nars
nars
About
- Username
- nars
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
this has been a bug with him since his release. its incredibly rare though so undeserving of a killswitch.
-
yeah Im a hater of 4%s. On one hand, their a dc with no penalty which is stupid. on the other, their a skilless clutch mechanic that can completely deny a hard earned win with no skill involved. At least with UB you risk taking the perk, with this you just 4% and hope it works. If it doesnt, you were gonna die anyway... and if it does then you can clutch up. its just stupid all around.
-
@deandref12345 said:
Hooks need to be farther apart or the bar to get off their shoulder should be easier to fill. It’s almost impossible to if it even is possible to get off your either downed near one hook or steps away.and I also feel like there should be implements like actions that can be done to the killer as a survivor to help you get away more the killer gets a weapon can run faster and some have other abilities as well survivors can just run and drop pallets there are flash ants maybe add more stuff like setting traps for the killer to get stuck in and stuff
Think of it this way: To even go down to begin with, the killer had to play well or you had to mess up. Either way, somebodies skill came out over the others. Hooks are the reward for skillful plays, and denying them is how you win skillfully as survivor. Hooks and the wiggle bar are the way they are because it would just be kind of stupid to have a whole hook denied because of something unskilled. Thats why sabotages, flashlight/pallet saves, bodyblocking and all of those ways to save a teammate exist. Because for one, this is a team game so you doing nothing should not reward you. And two, this is a team game so your team coming together to help you should absolutely be effective. And luckily for us thats how it works. I see plenty of players thinking of the wiggle bar as something thats meant to get them out, when in reality it exists for two reasons: 1, to prevent hooking in basement every time. 2, so that your teammates can stall for it to fill up and save you. In a team game, there shouldnt be many situations where teamwork isnt what saves you.
Also, survivors have plenty of tools at their disposal. At first glance it seems like all they really have is pallets and windows... but those two things have so much depth. At its core, dbd is a strategy gaming about reading your opponent and playing off of them. If you notice that a killer backs up at pallets to avoid stuns, you can not drop the pallet/ fake it by stopping for a moment. If it works, then you get more distance and you can keep looping. And if you see that they swing through pallets, you can do the same thing to get more distance as well. And if they just walk right through, you know that dropping the pallet for a stun is your best bet. And all of that is just from pallets! With vaults, theres fast vault setups, window techs, slow vaults, fakes, etc etc etc. All of this without any perk synergies or items.
-
@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460057#Comment_3460057
Why is the desired kill rate 60%? IMO it should be 50%
60% means that you normally get 2 kills, sometimes 3 and maybe 4 on occasion. i think that 50% might mean you are most likely to get a 2k, but the likelihood of getting a 1k is also kinda high.
-
The entitlement is real, "play someone else bc I dont like it!"
-
That's the whole design philosophy of twins, two killers working together. Twins is countered very easily by general knowledge of how to do so. For example, victor is very oppressive when multiple survivors are injured. While if everyone is healed up, he can get 1 injury off. What you mentioned about victor being undodgeable is solved by this as well, you'll still get hit but you wont go down. Plus you can crush victor with pallets, kick him after getting a down (then res the teammate if charlotte is far away), or just not crush him while he's attached to you so he cant do anything for 30s.
About the slugging; its built into their power. You cant play twins without slugging, its just not possible. Charlotte is always going to have to walk to get someone victor downed. And you will always have to slug to get multiple downs with victor. But to be fair that's the same for all killers if you want to snowball. If you are injured, like I said an easy fix is to heal. But I recognize thats kinda hard in soloQ when you dont know where anyone is. You can stick together to stop victor from snowballing, as every down he gets he can get kicked. This will also help with healing up. If everyone has this in mind then smart survivors will be able to stop victor in his tracks.
