miniwengsel
miniwengsel
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@MaTtRoSiTy said:
Well, I will be the opposite if Legion is in the next 2v8. I will play until then and take a break during 2v8 if Legion is back and Oni is also included with no nerfs.
That being said, yeah solo is feeling rough for sure.
Thats the reson I dont play while 2v8. I play 60% Killer and 40% Survivor. In 2v8 the killer ques are longer than my lifetime, Survivormates are equaly as stupid and I have to do 5 gens every round, every chase the other killer is coming to help so you cant have fun there and the lack of builds you can play is also extremly frustrating. If you now deside to play normal the ques are basicly the same and both sides tryhard as hard as posable. 2v8 is only fun if you play with ten friends in a custom game
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I feel you bro. It feels like you havent any Killer Power left. For me he after this change he feels horable to play now
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I would put him in the C or D tier. Yes he has the best map mobility, but if you cant down survivors rlly well, it rlly doesnt help a lot
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I didnt even used the power ones, the dog didnt even spawn
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@SharonPancakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/435151/what-do-survivors-want
I dunno, did they tell you what they wanted?
Not rlly after I ask them, how could I have tunneled, when the first kill has been my 9th hook, but than they just switched to proxy camping 😑
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858016#Comment_3858016
So I just want to be clear here. Did they actually complain about tunneling, or are you only guessing they might have been thinking in their head that you were tunneling when you hit the BT when she bodyblocked?
they did complain
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@jmwjmw27 said:
Is there some complaint that was made by the survivors you didn't list, or do you have a problem with the Kate bodyblocking?
To answer your question, the answer is "there are too many different types of people playing the role to answer that". Most of them want to have fun. Some of them want to win by as large a margin as possible. Some want altruism at any cost.
A lot of survivors will attempt to bodyblock for their rescuer with basekit BT, I would not take this as a sign of anything.
They complaind about giving the last survivor hatch, because they did 50% off a gen while I did chase someone and the other didnt do a gen in this time. I checked the gens and she did the 50% on the corner gen furthest away from anything 🤨
Im not mad she bodyblockt with her BT, but I think they say this would counted as me tunneling her even when I didnt chase her further. I cant think of anything else, that even come near to the term tunneling in that round.
An other complain was that I would come back to the hook and this also happend in the same situation, where the Kate bodyblocked, because they unhooked her right next to me while I kicked her gen -
@CountOfTheFog said:
If a Survivor is swaping hook states, and the Killer is going for a 4K, the Killer will still need a total of 12 Hooks, correct? (Assuming nobody is left on hook to go to the next stage)
In other words, it doesn't change how much hooking a Killer must do, right?
The Problem is, that as the Killer you normalen ignore one survivor cause you dont have the time and luxury to two everyone. The perk steals the Killers time, which they dont have and can effort. Also its rlly good in 4 mans and can completly kill a round for the Killer mostly the weaker ones
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@yogi42 said:
sorry i think i didnt really sum it up correctly
i get the power but it seems useless? suvs running near the dog should at least get bit or somethingAs our friend aleady explained, she has two powers search and hunt. You can switch with crl.
Search is mainly to send the dog to the location you want to go to. The dog runs to the location and creats the Orange path, if you go with the path you are rlly fast and easly get to the wanted location, but the speed is lost wien entering a chase.
Hunt is the Power used in chase. Holding the Power Shows you the path the dog will go. (Very bugy at the Moment be carefull). If you send the dog and a survivor happens to be in the path, He drags the survivor to you. If you miss you can deside to switch to your dog and make another dash.
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@mecca said:
I love seeing the outcry from entitled killers about this killer. Obviously, she's not overpowered like meta killers. Go play another game that requires actual effort to win and you'll come back realizing the new killer is on par with how gaming should be. Both sides having a chance to win is what PvP games should really be about.
Also, if you are expecting to play a killer after a couple days and win all your matches as you probably do with other broken killers, then this is not a problem with the killer but an entitled mindset.
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848302#Comment_3848302
Because y'all's definition of skill changes so much when you go from talking about survivor to talking about killer. If the killer's power is hard to even use, it's not a matter of skill. You just can't do anything with them. I don't even have to wait for high level play with this killer to crop up in order to see she can't do anything. Her attack pattern with her dog is a 3-step process: send the dog out, control him to charge at the survivors, and then hit them when the dog is dragging them. That's like Pinhead's power plus another step, AND they can break out just as fast as from his power. It's all so linear, you could be stopped on the very first step from getting anything, because the survivor got behind a random rock or barrel, and the dog can't go through/around it. She basically has no way of reliably shortening chases, and is dependent upon getting lucky and/or survivors not knowing what they're doing.
