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jmwjmw27

jmwjmw27

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  • @DINNERBRAINS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854205#Comment_3854205

    In what way does Nurse require skill? It’s a free win every game for me. Still doesn’t warrant what they did to Chucky. Chucky was just as strong as Spirit now he’s terrible. Nobody asked them to buff him in the first place when they initially removed his scamper because entitled survivors mains claimed that a scamper is a guaranteed hit. It was never a guaranteed hit ever since they nerfed it off ptb. And given they didn’t nerf Chucky on ptb first they need to give people a refund of their purchase. You don’t just nerf characters and immediately send it live without testing.

    In my opinion, nurse requires skill in 3 areas.

    1. Mechanically. This is the smallest portion, nurse is not very hard mechanically, but it takes some time to build muscle memory for blinks as well as learning what you can't blink through and how her blink position is adjusted by survivor hitboxes. This is something you can have down in less than 100 hours of practice, but this bar is already high enough that most average players try nurse, suck as her, and give up.
    2. Macro knowledge. Not really any different from any other killer, but knowing where to rotate, where survivors will rotate, what chases to take, etc.
    3. Micro knowledge. Nurse has a lot easier of a time in chase and doesn't require the most skill in this area. But there is still some skill involved with mindgaming survivors and how to use blinks safely at tiles/LOS blockers to guarantee hits.

    I think she is one of the killers that takes the least skill to get good results in public matches with, but I wouldn't say she takes no skill. Something that takes no skill I would liken to the old skull merchant during the eruption meta, where you could turn your brain off no muscle memory needed and destroy anyone that wasn't a 4 man comp SWF.

    As for your results with free wins, I encourage you to seek out teams with experience against nurse or find a nurse main / surv main with experience against nurse and play against them. The difference is quite surprising. I say this as someone who only recently started playing against competitive players and the experience is wildly different from public matches.

  • If you made this change this perk would just be a worse solidarity. This perk would only be better in the niche situation that the killer interrupts a reset after you heal the other person, but before they can heal you with solidarity. That and it only triggers once.

    I think clean break is okay as a tool to heal yourself after resetting someone else if you're the survivor working a safe gen or are not part of the killer's tunnel out, but I wouldn't mind if the broken timer was decreased to 40 seconds. Even as the perk is now it's still very situational and solidarity is usually better, you only get a few seconds of extra gen time at best assuming the killer never gets a chance to hit you in the 60s.

  • Nemesis' power being crouchable is not a bug (and you cannot simply crouch in front of him to dodge a hit, if you miss a crouching survivor in the open you just missed). As for the other three, you probably won't see a fix for the crouch tech for a long time considering the average dev turnaround on bugs.

  • Whoever said this in the chat was probably trying to rile you up (and it clearly worked because you are posting about it).

    Don't feed the troll, ignore and move on, you won so there's nothing to consider about their message.

  • I have absolutely no idea how they programmed the chat filter, but I 1000% agree that it needs to be changed. It should only be censoring slurs and other hateful and inappropriate conduct like telling people to kill or harm themselves IRL, etc.

    The chat filter as it is currently in-game is a mess that will randomly censor whatever it wants just for the hell of it.

  • @i_dont_care223 said:

    what the title says how is chucky keep getting nerfed but nurse isnt getting touched like ever he isnt even that awful to play against like seriously biggest joke in 2024 and dont start with "nurse takes skill" she doesnt especially not in this era of the game

    Believe it or not, nurse does indeed take skill to play. Granted, you don't need a lot of skill to destroy everyone in public lobbies, but she undeniably has some skill to play, even if her ability completely bypasses most normal chase mechanics.

    It is also a lot easier for the devs to change some numbers to nerf other killers than try to nerf nurse whose power fundamentally bypasses the "rules" of the game, so that's probably why she hasn't been touched in a while.

    What do you think they should do to "balance" nurse?

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852723#Comment_3852723

    Believe it or not, there is a middle ground between hexes being cleansed too fast and hexes being uncleansable. I'm sure it's not too hard to find.