About victor being able to patrol gens; thats actually pretty easy to counter. For one you can heal but we've been over that, he cant get an easy down if he cant down you period. Looping victor is actually possible, any pallet loop can be used to waste his time and potentially crush him. And if victor is being used to watch a gen and charlottes the one patrolling, you can actually crouch to stop her from getting killer instinct on you. That way you can crush him without charlotte being able to swap over and stop you.
general tips
- heal up
- try to stick with someone while victors out
- crouch to counter victor radar
- try to lead charlotte away from where victor is while being chased by her. This way shes just an M1 killer.
- Relating to how you cant dodge victor, you can jump in a locker. If you were going to go down anyway, forcing victor to locker search can save you. If charlottes far enough, you can escape the locker before she arrives and then you are home free.
Teamwork is hard to come by in soloQ, and since twins is hard countered by it it can be difficult. But just doing some simple things like prioritizing heals when you can and forcing distance between the two killers can make all the difference.
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459992#Comment_3459992
I see it as a problem throughout the entire match. The power difference between killers and survivors is too much, especially when killers use certain addons.
I can understand that. I think camping in endgame is fine because its typically just to secure a kill, and if you 99 a gate getting them off hook near guarantees an escape. Right now a camping killer is very boring to face and has almost no counterplay unless you coordinate a save, something very hard in soloQ. Theres definitely a power difference there lol. New anti camp might make tunneling way easier though which isnt great, but I guess its better than getting camped all game lol.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459998#Comment_3459998
Easy solution to the first situation is to crawl to a hook. That's what I do.
yeah I do that too, still just makes for some boring gameplay though
-
@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460016#Comment_3460016
Killers are getting at least 2 kills in 60% of games according to nightlight's most recent data. How high does this number need to be for you to be satisfied? Killers seem to be doing just fine based on the numbers. Make the game any harder and no one on the survivor side will want to play the game.
Checking nightlights stats myself, it looks to me most killers are actually preforming below the desired 60% killrate.
The two strongest killers in the game are doing well enough (unsurprisingly). Nurse at 57%, and blight at 54%. But for the strongest in the game these numbers should pretty easily be above 60%.
For comparison, the officially killrate data from september last year shows that trapper had a higher killrate in the top 5% MMR with a 56%. Granted these statistics are from the gen kick meta. Nurse and blights killrates from those stats are sitting comfortably at 61%, minorly overpreforming at the top 5% MMR. But these stats are from the gen kick meta, notorious for having wayyyy too much regression and slowdown. if the two best killers in the game are just 1% above the desired numbers during that powerful a meta, then its no wonder they've dropped so significantly.
Nightlights most recent data shows that only 3 killers have actually gotten to the desired 60% killrate. Skull Merchant, Twins, and Pig. Skull merchant presumably at 63% because of her insane ability to stall games out, twins barely reaching 60%, and pig... is an outlier here. This data isnt super duper reliable anyway, either one of us could be completely wrong. Blight has the same killrate as FREDDY according to nightlight, so I guess their equal in strength. But either way if the killrates for the strongest are well below 60% than clearly theres an issue.
-
My fav build rn is this:
Adrenaline/Deliverance
Off The Record
Reassurance/Prove thyself
Sprint Burst
Covers pretty much every base, strong anti tunnel with otr and SB along with team value. Adrenaline is just there for my happiness.
-
If you are having issues against him thats on you. How a singularity chase goes:
- Get the slipstream off
- It gets instantly removed because emps are everywhere
- You just lost distance
- Do that again, now you can tp and be oppressive (unless they grabbed another emp mid chase, or a teammate emp'd them, or they broke LOS. Repeat until none of those happen.
You also cant play setup with him because emps are broken. Theres nothing stopping a survivor from just sitting on a cammed gen with their emp, waiting until they get streamed and instantly disabling the cam and infection now that you've got eyes on them. Theres no time to teleport to them or anything, and the emps lock you out of MULTIPLE cameras and can cleanse infinite slipstreams from a MASSIVE AOE through walls.
If you get caught without an EMP hes pretty good, but since they generate faster than you are gonna need to use them you'll typically always have one when you need it. Lethal is super good on him because it lets him get an easy early hook because emps havent generated yet, making for an easy chase. But later into the game the EMPs are everywhere and for every infection you get theres a million emps to cleanse it.