So the fact that you think this killer is adequate tells me exactly why you think so many killers are overpowered. Wouldn't "overpowered" be stopping survivors at 5 gens every time, with little to no practice? Because I've literally never played a killer which fit that description, and neither have all the other killer mains who have thousands of hours, and still struggle the same as they did when they were just starting out. It's not entitled to want slightly less stressful gameplay, as a reward for having skill and experience with a killer. Other games give you a certain amount of confidence and sense of control when you get to that level. Not this one.
First of all, that no confusen comes up daniel Im totally agree with you. I would like to add, the question, that if a new killer means the players lose all of your before learnd killer experience and you winning a match means the killer is overpowerd. What about a new killer for survivors you (mecca) also use your experience to loop the killer so wouldnt that baised on your thinking mean, that survivors are overpowered?
Also you say it should require effort to win, so what about the effort the survivors have to put in to win against this killer. M1 Killer so easy looping. No map control so no stress on gens. Power isnt working like 35% of the time I would say so also no worries there. The Power is easy to dodge and gets countert, by predropping a pallet at loops, so I would say the effort on the survivor side is very low
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I also dont have a problem with the hitbox. The Problem I would say are:
- Bugs!!!!
- Even if you can hit everything, you often dont get value for it
- No map presure (area maybe for a 3 gen)
- she isnt lethal enough
- Info out of search mode is none existend
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@fixblitzskin said:
Every time survivors put a map offering you know its going to be a bad time. Its quite obvious who is going to win the match because all it does is rig the game. Its just a bad omen. I suggest making sacrificial ward into a common like pudding or remove them. Late night is gets so bad I had survivors send me to Midwich to sabo, Ormond to also sabo and 3 balanced landings on eryie. I used a ward to negate a badham offering and all this was in one play session. Queue times for killer is longer rn even for 1v4 so im waiting longer games to get destroyed and bagged.
I would make them so you dont get on this map and if there are more than one every map addon doesnt count
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yes it is
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847200#Comment_3847200
1v4 solo q is unplayable, doubt most survivors are happy to go back.
Im very happy 2v8 is gone. 2v8 is fun like the fist 20 games and than its just borring and stale. The match making is none existend so the mates are even worse than in solo Q. As Killer normal and 2v8 its just 20min lobby sim and than I just kill noobs everywhere thanks ^^ In Solo Q I had very bad mates yes, but also rlly rlly great players. If you die very often in solo Q mabye its because of you and the mentality if you go in thinking, that you lose you will lose.
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True
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831986#Comment_3831986
Then let's make the hitbox accurate instead of stupidly oversized if we're going to let him keep exploiting to break his turn rate. You know, since it's about skill expression and not just being overpowered. Right?
If you would play him you would see it is a skill expression, but you obviersly did otherwhise you would know the hitbox. Right?
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Because Chucky has his power every 10 Seconds? Oni has ist for one min every like 40 seconds at most plus the pain to build it up at the start
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@Rudjohns said:
Suicide on hook can go
But self unhook attempts need to stay
I would say keep the 3 free attempts to self unhook but they don't do anything to the hook timerNo attempts at all, if you dont have any perks for this
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@Wraff said:
What's your opinion on a Survivor killing themselves on hook? Do you understand it when a group runs into a sweaty Huntress who slugs everyone or a Knight who three gens from the start? Or do you think people should tough it out no matter what?
Huntress slugging everyone wouldnt count as an arguement here, because when everyone is down slug the Killer has already won.
Also protecting a three gen at the start is rlly stupid from the killers prospectiv and should be a easy win for the survivors, cause to the changes for damaging every gen 8 times max.
So my opinion would be, making killing on hook not an option, so no self unhook atempts exeptions:
- Only one survivor is standing
- after all gens are finished
- and if you have perks, that interrakt with that
At any other point if you dont want to play the round eat the dc penalty and DC. One survivor dont want to play doesnt mean the other also dont. One killing them self on hook means in like 99% of the times everyone dies. So if you dotn want to play dont be a dick and dc, get you teammates a bot
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@FalseBanGamer said:
i dont have nancy steve or the dlc. but i unlocked their perks at sable and other new survivors before they added back the stranger things dlc
but i cant find their perks on DwightBefor they added the Stranger Thinks dlc back, they made the Perks form Steve, Nancy and Demo generel Perks, so you can get them in the bloodweb and lvl them, this was posable until they added the dlc back. Since the dlc ist back you will still have the Perks, you lvled, but you cant upgrade or freshly get them in the bloodweb. If you want to upgrade or get them, you need to buy the dlc and lvl the charekters to P1 or you would need to buy the Perks in the shrine. So for you at the moment, unfortunetly, you are not able to get or upgrade them exept buying the dlc
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787282#Comment_3787282
but they can see an animation for you teleporting and hear you.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787286#Comment_3787286
my experience is just boring pre-run stuff. I am pretty sure the way i am suppose to play this killer is stay in bat form, ambush survivor out of position, change into wolf form, use pounce hit them, survivor gets to a loop, change bat form, get to loop, change back to vampire form, use fire fissure attack.
the issue is that i am not able ambush anyone so i am mostly just stuck using vampire form because every survivor is at loops.