    I feel like dominance is a pretty good middle ground, although it does take a perk slot.

  • I'll have to test it out myself, but I think this is overblown. You can see the trail and with search she is plain M1 so it shouldn't be that hard to avoid outside of pure deadzones. It doesn't like to give you the speed when the trail drops down sharply, and she also can't use the speed to bypass both pallets and windows, so I'd argue there's plenty of counterplay including moving out of the way.

    Her limit on search area is also somewhat small outside of targeting objectives, so if you're far enough you can just hold W and make sure to stray away from whatever gen she targets.

  • @Coffeecrashing said:

    Will there be Shoulder The Burden changes in hotfix 2?

    BHVR already made an official announcement that Thrill of the Hunt will be changed in hotfix 2, but didn’t say if hotfix 2 will have Shoulder The Burden changes?

    For what reason and what about it do you think should be changed?

  • If there's a chance you can still win the match (others alive) or he can't get the achievement anymore (person escaped/died) then it's not bad sportsmanship. If the killer is wsws-ing you on the ground or BMing and you retaliate like that, technically bad sportsmanship but justified. If the killer hasn't done anything to warrant it and you're the last one left with the other 3 mori'd and you still choose to hide in a locker just to prevent them from getting the achievement then that's bad sportsmanship and a dick move, no ways around it.

  • Adding on, the only free perk that even somewhat helps against totems is small game. Which helps you know where totems are, but doesn't help you cleanse them at all.

    If the killer is running any addon or perk that makes you scream, the only viable way to cleanse totems is further applying a 30 percent slowdown to your cleansing and blessing speeds with calm spirit, or hoping you can cleanse a totem before the screaming happens to activate Hardened.

  • @danielmaster87 said:

    So because a perk is licensed, it should never be strong. That's the advice the devs have taken as well. And you wonder why all the chapters these days suck/sell bad.

    I don't think anyone is saying this. What is being said is "the only way to counter the most popular and powerful strategies should not be locked behind paywalls in a paid game".

    For example, tunneling. Every single person I introduce to DBD starts getting tunneled and HATES it. It sucks that the only real counter to tunneling that lets them enjoy the game was locked behind DLC (Decisive Strike) and they had to buy it or deal with being tunneled. Fortunately, Shoulder The Burden helps with this.

    The Stranger Things perks being free for a while really helped with this too, as Babysitter is a decent anti tunnel perk for others and Kinship is great for anti camp.

    Same thing on the killer side, imagine a friend getting introduced to the game right now (surge no longer free) and telling him "nope, there are no perks to slow down generators that you can get without paying money. Hey, try Huntress Lullaby, it will work as long as you play against noobs, once you get better, you have nothing!" That is when my friend stopped playing.

  • Even with counterforce, using pentimento and hooking near it gives insane value. Proxy camping a penti totem and a hook is incredibly strong.

    I tried a couple rounds of this playing mean with wraith. Penti/Thrill/Ruin/Blood Favor, same build v1 ran in his video. One round they ignore totems, I snowball by slugging. One round Eyrie offering and 2 counterforces, I proxied basement next to penti and the game was over. Another round on Lerys a survivor with counterforce cleansed both the dull totems to charge up their perk, and even though I could not defend all the totems, they gave me so many free penti stacks and wasted so much time that the round was over anyway.

    I'm sure this build can be outplayed, but probably only by survivors of a high enough caliber who ignore totems and also never get hit while running full anti tunnel and slug builds. And as OP has mentioned, asking solo queue players to bring counterforce (paid DLC) is simply not viable given how many other things the average solo needs to run (aura to help with inefficient play due to lack of comms, paid DLC for decisive, unbreakable for anti slug, exhaustion for deadzones and worse tiles, healing/gen perk to counter slowplay 3 gen)

  • breaking the rules to crossteam is punishable with a report + support ticket.

    Removing this just makes slugging with blindness even harder to counter in solo and more boring.