-
we done been goofed.
-
@Phyrqc said:
They just increased gen completion time from 80 to 90 secs
that was a year ago idk what you mean "just". Plus it wasnt an issue when they did that because they also birthed the gen kick meta, causing the overwhelming slowdown and gen time increases to tip the game into being killer favored. Now, since nearly all regression perks are dead, and survivor gen speed ups are untouched, its been reversed. Any killer without cray map mobility and/or built in slowdown with strong chase is going to suffer through 1 gen popping for every hook they get. Plus pain res is the strongest regression perk and punishes you for tunneling, meaning using it discourages using the most optimal (and annoying) strat.
almost no consistent regression + killer balance + survivor tools = gens too fast
-
Hes not overpowered in the slightest. Bad game design does not equate to overpoweredness. He has counterplay, just looping until he starts dropping a guard and then W away. Then hes just an M1 killer dealing with pallet after pallet.
-
@Nebula said:
Probably the easiest killer / playstyle in the game and with the healing nerfs it just feels like an absolute chore to play against him.
Sloppy, bamboozle, shadow dance and boom you win 90% of your games.
I hate to sound like I’m just complaining but playing against Wraiths just always feel awful and the dude absolutely destroys solo queue teams.
Wraith is a C-tier killer and thats his entire playstyle. Hit and run is not easy either, it revolves around getting the hit as early as possible. Something hard to do if the survivor is good, especially with SB's pickrate atm. Plus twins kind of needs it to function, you just arent gonna get any victor value without people being injured. Its a method of gaining slowdown and pressure through something other than hooks, which keeps variety up.
Everybody destroys soloQ, thats how soloQ works (sadly). A good trapper will easily 4k a soloQ team that isnt 100% skilled survivors. one bad egg will let any killer get an easy kill, snowballing into a win. besides you can always just run CoH. Its still a great perk, even if less effective for soloQ players. Just standing in the boon while injured and waving for someone to come will typically get you healed. Plus CoH completely negates the slowdown from sloppy, still giving a 75% boost.
Also can we stop calling med kits becoming balanced the "healing nerfs"? Healing was untouched. Only self healing got nerfed, because it was overpowered. And only with those nerfs did hit and run even become viable. The strategy promotes teamwork and playing the macro game.
hit and run and wraith are both non meta, one of which sorely needing some buffs.
-
Pinky finger and iri head are both mid addons that typically just make the killer worse (unless you are a sniping god on huntress). Tombstone is understandable though. Their addon design has become increasingly uncreative in recent years, with at least half the killers having some kind of instadown addon.
-
if the anti camp wasnt on its way I'd agree with you. Camping before endgame is just unfun and skilless for both sides with the only real counterplay being to slam gens and let them die. But afterwards camping is 100% fair game so it should stay.
-
@Mandy said:
The Mastermind is not going to return prior to the event starting no. Unfortunately the fix requires more time than that.
I understand that, but why cant we use bloodpoints on killswitched characters? The point of the killswitch is to prevent the abuse of gamebreaking bugs for as long as it takes to fix them. But since these bugs only occur during the trial, why cant we access our characters outside of it? The upcoming anniversary event will provide MASS amounts of bloodpoints, and many were looking forward to using them on Wesker. He's the most played killer and all of his addons have some use, so its understandable that many players are disappointed that hes disabled.
Do you know if he'll be available during the event, or will the bug take longer than that? If so, is there any chance that we could use our bloodpoints on killswitched characters?
-
I think that the perk itself is balanced enough, though from a game design standpoint its not great. it only hurts those in need of buffs, but why should we nerf a perk instead of buffing those killers? i see it as more of a wake up call to finally give trapper and sadako etc some love.
but if its just easier to kill the perk im all for it, anything that keeps dead hard out of the meta. anything.
-
@Annso_x said:
I fail to see how a Nurse would struggle on the Game (or uh any map that isn't absolutely huge lol) ?