Same if you would look in my games procentigewhise how long i am in which form its like 90% Vampire form.
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- SM
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758637#Comment_3758637
"I play both sides like 40 Survivor /60 Killer Its true, that I have indeed an higher kill rate than 60% Im at 76,61% at the moment"
Anyone who thinks a 76% kill rate (which is common for killer mains) is fine should be never be in charge of balance in any game.
Sry keep going bringing changes to the table, while never playing Killer. First of all you cant cut a text down like that. If you would have read everything you would have seen I also have an 61% escape rate, so your Idea is I cant say somthing balance whise, because my killrate is 16% higher than normal, but my escape Rate is 21% higher than normal, so I would say I can play both sides on a decend level and because of that I am not allowed to say something? So the game balances arround survivors, that dont know the game, blame the killer for everything and killers, that arent good, get destroyed every round? If you what to kick someone out of a debate, its everyone, that doesnt know the game good enough and the players like you, that only play on side.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758637#Comment_3758637
I had over ~72% kill rate as Myer, no slowdown, first kill at 9th hook.
Should Myers get nerfed?
No my Point wasnt nerf any killers or somthing. I thought the player who starded these conversation could experience some high kill rates, but it doesnt always have to do with killer OP. I think he just needs to learn the game more.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758846#Comment_3758846
The map had strong windows shure, but a huge deadzone outside, which made it fair. Now they removed all windows + a lot more bad changes, but didn‘t fix any survivor problems. It wasn‘t really hard to deal with those windows except of m1s without anti loop ability, but even for them it was doable.
Your bias shows on the last one. Oh no bushes are OP😂.
I dont say bushes are Op I just want to say, they arent a factor for map balance
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@Langweilig said:
It is unplayable for survivors and a shame to even be in the game. There is nothing right on this map.
- Too small
- No useful windows
- Almost no playable pallets
- Not enough enterable bushes
- Probably more problems
The map went from relatively fair before to a free win button for killers.
I would like that they bring back the first version of the map, so that I could play it, because it looks so good on old videos.
Simply haddonfield is extremely unfair currently and therefore extremely unfun. I don‘t even try to win there as survivor.
The Map was to good for survivors before, the windows were a real pain to deal with, so not rlly that fair before, but if they would have remove the infinite potential of the windows and added some more palletes it would have been fine.
To your take, that they reinvent the oldest version. No absolutly not. Big, long fencewalls, infinites on the top floors and to many god pallets. This would just switch to rlly unfair for killers again.
Bushes would also be somthing, they dont need to add.
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@sinkra said:
'll just drop the science right away so you get the idea. Killer is obviously overpowered. Overall, survivors only survive 40-43 percent, and killers kill 57-60 percent. Of course this is bad game balance that should be fixed, but the problem is much, much worse than the stats show. Let me explain...
The devs have admitted on numerous occasions that the DC matches are excluded from the kill-rate statistics. This is actually very misleading advertising strategy which artificially inflates survival rates heavily.
Survivors DC on a frequent basis, so this will have a huge impact on survival rates. But why do they DC? Survivors primarily DC because they will most likely lose the match, because the killer is winning, because killer is so overpowered. Most players, including survivors, will finish a match if there is a good chance of winning. This is just human nature.
This is also the same reason most survivors will suicide on hook - they do so when the probability of winning is slim. So most suicides on hook would be legitimate losses for the survivor team regardless, and do not actually inflate kill rate statistics. The amount of suicide-on-hook matches that would end in survivor's favor is very, very small. Since losing 1 survivor creates a snowball effect, most of the matches where that 1 survivor has slim chance of escaping, are also matches where the entire team would have a bad outcome, and the killer would "win" with a 3-4k.
Only a tiny minority of survivor DC's and suicide-on-hooks happen when the survivor/survivors actually has/have a good chance of winning the match. Why? Because most players want to finish games they believe they can win and won't DC or suicide-on-hook.
So what this means is that the game devs are leaving out a massive number of legitimate survivor losses from the statistics, which is actually inflating survival rates dramatically and deflating kill rates immensely. This means kill rates are actually much higher than the public stats above indicate. Of course the devs don't want you to figure this out, because it would spark outrage and protests from the survivor main player base. Of course, I see right through their ploy.
Public stats have kill rates at about 60 against solo Q. But if we adjust for the excluded DC's it is almost certainly closer to a 70-80 percent kill rate. This means killers are massively overpowered. It is already common knowledge at this point that DBD is killer-sided, but it is important to realize that it is far more killer-sided than the devs and killer mains have the courage to admit.