  • Game is killer sided at every level except highest when specifically using non-S tiers. And since those S tiers still exist at the highest level I'd argue the game is overall killer sided.

  • Would never happen. This cuts into profit margins and lengthens queue times while requiring development effort, and for this alone it will never be considered by BHVR. With new killer releases especially this would be problematic.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844174#Comment_3844174

    if you actually played the game enough, you'd know how much of a difference 60 ping and 20 ping on surv vs 60 ping killer make despite current "killer sided" ping. spoiler: it's a palpable difference amounting to a hit.

    I have 4000 hours friend, I have played the game enough. If you think you would be unfairly impacted at 60ms you either need better internet or yourself do not have as good an understanding of the game as you claim.

  • @Toystory3Monkey said:

    cant wait till they "fix" ping and i would never be able to hit 20 ping survivors on my abusive exploiting 60 ping.

    yay i guess

    if they made a theoretical "fix" to ping your window to hit would be shortened by a grand total of 40ms, which at 4.6m/s is 0.184 meters lol. Nothing to complain about, realistically you would not see any change if your ping is that good.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844166#Comment_3844166

    Every buff to solo queue is technically a nerf to killer

    not really, there are things to do that would make gameplay for soloQ better without changing killer's POV much.

    This change would definetly affect killer's gameplay. You dedinetly would notice survivors prerunning whenever you see their aura…

    You can show survivor's perks, implement some sort of chat wheel/ping system etc. Those are things, which are useless to SWF (they already have this information) and gameplay wouldn't change at all for killers.

    This change would help SWF (more than soloQ) and would make killer's gameplay worse. I simply don't think there is need for anything with such an outcome.

    showing survivor perks, implementing pings, etc all improve the quality of play at solo level. Which is still technically a nerf to killers. A majority of matches are against solos, full SWF is rare as shown by the data, so you would be nerfing killers as survivors across the board get new tools and their play will improve.

    Also, one person on the team running distortion already allows SWF to know what aura reading the killer has and comm it. I don't think it would make killer's gameplay worse in an undeserved way either. If you spawn in with lethal, you won't get survivors running into you cluelessly or hopping into a locker anymore, but you still get full information off their spawn. NTH still full counters stealthing near gens. I'm All Ears still gives you wallhacks in chase, etc etc. I think more than just "this will make gameplay harder for X side" we should consider why before deciding if it should be changed or not.

    If it makes the game harder for killers because survivors won't make the worst possible decisions, imo that is not a reason to not make the change. And the benefits for solo imo outweigh having to worry about taking Ls to situations where you cannot reasonably expect the survivor/killer to see your aura.

  • @PetTheDoggo said:

    I don't think help for soloQ should be simply a nerf to killers.
    This doesn't affect just soloQ, you are trying to use soloQ only as an excuse for this.


    There are several other options to do that wouldn't change killers, or SWF much. This is definetly not one of them.

    Every buff to solo queue is technically a nerf to killer. Also, if 2v8 is anything to go by, you will still see plenty of survivors oblivious to the fact that their aura is being read despite being told. Killers would be fine.

  • @SuspiciousBrownie said:

    This woould quite literally instantly kill all aura perks on the spot. Which I know is what survivors want but its still insane to me.

    Considering the purpose of aura perks is to gain information about the location of survivors, this wouldn't kill any of them.

    What this would kill is survivors giving the killer free hits/downs because they are not aware of their aura being read while stealthing or rotating. If this change happened, you would still know where the survivor is. You would still be able to use these perks to basically have perfect gamesense. All that changes is your opponents are more aware.

  • Imo this should be applied to both sides. If your aura is being read and you know about it, it is still a massive advantage, people that don't want this likely just want to keep abusing aura for free chases and hits.

    If you are facing a survivor with wallhacks via key or wiretap, now you will know, better for newer players and for experienced ones (a la key) you now have less instances of "was that a subtle cheater?"

    meanwhile on the survivor side if your aura is being read you know about it and can try to play around it, but the killer still has the advantage as it should be. Now you don't have to constantly play around all the aura perks in all possible scenarios as well as add-ons, which is pseudo impossible especially with perks that require perfect knowledge of killer actions like gen kicks and locker searches.

