone that knew how to play the killer. I’m on console so I never got a chance to test out the PTB. I got destroyed by a ghoul on my vs first game. They got better after. I’m sure they will for you too

  • @Reinami said:

    Why am i getting matched with a syringe, a BNP with a cracked toolbox and p100s in a half SWF? (i asked them) ?

    https://us.v-cdn.net/6030815/uploads/TXYXH5L14B0Z/image.png

    I didn't even know how the power worked for the first half of the match and got 1 hook before gens were done and only got the 2 kills because they got overly altrustic in the end game.

    you got a tie just move on to the next game

  • @NarkoTri1er said:

    it looks the most balanced it has ever been because of the current state of matchmaking.

    If matchmaking was significantly improved, we'd need to have a full balamce overhaul all over again

    in what direction?

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897804#Comment_3897804

    Honestly you’re right. “We noticed Xenomorph isn’t doing so well and has a low pick rate, so we decided to nerf them into an unplayable state!” - Devs

    Honestly goes to show how much they cater to survivors because she got nerfed because the tail was “undodgeable” what a joke

    “Honestly goes to show how much they cater to survivors”

    This isn’t 2017 anymore

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441362/can-we-please-get-more-power-diversity-in-future-killers

    We had and have killers like that, let me list them and maybe you'll see a trend:

    • Trapper
      • Killer whose power is about setting up a web of traps and forcing survivors to step in them instead of being directly anti-loop
    • Hag
      • Similar to trapper
    • Freddy
      • I'm talking the old one that had to put survivors to sleep, where it was about forcing the survivors into the dream world where he would slow the game down significantly, and the survivors had to work to wake themselves up.
    • Pig
      • Survivors are forced to remove traps off their heads through alternate gameplay objectives
    • Legion
      • Legion has the power that makes it very easy to injure survivors, but then is purely an m1 killer.
    • Twins
      • It could be argued that victor is "anti-loop" but twins is more of a "swap and control 2 characters" type killer where you create scenarios where both halves of the killer work together
    • Pinhead
      • Survivors have to find and look for the box, giving them an alternate objective. The other part of the power is partially anti-loop, but the true power of pinhead is in the box.
    • Sadako
      • Sadako really doesn't have a "power" per se. She isn't really invisible, and has a heartbeat indicator. Her power is more about the map control and slowing the game down by forcing survivors to do tape runs, rather than directly interacting with the survivors. She's more about macro than micro gameplay
    • Knight
      • Knight is actually similar to sadako. Generally you aren't using the knight's power to chase or down survivors, you are using it to make them waste time while you are able to conduct 2 "chases" at the same time, forcing more macro rather than micro gameplay
    • Skull Merchant
      • Skull merchant was about setting up a web of drones then forcing survivors to run into those drones. The drones themselves aren't very good at anti-loop, like old legion, sure she might "eventually" down a survivor at a loop if they stay too long, but the amount of time that takes isn't going to win you the game. You need to play smart and break chases frequently and force surviors into your web.

    Now, do you see the trend here? The killers that are not anti-loop, are basically the killers where survivors are forced to "not do gens". Now you could argue that pinhead and pig have somewhat of anti-loop powers. But their "true" power is actually their ability to slow the game down, by forcing survivors into an alternate objective.

    So, what else do all these killers have in common? Other than pinhead, every single one of these killers is either horrible, or has been gutted and nerfed into oblivion, due to survivors complaining about them despite them not actually having that high of a win rate.