Also, maybe it's an unpopular opinion but I don't mind going on it as killer unless I'm playing trapper. Like, it's really not that bad for me? I also don't mind Lery's but it's probably because I don't usually play the killers that particularly struggle on it.
Does everyone really hates the Game ? I'd take it over Garden Of Joy, Borgo, Temple of Purgation, Badham and probably some others I'm forgetting any day.
to be fair the games bottom floor has some very good los breakers
-
I FEEL YOU. I just finished grinding out every single adept in the game and boy oh boy did this make me wish I had just loaded up minecraft. but with dc bots it shouldnt be an issue in the future :D
-
@Roaroftime said:
Killers really do live up to their name and kill the games with their tunnelling and camping (boring/ toxic gameplay) even when they have the upper hand anyway lol
"upper hand"
ah yes, because having almost no gen regression while dealing with toolboxes and gen rushing = upper hand.
-
most generator slowdown has been nerfed into oblivion. There are maybe... 4 good slowdown perks now? And a few of them dont have synergy or dont work with certain playstyles/killers. Lets say you are playing legion... cant use sloppy bc its basic attack on a hit and run killer. Same principle for plenty of other killers, so it makes winning without tunneling much harder. Non tunnelers could just use overbrine and play fair and get great results, now (while still possible) its much harder with the current meta. So people who were teetering between tunneler and fair player have tilted over to tunneler for their wins because its easier than adapting without tunneling.
-
@Hannacia said:
Not sure which server you guys play on but in EU its very popular atm. Paired with hope and resilience. Its having quite the impact.
im on NA servers, im seeing it plenty but im not really noticing a difference in chase time etc.
-
- Cant counter nurse and blight
- wants to dc but doesnt want penalty
- "pls add dc without penalty"
-
how to see if someone plays solely survivor:
they want basekit SWF
HEEELLLLLLL *N O*. I would rather play twins than have basekit swf in the game.
-
yeah its so dumb.
- Runs directly at me
- Gets hit
- continues to be chased and gets down
- **booo tunneler**
you wanted my attention-
-
@[Deleted User] said:
You seem like the type to tunnel regardless protection hits are a valid mechanic also mettle exists….
if their... running directly at me... knowing that tunneling (while annoying) is objectively the best strategy... I'm supposed to just ignore them? I dont ask survivors to let me down them when they've looped me for 2 gens.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458234#Comment_3458234
Actually, both nurse and blight very well care for MfT, and this is from objective PoV of distance and relative speed, so yeah that's moot.
How much impact it does is in question but they DO care.
im not seeing how a blight cares his distance gain is now 227% instead o f 230%, if you were gonna get it without mft you still are. Its not like mft is gonna magically let you dodge a hit on blight or nurse. it slows distance gain, but if the gain is so large its meaningless. thats why m1 killers are really the only ones who struggle with it, because their distance gain is heavily impacted while highly mobile chase/ranged killers aren't.
-
@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458128#Comment_3458128
Sry but you cant bring Lithe as a complain against only hurting low tier killers, because Lithe has an effect in every tier even at S Rank.
so doesnt that make it better than MFT? if nurse doesnt care for MFT, but does care for lithe, then logically lithe is stronger. Another comparison: SB. Very similar to lithe. Should we nerf SB because the activation at the start of a chase makes committing a much worse idea for low tier killers? No, because its effect on high tier killers is powerful but reasonably so. Its a pretty simple principle.
If it has a balanced effect on balanced killers, then its balanced. If it has un unbalanced effect (whether stronger or weaker) on unbalanced killers then its unbalanced. if blights getting obliterated by something then theres probably a problem, as it'll problem eliminate lower tiers entirely. But if blights not having an issue, and neither is demo or wesker etc, but trapper and sadako are... is that an issue with the balance of the perk or the balance of the killers? If the only killers really hurt by it are the ones who are already very weak thenthose killers need buffs not the other way around. trappers needed buffs for centuries and sadako is arguably the worst killer in the game. Why should we nerf MFT for them when its only a problem because they suck so badly?