Why won't they admit it? Well, killer mains want to win, so they very naturally welcome balance changes in their favor. They also want to feel good about winning, so they will post hoc rationalize that their win is not because killer role is OP, but because they are just so good at DBD and the survivor mains are just so bad. This is called motivated reasoning, which prevents most killer mains from objectively assessing the actual fairness of the gameplay since it favors their preferred role. This is of course not their fault, it is just human nature.
But the far more interesting question is, why are the game developers hiding the real survival rates, that are far lower than the 40-43 percent above, and closer to a measly 20-30 percent? The answer is very simple: money. Dead by Daylight is first and foremost a business, and the developers have already shown they are willing to implement a pay-to-win model by locking so many essential meta perks behind a pay wall. Of course, for good PR they will give you the opportunity to grind your way to these perks just so they can technically claim it isn't pay-to-win, but they know damn well the average player doesn't have time for this. So the incentive to simply pay up for the competitive advantage in a game with skill-based matchmaking is enormous. You see, it is all part of their carefully crafted marketing scheme orchestrated by top executives.
Now, the game being so heavily killer-sided makes perfect sense. It is the killer mains that make the devs the most money. Why? Because killer DLC is far more appealing and interesting than survivor DLC. If you buy survivor DLC, all you get is a boring cosmetic change and unlock a few unique perks that you either don't care for or can grind for if a perk is really good. But if you buy killer DLC, you get this overpowered bad-ass new monster with unique abilities that make the actual gameplay itself fresh and interesting again, while allowing you to win more without needing much skill at all. This is basically a pay-to-win model, with some very shady and dishonest advertising PR to pretend that it is not.
So how do we fix this problem? Unfortunately it cannot be fixed. As a business, the devs primary motivation will always be money. They have to make a living after all, so they can eat at fancy restaurants, go on fancy vacations, and get intoxicated at fun parties while poor survivors are suffering miserably in solo Q. The killers' primary motivation will always be winning and so the devs will always give killer mains a ridiculously unfair advantage to keep them fat and satisfied and buying more DLC for more easy wins. It's a vicious cycle that goes on endlessly until the game itself is dead. I'd love to end this on a positive note but this is a horror game after all. So this story does not have a happy ending, well, not unless you're a killer main or a DBD dev of course.
I understand how you can think killers are op, if you have a 80% death rate. Do you know who has an eascape rate that low? Beginners. For Beginners the Killer always is overpowert and not becoming better at the game doesnt make you better. So stop complaining and start work on yourself to get better. I play both sides like 40 Survivor /60 Killer Its true, that I have indeed an higher kill rate than 60% Im at 76,61% at the moment, but guess what my escape rate is also on 61,96%. Now comes the funny part as killer I use the meta perks with good addons, but nothing higer than green. As survivor I use perks that give me somthing but are far from Meta. (Aftercare, Any Means, Leader and Alert) and no Items. If I would play the strongest every game I think I would deffenitly reach mutch higher escape/kill rates. If you invest more time you will get better.
Also most of the survivors, that dc and give up dont do it, because they dont think they can beat the killer most of them are just salty kids, that cant think about there own mistakes that they made.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725099#Comment_3725099
Im sry, that I need to tell you, but I think its a skill issue. Tunneling works best on weaker teams and survivors. If you get tunneled a lot, that means you are the weak link and your team doesnt protect you enough
I really don’t like this take of blaming/shaming people for their lack of skill.
YES I AM bad and do not have skill. I never said otherwise.
but this is a game and i should still be able to have fun.
also SKILL based matchmaking should prevent this scenario of being the weak link in most of someone’s matches, no?I dont want to blame people for the lack of there skill, but since the mode came out daily there coming post on tunneling or nerf killer for something. The people who write the posts dont play killer and dont understand the trubble in these rounds.
The whole situation on the mode was exactly like I predicted.
- The Killers start tunneling more, because the survivors having no second chance perks and the game revolves arround haveing genregression while you dont have one potentaly.
- The gens go faster on good survivor teams.
- The gens go slower on survivor team, that where good only because of the meta perks.
- The usuall meta survivor bring the most disguesting Medkits.
- The survivors, that only play survivor complaining about tunnelung and demanding nerfs.
- The survivor and killer players, that dont need perks to be good, are having fun.
- The survivors, that are good and havent played other perks than meta have a lot of fun.
Yes you should be able to have fun, but this mode isnt having fun for everyone. You need to make your own fun in dbd. Getting tunneled is fun for me, because I get chased the whole round. For me fun as survivor means chases, teamplay and playing perks others nerver even look at. As killer its winning with weaker killers and make some nice plays.
I want to blame someone for there lack of skill. Dbd is a game you never stop learning, but I hate, when someone who hasnt the skill or knowlage about the situation dont even try to understand and just blames the situation.