    • Trapper is probably the worst killer in the game and BHVR has stated they want that by design since he is the killer "new players" will start with
    • Hag was gutted when they just made it so survivors can just remove her traps whenever and she is STILL 110% killer, and on top of that survivors hate her "proxy camp" playstyle, the only reason she isn't complained about as much is because she isn't played as often as the others.
    • Old freddy slowed the game down so much that survivors were better off waking up and then working on gens instead of just powering through and working on gens. Everyone HATED this and complained because "it slows the game down too much and its unfun". But freddy was more about slowing the game down rather than having a direct anti-loop power. But then, again, gutted
    • Pig forces survivors to do a secondary objective, or just literally die. And again, she isn't very good, and has been nerfed constantly. Only recently has she gotten some buffs, but those have been in her stealth and chase power. The traps still do nothing if used at endgame because "reasons"
    • Legion is constantly complained about as being unfun and annoying to play against survivors. And look what they are doing! Nerfing mending (the thing that allows legion to slow the game down and force survivors not to do gens) and buffing other aspects of the kit, which are going to make the chase ability a bit better, while nerfing the slowdown.
    • Twins was going to get a rework that changed the slugging style and everyone complained about that one. Also, that rework was going to turn twins into, yet again, another anti-loop killer. The current one has to play tactially and slug survivors at the right times and pick them up at the right times, and twins is still probably on the chopping block for nerfs again given the nerfs coming to slugging, a core part of the killers identity.
    • Pinhead is the only killer that hasn't been nerfed that still has this, and is one of the reasons why i play him so much. He is able to slow the game down passively because survivors have to look for that box, and if they don't, they are gonna have a bad time. But given that he was listed a while back as one of the killers getting changes, i suspect his nerfs are coming.
    • Sadako has been reworked so many times now people barely know what she does. But her previous iteration, the one that added global stacks was great. It created real threat in the power, and force survivors to again, stop slamming gens as fast as possible, and work on a secondary objective. But we can't have that, so now all they have to do is slam the gens, take a 5 second break to pick up the tape when the TV turns on, and then keep slamming gens.
    • Knight's in an interesting spot as well, because he is similar to pinhead in that his recent changes actually nerfed his chase power and made his map control power better. I suspect that he is a sleeper killer, and is similar to hag and not complained about simply due to how rare he is to face. But i think as time goes on, he is going to become more popular and get added to the chopping block.
    • Skull merchant needs no explanation. Her last iteration before her intentional nerfs to make her useless was pretty good, just needed some slight tweaks. She is a victim of the "chess merchant" mentality because she came out during a time where that meta was strong, and her power synergized with that strategy. Now that there is the 8 kick limit, she has been nowhere near as oppresive. But again, she has a power that forces survivors to think about where they move rather than just simply dodging it, they must do a secondary objective to weaken it, again, staying off of generators. And look what she is being reworked into, a boring generic "dash" style killer.

    Every time a killer comes out or is changed in a way that forces survivors to NOT DO GENS in order to counter the power, that killer is complained about until they are reworked and/or nerfed. If the power requires survivors to do anything other than "dodge left" or "dodge right" its some massive problem that needs to be nerfed for some reason.

    Survivor mains only have themselves to blame for the anti-loop killers, and at this point, i don't actually know what killer they want to go against. Because survivors complain about most of these killers above, and also about anti-loop powers, and also about slugging, and also about tunneling, and also about slowing the game down. At this point i'm convinced they would only be happy playing against a perkless trapper that doesn't use his traps.

    “Because survivors complain about most of these killers above, and also about anti-loop powers, and also about slugging, and also about tunneling, and also about slowing the game down. At this point i'm convinced they would only be happy playing against a perkless trapper that doesn't use his traps.”

    all you do is complain constantly

  • @MoZo said:

    I would much rather do a 3-7 second dance of doom out in the open baiting a survivors DH rather than watching a survivor fast vault a window or pallet and make cross map distance just by simply holding W with lithe. I find it incredibly boring and irritating watching a survivor pre run to a window or pallet anytime I get close to them just to pop lithe and not even think about running the loop. I don’t want to play catch up in 20 seconds simulator after someone pops lithe, it’s just flat out boring.

    trust me, you wouldn’t

  • @AmpersandUnderscore said:

    Well, you're playing solo q. And I'll assume the best from you and assume that you are avoiding all of those pitfalls yourself.

    My personal complaint with survivor is that the game has been pushed out of being a casual, or even "party game" feel toward being only competitive.

    I used to play with a full 4 player SWF. Not some sweaty, bully, gen rush squad... We played and screwed around on discord on a Friday night hanging out and drinking. One player really loved playing "Santa Claude" and would open every chest in the map to gift presents out. Another was a totem fiend and would cleanse or bless anything that glows on the map. Literally the kind of team that killers claim to want in every match.