-
@fulltonon said:
So... a perk that hurts those who don't deserves? seems to be a badly designed perk that better be reworked, just from your description.
so... a perk thats balanced against the balanced killers but hurts weaker killers more? kinda seems like lower tier killers need buffs if its not crushing the b-tiers. guess we should nerf lithe because its really strong against freddy and sadako!
-
yeah MFT really isnt that big a deal. its strong no doubt, but SB is undeniably stonger. I think from a game design standpoint it its not great (providing a reward for not doing much, resilience is different because theres reward for staying injured out of chase), however balance wise its probably a little weaker than lithe.
but CoH absolutely needed the nerfs though.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457817#Comment_3457817
Yes. But how many killers can do this against skilled survivors?
You can't do this with Trapper. You can't do this with most of killers. Even A-tier killers, i highly doubt.
But Blight can. I wonder why.
blights really strong, we all know that. But hes also the hardest killer in the game to master (nurse is hardest to learn but after that theres not much). Theres a massive difference between a good blight and a bad one. A bad blight just uses rushes for map mobility, being an m1 killer in chase (similar to billy, just with more map maneuverability). But a good blight will be able to use his rushes in so many different ways to down you that take hours of experience. Blights one of those rare killers where your skill level can win a game alone, while also being balanced. Its hard to play blight to a point where his power his warranted.
if he was gonna 3k with just shadowborn and spies, then he was a godly blight nerfing himself to get a challenge. that or the poeple he killed sucked lol.
-
@Lost_Boy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456371#Comment_3456371
Except he's talking about the old DH that was used to extend chases by using the dash to get to a window, pallet or greed one more loop before dropping a pallet.
This perk is effectively the same thing as it gives approximately 20m additional extra distance running straight when used. Not to mention the benefits of extending loops.
There's a reason why old DH was nerfed and this perk basically gives you the exact same thing (if not stronger) for doing nothing. At least there was an element of skill with DH.
So no it's nothing to do with the current facetank DH & more to do with extending chases to beyond a reasonable time, which is why old DH was nerfed. The old perk wasn't even being used to facetank 80% of the time and was used for distance.
theres still quite a stark difference between MFT and og dh. With MFT the killer still gains distance on you, with og dh you could instantly move 2m forward to erase any mistake you made. MFT still rewards looping tightly and overall just playing well with increased chasetime, while DH would just hand you a pallet or window whenever you needed it.
-
@notyarbllewe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457206#Comment_3457206
Tunneling is a good idea??? Yes, it works well, but dang is it a stupid one. I never tunnel despite being a killer main, because I don't care that much about winning and I know how unfun it is. I only want to have fun in DbD, not win, and I hope you stop tunneling if that is what you do all the time.
I never said that I tunneled. all I said was its a much more consistent way to win, I dont really think anyone would argue with that. Tunneling is ALWAYS a good idea from a meta standpoint. The only reasons people dont do it is because they know how boring it is for both sides (me included in that).
I also dont think many would argue that predropping every pallet is a good idea. Tunneling and W gaming are far different because one is a strat for an easy win, and the other is a strat that stops you from going down early game but ends up causing way more downs later. predropping every single pallet, including ones at jungle gyms and shack and near easily chainable strong tiles, is just throwing. You could easily milk 10-20s out of each at minimum, but instead people choose to get 1 second out of one and move onto the next. Rapidly creating deadzones purposefully is not equal to eliminating 25% of power from the survivors.
-
it was about a month or so ago, you know when all regression got nerfed?
wants meta shakeup --> gets shakeup --> doesnt like new meta (even though its the most balanced in forever)
-
its not like tunneling at all, tunneling is always a good idea unless they have stacked multiple anti tunnel perks or the entire team is taking hits. and even then its sometimes worth your while.
w gaming is throwing, simple as that. It makes deadzones faster, wastes pallets that could have bled 20s or more from them, and just makes the game easier for the killer the longer it goes on. Yeah its super hard to catch the one guy but as long as hes wasting pallets catching everyone else is gonna be hella easy.