SBMM isnt working for dbd. If you would rate the skill from 1 to 10, you could play with a 10 whil being a 1, than you get teammates from all around from 1 to 10 and killer from 1 to 10. And being a solo you could get in rounds like these. So in these situations you could have two 1s , a 10 and a 4 and the killer is a 7 so can the one say lets nerf killers for tunneling, while the killer thing he plays on his mmr.
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Im sry, that I need to tell you, but I think its a skill issue. Tunneling works best on weaker teams and survivors. If you get tunneled a lot, that means you are the weak link and your team doesnt protect you enough. Also if your teammates get tunneled you and your team doesnt protect your mates not enough. Yes I know solo que sucks, because the mates can be rlly rlly stupid, but its a team game and ots up to the team to protect against tunneling. If you have a rlly stupid teammate, that goes down in six seconds you will probebly lose no matter what. It sucks, but you will get good teammates from time to time.
Chaos shuffel is fun for me, becaue I can play killer without worring to have to play against 16 meta perks. You see in this mode how good a survivor is and who is just using the best perks every time. As survivor you dont need to worry about getting a nurse with four genregression perks. With good team work you can easly win, but sometimes you get ######### by somthing like no mither xD, but is fun, even with getting no mither.
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@Deathstroke said:
Just played agains't one of the disgusting swf I have faced and match was struggle and very stressful. The survivors always ran to pallets perfectly and from there to best loop shack and main building after getting hit so I could not commit without losing and when I would had chance to get down they always bodyblocked at right time.
I got just 4 hooks barely before gens were done. In endgame 3 more due to them using most of the recourses and I managed just 1K with wraith. SoloQ in bad state but getting put to this kind of match just more painful than losing multiple solo matches a row. 7 hooks and 350K+ bp is not worst possible outcome but Im still stressed out after the match happened now 20 minutes ago.
I think because match like these killer still need buffs. MMR should be more strict especially for 4 man swf:s putting them agains't best killers nurses, billys and blights if they have good escape rate.
I would still say, that when playing with more than two, that duplicates in perks shouldnt be allowed. Swf isnt a big problem overall, when playing with friends to have fun. The problem starts, when everyone in the group is bringing the best. This for example:
They brought 13 second chances, a map offering, and two stong medkits.Some would argue just dont tunnel, but in an swf with these perks THEY will force a tunnel. After forcing the killer to tunnel and hitting him with DS and DH, the team starts the protection and trys to take the killer on them so they can repeat it again and again. I would suggest, that first of all the survivor, that came of hook doesnt have colision with the killer for maybe ten seconds after the unhook, this would help the killer not getting forced the tunnel and it would help the survivor in baisment camp situations. When I have someone in baisment and I want the kill cause Im losing rlly bad, I can in like 90% of the time garantie, that I get the down, because I can bodyblock the unhook easly for the durration of base BT. After the change I couldnt do that anymore and it would help me when I dont want to tunnel, but get forced two. The other like I said would be not allowing duplicates in Perks on survivors in a group more than two. Idearly this would only apear, when the player has more the 200h hours on survivor, because newbies dont have that many other perks at the start.
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First of all many players only care about winning and this is for both sides. So they dont care about BP.
Second the gens are flying faster as before, because survivors got much more efficient mainly through the Survivor Hud. They get much more info on the team, which made them very efficient. This hurts the Killer apparently and cause the game is balanced around the Killer having at least one slowdown Perk games can be rlly hard. For it to be luck having a slowdown or not makes it even harder. So I have a question for you. Where do Killers have the advantages?
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Legion and Twins would be the strongest combie by far. Victor runs behind Legion and after every step victor instandly downs him and so it goes to the next survivor
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@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719446#Comment_3719446
There are killers with anti-loop type mechanics that are still viable. Huntress is a good example of this. If you mess up when you're looping a pallet, she will get you. If she mind games you, she will get you.
What is not good anti-loop mechanics, to name a few?
Survivors forced to break the pallet by vaulting without a perk.
AOE splash attacks that don't matter if you're around a wall or not.
The killer avoiding any struggle with the pallet at all by vaulting it themselves, but even then, legion does it and it's fine.Of course legion is fine, because Legion is too weak. Legion win, because of masive slowdowns or survivors messing around and healing.
Also I love you mention huntress missing is a counter. Xeno, Chucky and the Unkown can also miss. Singularity on the other hand has a strong antiloop power yes, BUT only if you are slipstreamd and how can you counter slipstream? By using Emp and not get slipstreamed at the first place. Its hard to get someone slipstreamed, if the survivor has half a brain.
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@CrowVortex said:
I doubt it'll be much of a problem with his long cooldown's on spells. You can crouch to avoid the skulls, the hand lasts for only a second or two, so i would just keep running the loop if the pallet hasn't dropped yet because picking up the dropped pallet with the hand blocks your vault so probably the stronger side of that spell. You can stun his fly spell. Plenty counter play as well as the magical items.