  • Depends on the character and when the voicelines are said.

    For older characters, adding voicelines when they didn't have any I would find off-putting and cringe. For characters that have a voiceline in the lobby or when loading in, that's fine.

    For survivors, I don't really like Lara/Nick's voicelines aside from the "thanks for saving me" ones related to altruism or the "whew" when you get a gate open.

    For killers, I think it's fine on the ones they are on (mostly Wesker/Chucky) as it fits their personalities well.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842432#Comment_3842432

    2v8 would have been a good chance to let us relive quick scope Slinger

    I wish they would have messed around with some more fun and creative power buffs like they did with blight's iri add-ons that one update. Imagine slinger with a 64 meter shot distance or having multiple rounds at once.

  • @Jay_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842384#Comment_3842384

    Where exactly is it stated you get a DC penalty for being AFK all match? Never have i known that to be a thing in DBD and never seen it stated anywhere.

    There has been an issue with AFK killers in 2v8 who are doing it just to be malicious but I do think an auto kick feature would be good for afk killers and survivors.

    my own personal experience, but also google it and you will see. I do not think it was ever in patch notes.

    https://forums.bhvr.com/dead-by-daylight/discussion/407997/is-there-an-afk-penalty-now

  • Deathslinger got the short end of the stick, his only buff is reload speed and it is not enough on large maps, don't play him if you care about winning or good results because you will be crawling around like a snail on huge maps.

  • the incentive is also based on your MMR, but I've been seeing a constant 25-50% for survivor in both modes NA East.

  • @Machiveliancrow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842379#Comment_3842379

    I think preemptive movement is of lateral importance for survivability for any survivor with the killers I feel a possible change could be to simply widen gaps to avoid a total path block

    That could help in some instances but wouldn't be feasible at pallets or windows right? Or did I misunderstand you and your issue was being blocked from pathing elsewhere, like in indoor maps?

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840609#Comment_3840609

    I thought I read that they changed that this iteration. They made it so killers couldn’t loiter near cages to make them constantly teleport and prevent saves. That was heavily abused last iteration.

    You're mostly correct. It will not teleport if there is a survivor nearby, so that the survivor can get the save. The cages still teleport even if you are loosely nearby, so long as no other survivor is near.

  • I've had this happen to me a few times, and I've accidentally done it once, where I forgot about the fact that I was in queue then started cooking something. There is a system in place that applies a DC penalty to you if you AFK the whole match, but I think if you don't move for 60 seconds upon game start it should kick you out so you become a bot. This way the match isn't ruined for everyone else, you can adjust the time up if you think 60 seconds is too little given how long queues are.

    As for the length of queues, the novelty of killing with someone else is too much to really be able to do anything about queue times. Maybe +400% bloodpoint incentive on survivors, but I doubt even that would be enough.

  • I would support this.

  • If Wraith had no collision while invisible he would be absolutely awful. The counter to bodyblocking wraith is knowing distances and prerunning when you suspect or know he is approaching.

    His uncloak slows him down too much to make him able to be passed through like sadako is.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842375#Comment_3842375

    That would be more akin to DBDs old matchmaking system that was about grades though, which is more about playtime than actual skill based MMR.

    Aside from kills = skill vs pips, is there actually a big difference between the two? I feel like they both are basically playtime with the exception of grades resetting while MMR never does. Maybe that actually does make a huge difference.

    I actually wouldn't mind going back to that and trying it out to see how it does, but I get the feeling the developers feel too strongly about their MMR system to ever consider going back.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842337#Comment_3842337

    If MMR didn't exist, i might consider agreeing with you. But DBD is not really good as a party game either, have you tried playing it with a large group of friends who are just messing around? The novelty wears off pretty quick.

    Party games don't have MMR. Mario kart is not matching people based on their MMR, nor is Mario Party.