-
the doomsdaying is real.
dh, an instant on command facetank to ANYTHING that can extend chases by upwards of 30s and has unlimited uses.
mft, gives a 3% boost for half the chase.
give up, its not that big a deal.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454412#Comment_3454412
Trust me. This game currently is not built to conserve resources against most of the killer roster.
yeah thats fair ig, not like pallets do much against the higher tiers.
-
@ays12151 said:
Guy tried to calculate distances xD - it's not about distance - it's about playstyle.
Survivor can be very confident on the loops and Killer can not swing as early as normal.
With this Perks Survivor can reach Pallet or Window before a hit.
You said Killers 110% will not be affected? Hhahahhahahahha... Huntress on long loop and she can not throw a hatchet... Hag can not hit immediately after Teleport, because of this little speed from Survivor and more...
Hows it not about distance? everything in dbd is about distance. Distance=time, time=gens. And like I said in the post, all of the good killers have ways outside of m1 to down people. The perk is only remotely overpowered against weak killers, like sadako level weak killers. Only killers that literally having no mobility or chase pressure will be affected. And if thats the case then its more of a killer balance issue than an issue w/ mft.
And no, that 3% is not gonna affect 110%. Any hit a huntress would have gotten without she will still land, with a 0.12m margin of error. That small extra distance will mean practically nothing, except on the tightest of loops. Also... a hag... will absolutely be able to insta hit... you arent slower than the survivor when you tp. It TPs you facing towards the survivor, you are faster than them, and they are within lunge range. You just made that up- realistically only trickster will care out of the 110s. all the others dont care for distance and just down you anywhere. And funnily enough, tricksters a c-tier killer. so buff trickster.
- they can reach a pallet or window before a hit
Yeah, any pallet or window that has a 3% difference between them getting hit or not. Its never gonna be that choked, they'll either land it or they dont. SB better.
-
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454735#Comment_3454735
Those what if scenarios require a tremendous amount of coordination and luck to pull off, and even then only works for about long enough for bloodlust level 2 to kick in. It's fun but entirely impractical when it comes to actually escaping.
eh, call up a friend and have em bring FTP.
-
just revert the nerf already. It was one of very few perks in the game that only got value if you were a good player. The more you kept people off of gens, the more regression. except now the regression is so useless it doesnt matter.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454831#Comment_3454831
Can I ask, sincerely, which killers does this perk butcher?
Like, specific examples with reasoning, if you're willing.
i can think of some. Mainly just sadako and legion though. Sadako will just suffer because she had no chase potential, and legion outside of frenzy will be just an m1 killer dealing with mft.
-
@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454735#Comment_3454735
I never saw power of two, probably because it has an eternal cooldown. I always thought that haste shouldn't stack. And please, what is BDT? I don't know all perks names in English (I'm Italian)
BDT is boon: dark theory. And honestly nobody uses it so I wouldnt blame a native english speaker for not knowing 💀
-
@Trollinmon said:
Already seeing scenarios where the perk is basically giving extra health states. Seems like it's DHv2 where the bad players struggle to get the value but better players can. The better the players are the small the window for hits become and the more impactful ms increases are. If the perk stays meta then I'll just not play killer or run the top 3 since they don't care about the ms boost.
3% haste =/= tanking a whole health state
-
@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454729#Comment_3454729
True, as I said in a previous comment under another post, MFT will be balanced (and not very good) if haste doesn't stack.
yeah that makes sense. Idk if it would be bad though, just generally mid. If haste didnt stack I wonder if it would actually be crazy broken if it were 4% lol.
-
im dying xP
that must have been crazy fun to edit
-
@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454728#Comment_3454728
Yes because swf aren't famous for abusing things that break the game right? We will talk after a month or two, and let's see if this combo will be abused or not. In my opinion will be abused, but maybe I'm wrong
you could always just use power of two+blood pact for a permanent 12% boost as long as you are near. toss in BDT and the killer only moves 1% faster. why are we just now caring about this?