The invisible Wraith in the baisment I would guess xD
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@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719373#Comment_3719373
So the only way that killers can kill anyone is by ignoring the one thing survivors have to survive (Pallets)? Do you even play survivor?
The only Killer that ignores Pallets is Nurse. She does not break them and does not care if in the chase a pallet gets dropped. The four you mentiond cant ignore pallets, and if you want prove. Ask yourself where do you run while in chase with on of them and why dont you instandly go down (I hope).
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There are too much factors in it to be able to implement.
The factors would be like:
- Killer Skill
- Survivor Skill
- Swf or solo que
- the number of meta slowdown perks
- the perks of the survivors meta or casual
- Map size
- Map rng
- Killer strengh
- Is he tunneling or not
- The strengh of the Killer addons
- The items of the survivors
- The addons of the survivors
- elo
- Gens remaining
- etc
All of these have to be considert and its not easy, because they play each other out sometimes. I would say in some scenarios it would be plesend to disable them, BUT the same could you say about the survivor perks. For example if you say four slowdowns on a S Tier Killer is unfair, I would say four survivors with four second chance perks is also unfair right. I play both sides like 40/60 and I can tell you in both scenarios, if you dont bring these two against each other you most likely get destroyed and even that you cant tell is always the case. Both can be defeted, when they dont have skill outside of the perks and yes you defenently can defeat the other side just by your loadout survivors more then Killer I would say. (More doesnt means Killers cant do that) Two examples where on side won cause of Laodout. (Im in both the Killer, because I dont use any meta perks or Items as survivor. )
Killer (Me) Wins by Loadout. I have a sweat build while the survivors are more casual.
The Survivors out Loadout Me
So as a conclusion. No I woulnt remove the slowdown Perks when someone dies. If you would do that, than they also have to remove Perks on the survivor side and just because of this the system wouldnt make any scence. Yes four slowdowns can be hard, but against something like on the second picture they would be nessasary.
P.S. Please dont tell me you can counter the builds by not tunneling. Ive tryed, but they force the tunnel and disable me, so I cant do somting else.
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@TheSubstitute said:
There's no point in making a Killer perk basekit for all Killers until the delta between strongest and weakest Killer is addressed.. As an example, when you play Trapper even semi-consistently you'll need Corrupt Intervention and Deadlock to ensure there is more than 1 gen left by the time you set up your traps. Giving Trapper Corrupt Intervention would be welcome.
Giving Corrupt Intervention as basekit to Nurse would be just a 5th perk slot and disproportionately benefit her.
It's different with survivors since they're all just skins anyway. If there were individual advantages to playing survivors (eg Claudette healed faster just for being Claudette or had all the rocks highlighted to go hide and self care against Sloppy Butcher behind; the second part is a joke for anyone that didn't get it) then giving basekit stuff for survivors would have to consider it. It doesn't work that way though so it's not a consideration for Survivors.
Killers, though, need buffs on an individual basis because they're not just skins.
Yes and no. The reson why a trapper always has Corrupt and Blight or Nurse like never is because Corrupt is nearly useless on chase Killers. If I play Nurse I bring Lethal and get a down in like 15 Seconds into the match. You dont bring Corrupt on Nurse, Blight or Spirit. You also dont bring Lethal als Trapper. You could say Corrupt and Lethal ar counter parts. Corrupt gives a slowdown useful for the weaker and slower killers. Bringing Corrupt on a fast and chase Killer it would be a wasted Perkslot. Lethal on the other Hand gives a fast and chase haevy Killer a target to chase and we will immediately go to down that survivor. A slower and weaker Killer get the information where they spawned, but cant get an easy down on one so its also not the best to bring.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717883#Comment_3717883
But you wouldn't need to make Corrupt basekit to do that. You could just add a mechanic make gens go slower for the first X amount of time of the match and/or until something happens (most likely a down). You could even structure it so that someone like Trapper gets more early game slowdown than Blight (though I don't BHVR would ever approach that idea).
That's one of the problems with making perks basekit to address problems: if there is a problem with the base game, it should be fixed. With basekit BT the fix was just that there was no other better way to address the complaint then what that perk did.
Basekit unbreakable was about a substantial reimagining of the game. It wasn't just to address slugging, the primary goal I think was to speed up how pointless and boring the end game can become in killer wins. None of it went the way I think they expected, but I think they'll try it again with game modes.
If you make the gens slower in generell at the start or blocking the three furthest gens is the same. In both mechanics survivors will complain about it like the killers complained about BT basekit and if make the gen speed slower I would say its even more annoying than blocking them. Deja-Vu for example became meta after giving a 6% gen repair boost. Deja-Vu was a strong perk bevor and wouldnt needed a buff, but they added a 6% repair bonus. 6% is nearly meaningless it saves 5 seconds, but it gives a yellow bar and so the gen feels faster. Sitting alone on a gen with a red bar at the start would be very annoying for most of the comunity.