    Actually Mario Kart matches people based on racing points and has done so since… MKWii? Unsure, but at least since the Wii up to present. But you do get matched with others based on what is essentially a MMR that goes up when you place well and down when you place poorly.

    I've found that the best way to enjoy DBD as a "party game" while messing around is in a custom match, the queue times and tunneling/camping have turned most of my friends away from playing this game. That said, going back to grade-based matchmaking wouldn't change much imo. Because of how large the MMR gap is tonight, I've been getting leaderboard killer mains (same 8000 hour huntress twice, 7000 hour deathslinger streamer, both on LBs) but also teammates that cannot hold chase and don't know where gens are. Grade based matchmaking felt about the same to me, except that because of the larger pool of players, most of my matches had "eh" killers and "eh" teammates.

  • Killer Strength List:

    1. Billy. Best mobility, best lethality with his instadowns.
    2. Blight. Great mobility, great lethality, with the speed can outplay a lot of strong pallets.
    3. Wraith. More useful as control/support, his speed is great and his uncloaking speed is insane. Cannot outplay a lot of strong pallets without help though.
    4. Huntress. Slow, which hurts on big maps, but is very lethal in chase and can apply pressure from afar. Against 8 good survivors, probably drops a bit.
    5. Nurse. In my opinion, Nurse is the most overrated killer by the community in this mode specifically. Without her third blink in this iteration, she is much too slow to traverse the map and cannot apply pressure across a large area very well. Running edge map to the opposite side of the gens destroys her, and she is so slow that it is hard to play with her as her teammate in chases without ceding control of the rest of the map to the survivors.
    6. Spirit. Her power buffs keep her in the running considerably. She struggles a lot against predropped strong pallets, which there are a lot of in these maps.
    7. Trapper. Against 8 survivors, you will find a lot of your traps being disarmed, but his power to control and lock down an area is still good. He has somewhat better mobility than Deathslinger, but overall is just too slow in most matches.
    8. Deathslinger. He is simply too slow to traverse large maps, and although his power allows for 2v1 instadowns, you can do that normally with other killers. IMO simply due to how slow he is overall he is the worst killer in this mode.

    my personal opinions. Billy/Blight with shadow/fearmonger is the best combo imo.

  • 4/8. Didn't do so well on the old ones…

    I'd like to ask, why doesn't Wraith's buff to movement speed while cloaked count for question 7? That threw me off a lot.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/432993/lets-talk-about-nurse

    There was literally a thread about this yesterday, so i'll just copy/paste what i said in there.

    Every time this thread comes up, i ask a simple question. Should the game be balanced around top tier players, or average level players?

    In my opinion, multiplayer games should always be balanced around what the highest level players are capable of doing, while still making sure the game is fun for the average skill players. This is where you rework things that are bad in competitive play, but are complete "noob stompers" such as when LoL did that to champions like Xin Xhao, at one point, who was stomping pub games, but pretty bad in tournament play. Or the reverse, where something is really good in competitive play, but super hard to play so in low skill games it has a horrible win rate. That way the game is inherently balanced, and it gives players something to strive for that is valuable.

    For some reason, the DBD community seems to think that you should balance this game around average skilled players. I disagree with that, but thus, i give you the stats.

    The last official stats released:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/433

    They put nurse at a 55% kill rate at 3rd from the bottom. Keep in mind that the stats are slightly deflated for doctor due to the "afk doctor" epidemic that was going on in some regions, and hillbilly changes had just barely gone live, and didn't include the removal of the overheat yet. Additionally, nearly every single time they release data, the nurse is the bottom of the list in terms of kill rate, usually far below the desired "60% kill rate" mark and making her by far the "worst killer in the game"

    Even looking at the unofficial stats on nightlight, shows her having a 57% kill rate, not too far off that 55% kill rate the official stats put her at and killers like:

    • lich
    • pinhead
    • sadako
    • blight
    • twins
    • hag
    • plague
    • pig (yes pig)
    • wraith
    • freddy (yes freddy)
    • leatherface
    • oni
    • chucky
    • nemesis
    • doctor
    • dracula
    • billy
    • wesker
    • dredge (yes dredge)

    All have a higher kill rate than her. In fact, the unofficial stats put her only slight above the average 56.83% kill rate of all killers.