    All of us have basically been driven away from the game by the changes since 6.1 over time. At this point, I barely touch survivor and only play killer occasionally by myself.

    So what's interesting to me about your post, then, is that you're basically criticizing not playing hyper competitively. Do people really want gen rush squad every match? Or maybe the criticism should be that the game shouldn't be balanced in a way that "gen rush, pre drop, run to comp corner" is literally the only way to even have a chance at winning. Or hell, even just fun.

    I can only speak for myself, but personally I don't really care that much if I win or lose as long as the gameplay is fun or enjoyable. In fact, some of my most memorable (positive) moments in dbd are games where I lost.

    But that's not the focus anymore, the gameplay itself has become not fun for me (or my friends group), to the point that even winning isn't enough to offset that the gameplay path to win sucks. (At least in that feeling, I'm certain I'm not alone).

    So for me, if I go into a game expecting fun, casual gameplay, and get steamrolled by the sweatiest opponent I've ever seen, and then get told it's my fault because I didn't run these exact 4 perks with a toolbox with these add-ons... That's a game balance issue. Blaming my teammates isn't going to fix that, even when they aren't perfect.

    And since we're taking about solo queue, I can bring all of those things, including the competitive mindset and drive, and still have a problem because my teammate was playing around weave attunement and didn't bring a toolbox.

    “So for me, if I go into a game expecting fun, casual gameplay, and get steamrolled by the sweatiest opponent I've ever seen, and then get told it's my fault because I didn't run these exact 4 perks with a toolbox with these add-ons... That's a game balance issue. Blaming my teammates isn't going to fix that, even when they aren't perfect.”


    I played vs momoseventh and pro vengeance last week. Both times when I got the endgame screen I said to myself, “why am I even playing vs these people.” Those super sweaty games especially in solo que are just not worth it

  • wait my bad I thought this meant only good changes. Yes nemesis buff was a great change. He is way more fun to play now. And he was one of my mains before already

  • @ManOMaker said:

    Can be big or small, for example I like the release of Houndmaster, I think she's really fun and I really wish BHVR focused for on originals and whatnot, and another example being I'm not a fan of the generator-being-blocked-from-damage-after-too-many-hits mechanic now.

    What'd'y'all think?

    nemesis buff for sure

  • @alvinofelix said:

    Just like title said, as survivor it all just reskin, but i genuinely want to know of what make you main certain survivor?

    As for me, i main jake, the reason are quite simple, i play during like myers come to dbd, so 2016? 2015? And i play and main him because he is the only asian charater, since i live in Asian, and that the only reason i main him, for right now? I still main him, and because his lore/description match my personality, like like be alone.

    if the female survivor is hot

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897298#Comment_3897298

    my only gripe with the basekit bt feature is the fact they keep collision (basicaly they can abuse the basekit bt to body block) simple fix for this make it so the unhooked survivor loses colision upon being unhooked.

    it’s worth testing out

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897444#Comment_3897444

    Ok great, i'll be waiting for the nurse buffs that you so desperately think should happen.

    funny I’m not the one that acts like killers are weak and can’t do anything. Thats you.

  • @LordDeathly said:

    Hey everyone. I started playing a bit after taking a break from DBD. I saw they revamped Freddy. So far I've tested him in bot matches,and he feels like he will suffer the same problems pyramid head has. Pyramid is good at low MMR,but once you start going up against good survivors dodging pyramid heads attack is rather simple. Freddie's new ability feels very similar. I don't want to waste effort, and time investing into a killer that will perform badly at higher MMR. What's everyone's thoughts?

    welcome back. And I like him

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897419#Comment_3897419

    It is a game design problem, if you are in the camp of "its ok because these teams are rare" then you must also believe that nurse needs to be buffed right? Because MOST nurses you go against have her at a below 50% win rate, and she is one of the lowest kill rate killers in the game.

    nah it’s not a game design problem that they don’t give you every basekit gen defense so you can guarantee wins every game. Survivors already lose most of their games. Who the hell wants to sit there and play a game where they are already sentenced to lose. That’s what you want with these changes.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897300#Comment_3897300

    "To win most of your games"

    "These teams are rare"

    Doesn't matter, these teams exist, so unfortunately if you are playing to win, you have to play like the enemy is eternal, because if you don't, and it turns out they are, you will lose. You have to play hard from the start.