The same thing could be said about Corrupt basekit. You suggested as a mechanic basiclly Corrupt als the mechanic. Yes you would switch the blocking with slowdown, but I think as I said this would annoy more people, than blocking three gens at the start.
I wouldnt say it was about reimagining the game. Reimagining would be like changeing the fact, that killers get a hit based around survivors making mistakes and change it to if the killer makes a mistake, the survivor doesnt get hit.
I think they just wanted to answer the complains about slugging. Also they dont wanted to nerf the killers directly so they added the "insta kill" after everyone are down. Yes they wanted to speed it up when everyone is down, but for something like that, what normaly was a rare thing to witness, they wouldnt do such big changes.
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@crogers271 said:
Pretty much any perk becoming basekit would be unhealthy, there's only a handful of perks that could even be conceived of as healthy as basekit additions.
I trying to think of a perk that wouldn't just unbalance the game toward one side or another., but would totally destroy the game flow. Like no way you could even balance around the idea of such a perk being basekit because if it always existed it would undermine the way the game works. Autodidact would wipe out lots of other abilities, Sprint Burst basekit would effectively negate lots of other exhaustion perks, Blood Warden would mean survivors would never stick around once the exit gates are open, Franklin's Demise would mean everyone would just run toolboxes and burn through them immediately, lightborn would make flashlights/flashbangs pointless.
I'll go with Franklin's Demise as it would make many things in the game pointless.
I agree, that perks shouldnt become basekit (exept Corrupt), but because they already added basekit BT and had planed to make Unbreakeble basekit, what rlly would be to mutch to counter slugging, this is why I started this disguession, because its interesting to think about the worst thing they could be doing.
Short why I think Corrupt should become base, because its a perk, is good on weak killers and does very litle to top tier Killers. Also most Killer games can be easly lost just because the first chase wasnt going so well. As Killer you have the most stress at the start, because four gens getting worked on potentialy and is the first chase to long three gens are finished. Who was long chases the most? M1 Killers and they need the time at the start. Blight would start a chase like 10 seconds into the match and can get a quick down if he is good and at this point Corrupt would be gone cause of the down.
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Dont forget the teammates, that instandly kill themself <3
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@woundcowboy said:
Without going too far into what you think of it’s balance, describing pop goes the weasel as “easy to activate” is an absurd statement. Getting a hook is not easy, regardless of which killer you are playing. You have to outplay the survivor to get the down, and then make sure that no one is nearby for the save. Now obviously noob survivors will sometimes throw themselves at you, but that’s not what I’m talking about. Furthermore, after you get a hook, you have to spend time walking to a gen, hope that it has enough progress to give pop value, and then you have to kick it. In what world does this qualify as easy?
No its way to easy. Its like getting a 150% Sprintburst for three seconds everytime you press shift… wait 😥
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Why using Scamper than, if you take that long to getting under it, why not break it than?
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@board24jason123 said:
Chucky’s scamper is one of his best plays when there are survivors who camp down pallets and it’s hard for chucky to get around to and on top of that it’s really hard and it takes skill for Chucky to use his Slice and Dice it’s not easy to hit considering how quickly survivors movement speed is and they can dodge his attacks from left and right? So I don’t think his scamper should be taken away not in the expense of good survivors knowing how to loop Chucky and he’s one of the very the least killer to pick so I don’t understand nor I believe he should get nerfed.
I know it sucks when the survs pre drop pallets and I know it feels great to be able to ignore that, but its to cheap and easy. A killer power should be a skill to learn and not a free hit after every pallet just because your coldown ended. Im playing like 60% Killer and 40% Survivor and I have to mention I dont play chucky that often, not because I dont like the power or the Killer no, because I try to not play the free hit on pallet playstyle and try to use his power, but every time you use his power you have to sit there and wait for the power come back, this isnt a Round I can enjoy. I want to win yes, but I want to earn it by using my power and no skipping a pallet with the power isnt using the power. You get a hit, but you didnt earn that hit.
Now I will play him more, because of the reduced coldown. I would say this isnt a nerf. Its a buff for fun on both sides rewards good power use and upper the skill floor.
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@BubMickey07 said:
What color is the ebony mori???
https://us.v-cdn.net/6030815/uploads/DL4O9JN4WHEB/fulliconfavors-ebonymementomori.png
I've heard people say this is red \ maroon!? This IS CLEARLY HOT PINK!!!!!!?! Like who actually sees maroon?
I look at it at to ways. First the logical one and the looks of it.
First the logical one:
Red, because it would make sence to color the most powerful red
and for how it looks would:
many told me pink and yeah it depends on the monitor I would say. For me it was always red, but dont tell my friends
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@Reinami said:
2 people immediately dced as soon as i landed a chainsaw hit, and the 3rd one dced right as i hooked the guy i chainsawed.