    So i ask you again. Should games be balanced around what the most skilled players in the game are capable of? Or should they be balanced around the average player? When you look at the most skilled players in the world, generally you'll see that, assuming no outside rules like perk restrictions, or scoring systems, or any other things that the "comp scene" tries to put in place to balance the game, pretty much the only viable killers at that level, are nurse, spirit, and maybe blight (although i'm not as sure since the removal of hug tech).

    So, if we were to balance around the highest skilled players in the game, then survivors likely need massive massive nerfs, or almost every killer needs massive massive buffs in order to compete. Then, if that is the case, THEN nurse can be nerfed.

    But if the philosophy is that we balance the game around the "Average" players"? Well, then based on that, looking at official stats from BHVR, shows that nurse is in dire need of BUFFS to bring her more in line with the super strong killers like… freddy…. and pig….

    And the unofficial stats show her as the shining beacon of design and balance for what this game should be balanced around, a perfectly "average" killer.

    Keep in mind i say these things as a player who:

    • Has 4k hours
    • Is a nurse main
    • Literally cannot remember the last time i lost a game as nurse (i do draw on rare occasion)
    • Thinks nurse should be nerfed
    • Thinks that survivors as a whole need to have their "power" toned down significantly, mostly in terms of nerfing loops and not increasing gen times
      • If anything i think gens should be shorter

    So one last time, i ask you, should this game be balanced around high skill players, or average skill players?

    The answer to "should you balance around high level or the average" depends entirely on the target audience. Games like LOL, DOTA, Street Fighter, Tekken, etc, are designed for competitive players and balance around the high level because those are they players they advertise to and built their game around. However, DBD is not really built to be a competitive game, and the developers no longer seek to appeal to competitive players. The fact that DBD has dropped official tournaments and releases new perks and characters every few months is proof enough of this, as is the ever growing list of never fixed spectator bugs. Their business and design models are aimed at casual players who come for the cool licenses and scary skins and maps. This is also why they hide MMR and have no real plans to change how loose its matchmaking is. Because the game's target audience is casual players, it should be balanced around the averages, which is how BHVR balances.

    Nurse escapes a huge gutting for two primary reasons:

    1 - Learning muscle memory for blinks is too hard for the average gamer, so low level nurses underperform significantly, thus skewing her stats.

    2 - The developers have no idea how to resolve issues with the nurse at higher levels without fundamentally reworking her ability to travel through walls.

    As another 4000+ hour player who mains blight, I can consistently win with sweaty builds and tunneling if I really want to, but I don't think the game should be designed around me. I can respect your opinion if you disagree, but this is why I think the game should be balanced around average players, because it is the playerbase that BHVR designs their game, updates, and advertising around.

  • If you want to warm up killer with no stress, you can queue into a custom game and play against 4 bots to get comfortable. The better you are at a killer, the harder it is to bully you by any conventional means. You can also toss on lightborn, it is an easy counter to half of the stuff people complain about being bullied with.

  • I am sorry you feel this way. Here are some things that might help:

    1 - Close the chat. Seriously, close it. You do not like to talk to others and do not want to be bullied, it is best you keep it off. No matter what tempts you, when you think you should look at it, just don't. Leave that little box closed. If you want it open when you play survivor, sure, but trust me, if you are anxious playing killer, keep it turned off.

    2 - Do something else while you queue. Queues can take a long time, and if you're sitting there watching and waiting for a match you will be waiting a while which will probably make your issues worse. Instead, queue up and do something else. You can put a youtube video on in front of DBD, go on your phone, anything else. Then once you are loaded into the game, you can have fun.

    if you can't get over your fears that is fine, no one is forcing you to play killer, as long as you have fun on survivor you can keep playing that.