    Yeah that’s a you problem, not a game design problem.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897147#Comment_3897147

    So they add basekit corrupt and everyone still runs 4 gen defense perks, just corrupt probably isn't one of them, and nothing changes.

    I have not seen a killer run 4 gen perks in a long time. You don’t need that much game delay to win most of your games. If every team in every single lobby was team eternal then these changes would be fine. But all this does for 99% of the rest of player base is make the game more miserable and just lead to more losses. Who the hell wants to play a game that they can barely win? Yeah 10 percent escape rate is definitely gonna be awesome

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896956#Comment_3896956

    Oh, so free BT and anti-camp, and 10 second longer hook states isn't handholding?

    Basekit bt and anti camp were healthy changes. I can’t believe I have to explain this to someone again, but it seems like biased players like yourself are to unable to understand

    Basekit bt is in the game because back then if the killer was camping and you got an unhook, the killer could down that person immediately as soon as they hit the ground. You think that’s good game design?

    Anti camp is in the game because facecamping is really unhealthy, especially when it’s a one shot killer. Remember the facecamping bubbas? You think it was fine that they just camped immediately at 5 gens? Also this feature doesn’t do anything unless you are trying to camp them hard. It’s in your control as the killer


    the 10 second hook timer doesn’t do anything. If you play normal it does not matter.

    None of these are handholding, they were put into the game to make the game healthier. Hopefully you can understand now

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440601/generator-speeds-are-too-fast-and-its-ruining-the-perks-i-want-to-run

    This is why i'm an advocate for doing what they do to killer addons. When killer addons feel "required" to play the killer, often times what they do is buff the basekit, then nerf the addons to be the same as they were before the buff, so if you run the addon nothing changes, but if you don't then its not as bad as it used to be without it. So i would be for a blanket proposal like:

    • Basekit gen kick set to 10%
    • Basekit gen regression set to 0.5 c/s instead of 0.25 c/s
    • Basekit corrupt that lasts 60 seconds ends as soon as a chase (or injury) starts instead of a down
    • Basekit corrupt on totems that lasts 60 seconds
    • Basekit pain resonance-like ability for 10-15% that encourages unique hooks instead of tunneling out

    Then go and basically just nerf all the gen defense perks by like half or more, or keep the bad ones as they are. Then we'd see more variety because killers wouldn't have to bring tons of gen defense perks anymore. You could do like:

    basekit corrupt should be the only thing that should be implemented. Every thing else you mention? Yeah no thanks

  • @Megaspyder said:

    They say things like "Survivors have too many 2nd chances", "Survivors get handheld by bhvr" or "They get too much help with basekits and features"

    Why do they say such things?

    because they are very biased. Same would be said if survivors said killers get handheld

  • @CautionaryMary said:

    @Nazzzak , yes Scott Jund used to run that combo (I don't know if he does now) when medkits were quite strong.

    I think for perks like Overcome and Dramaturgy, you either need another exhaustion perk for back up or simply, as you put it to find another person or way to heal yourself to get value from it.

    I'm a Sprint Burst lover (always have been) and always thought it was better than old Dead Hard as you can 99 it to Sprint Burst like a Dead Hard, I've done it before. I got tired of the whole exhausted on the ground thing and Sprint Burst has always been quite versatile, as @iloveandhatethisgame says with their love for it.

    Many people can misuse it obviously by walking everywhere, but it's a strong perk for a reason.

    Overcome is good, it doesn't fit my playstyle a lot given that I like to take chase, and I find that killers sometimes will drop chase from the huge burst of distance you get. 😊 It's not too bad of a perk, just needs more consistency compared to the major 2 (Lithe and Sprint Burst).

    I combine it with vigil it’s very good!

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440024/exhaustion-perk-tierlist

    I'd knock down sprint burst and knock up dramaturgy, dramaturgy is like old dead hard for distance. Background player is good there, but if they ever fix flashbangs, then it would get knocked down a pet or 2.

    sprint burst is the best exhaustion perk

  • @Cataca said:

    Remove the heal or remove the speed boost can't have both

    yeah no thanks

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