The question is. Did you like going against billy becuase he was fun? Or did you like going against billy because he was an easy win for you?
Im always had fun against billys and still have. His counter play is very intense and exiting, because he is always very close. The problwm with billy before where
- He was to slow for good plays against trlly good survivors
- colisions
- difficulty to play
- addons where awful
- maps (objects on maps and tiles wher you cant curve)
The changes that where made are great, without changing the playstyle or counterplay. Most of the problems BHVR made for him where fixed so they feel way better for playing billy.
For me Billy as survivor feels the same exept, that he will apear more often. Before it was mostly toying with him. Now a billy match can be rlly entertaining.
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@HerInfernalMajesty said:
As my go-to rule if I see a Survivor has an event item I automatically always let them escape. I would hate for them to lose the item.
Other times when a Survivor makes a blatant mistake I will sometimes give them a small head-start or even just let them escape too.
When do you (if ever) allow Survivors to escape?
My "Rules" for giving hatch are:
- Map Offering = no mercy
- How I feel at the moment.
- How they did in the match and If I feel bad for them.
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@MikaelaWantsYourBoon said:
If Kate, Mikaela or Jill in game, i will most likely will farm with them. Rest will be killed.
Im sry but Kate and Jill maybe, but Mikaela I whould deffinetly kill.
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@fussy said:
I haven't seen any good feedback about it on ptb, but it doesn't seem to bother the devs much. Does anyone like it at all?
I usually play role with bp bonus and i hate that i need double click for it now.
No its freaking awful. I hate it so freaking mutch :D
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@Reinami said:
I'm looking for some matches where killers play against GOOD survivor teams, like really good top tier high MMR teams. Comp matches are fine, but the match specifically can't have any restrictions or rules like: "no same perks" on the survivor, or use any special scoring systems that tournaments often do.
In these matches i am looking for games where the killer specifically does not tunnel/camp/proxy camp in a way that seems unfair, and for matches where the killer wins. I would also like matches where the killer is not running 4 slowdown perks, 2 max.
Matches where the killer is not playing nurse or blight (or tomestone myers) is preferred as well.
Hoping to get these matches because i am genuinely convinced that it is not possible for killers to win consistently without camping/tunneling etc against top tier teams that are really good. I have been attempting to do an experiment where i "play nice" today, and after 10 matches i haven't won a single one.
So, while this is my belief that this is true, i WANT to be proven wrong. I want to see some matches to see if maybe i'm doing something wrong, and can improve on my personal play.
I have looked around and the only thing i can ever find are comp matches where they have special rules in place, or are doing some kind of challenge. Or content creators.
This doesnt exits. I played as "nice" as I could as killer, but since MMR this is no longer possable. I have played 1 to 3 hours killer daily. I liked Pig, Bubba, Trapper etc, but since mmr I only played 15 matches a day, 12, 8, 5 and now I am at 2 maybe. I had like 100 or more matches a mouth and now I have 60 in three. I liked to play all killers, but I guess now I just need to learn blight and Nurse and forget, that other killers even exists. Survivors got Baiskit BT and information on every other survivor. What got the killers in reverse to this... 10% hit and pallet break couldown. Thanks it wasnt the baiskit Corrupt or the early game collaps we were waiting for. Even if you look at perk metas, if the killers got a strong one ore a potetial of one like Dead Mans and grim, that is instandly removed or announced to get removed, but the survivor perks stayed mostly the same. The only change is, that they added perks to it. I mean Dead Mans and grim isnt been used jet and they instandly what to remove it, but combis like FTP and BU is fine and can stay. WoO is fine and can stay. DH got changed, but is still meta. Adranalin also didnt get any changes.
I know I sound like im only playing killer, but I play both sides 50/50, the difference, when I play survivor is, that I can play every or no perks and still can win with my personal skill. As Killer you need strong perks to be able to win. (on high mmr) and yes the killers in my survivor matches aslo hard tunnel, but I cant see any other options for them to win most of the time. If they hadnt tunneled the havent got anything.
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Chucky Im terrible with, but I also dont like him as much, but I think he is rlly funny.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590660#Comment_3590660
SB takes skill to properly 99 it, and lithe takes skill to loop while avoiding fast vaulting until you plan to use it. Both perks CAN be used in a way without much skill expression (just prolonging the start of a chase) but they can also be used later in chase to reset their distance lost/chaining tiles.
Even smash hit requires landing a pallet stun instead of predropping, and head on requires timing and knowledge of the distance required from the locker. I wouldn't call any of them inherently unskillful when they can be used skillfully.
Thats exactly the reson no one uses Smash hit, because it requires some skill. 99 the SB isnt that hard or skill full.