  • @angrychuck said:

    The wraith perk you were thinking of was predator, but it got reworked recently. I also don't think it affected the time scratch marks last though but instead how spread out they were.

    It used to extend the duration of scratch marks way back in the day, then was reworked to the distance between them, then finally became an aura perk.

  • Never too old.

    @Hunkulese said:

    You're definitely too old to be caring so much about what someone says in the post-game chat that you needed to screenshot it and make a forum topic about it. Unless your job requires a public persona, you really should stop caring about what random people think about you sometime in your 20s.

    I don't think he is really that offended by it. Let the older folks have some fun.

  • as far as I know there is no longer any way to consistently tell what survivor brought what offering until the endgame screen.

  • To be fair to OP, wraith is very strong at the lower levels. So I'm not going to mock him for having his opinion even though I disagree.

    That said, OP, you'll have to learn to play weak pallets to counter him. He counters shift+W decently well and can block you off if you wait too long to run when he's approaching. With safe pallets you can camp them and force uncloak, with unsafe ones you play the pallet and force uncloak and make sure to drop from the right side.

  • So gen defense is needed against a 4 man SWF running luck offerings and genrush builds. Okay, what exactly is your point? Do you see this every game or something? If your argument against people complaining about quad slowdown in public matches is "but what if they run into 4 man SWF running genrush builds", then you are not arguing in good faith, end of story. If these survivors had a normal spread of items and perks even this terrible start could be 4k'd since the survivors were not good at all in chase.

    This doesn't even matter to the actual argument, but he did not play that well that game to begin with, he ignores 2 survivors on main and tunnels to his spawnpoint only to walk back to main again, rather than tunneling to cactus side where survivors typically spawn or chasing at main. This is why it took him 72 seconds to get his first hook, which against these builds is game losing. And against the strongest survivor stuff, you may need the strongest killer stuff.

  • People have a right to complain about anything they want, especially playstyles held by the other side. Same with complaints about SWF, altruism, voice call, gen rushing, etc. They paid for it, this is a forum to discuss it, if they don't enjoy something why should they not talk about it just because it triggers you?

    If you allow yourself a moment to consider reality, many of these complaints (99%) come from players who are not playing in 4 competitive survivors vs 1 killer match. Sure, these strategies are needed in competitive, but that's not what we are discussing, and the survivors complaining are not signing up for competitive games. That is the complaint. You can feel free to disagree or mention balance, but you cannot tell them what to complain about or enjoy. These complaints are coming from average players tired of being stomped because their opponents are playing nasty and they don't have a chance.

  • not PWYF bug but more general, very old chase bug where sometimes chase just doesn't start, been in the game for a while

    doubt the devs will fix it but I'd be pleasantly surprised if they did

  • what are you talking about this is one of the best reasons to play the killer right now

  • No idea. This game does not have the best optimization, but it can really be an issue with anything, due to how many different forms and versions of software and hardware there are, there can be some wacky combos. First try to google your issue and see if anyone else has it and if they do how they fixed it.


    Some basic things to try are:

    • close all background programs and disable any overclocking/overvolting/undervolting
    • update drivers (or if on newest version, downgrade to safest version)
    • uninstall and reinstall the game

    if none of these fix your issue it's probably some obscure bug that makes performance worse because of an interaction with your (os version / PC part / whatever)

  • I had a trickster with knock out / forced hesi / deerstalker / something else around a week ago. And I think that's the only knock out user I've seen this week.

    I've seen more slugging, but not as many knock out builds thankfully.

  • 4.4ms at tier 1 is a huge change. It's a tiny number tweak but it makes his early game so much better when you are struggling for stalk at the start. Makes so many loops and interactions so much easier to gain stalk on. As for the distance change, it is going to hurt early game at high levels, but it does fit with the theme of stalking from afar. Playing on an indoor map where survivors run when they see you and you have to stalk up close at loops is going to take forever. Will have to play the PTB to see how it feels.

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