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  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487715#Comment_3487715

    It's not only bad nurses who can't get the hit with their second blink. Really good survivors can make it quite a challenge to easily blink to you, and a 3rd blink basically makes whatever counterplay she has completely void

    eh fair enough guess thats true. I always saw it as an addon bad nurses crutch that good nurses easily play without.

  • A lot of survivors will complain about literally anything that isnt a gg ez for them. If its meta then it needs to die slowly apparently.

  • you seem to be talking about being bled out for 4 minutes and not slugging.

  • its only good for bad nurses who cant get the hit with their second blink. Its not transformative to any decent nurse player.

  • it was one of her worst addons and is still mid.

  • @Ariel_Starshine said:

    This!!! This is the main reason I've been logging in less and less lately. I'm inside a house and get hit by a hatchet through the wall. Yeah, no.

    I vault and die six feet from it.

    I somehow stun the killer yet die at the same time.

    Until this is fixed I can't bring myself to keep playing like I used to. It's just too aggravating. Please fix this so hits are proper and fair. Hatchets and other things shouldn't be defying the laws of physics and hitting me through bushes, fences, trees and walls. I shouldn't vault, be running and just drop dead.

    That thing where you stun the killer but go down anyways is actually the survivors fault. When that happens, you got hit while you were locked into the pallet animation but before the pallet had stunned the killer. So in that very small time frame, the killers hitbox connected with yours and THEN they got stunned. Its easily avoidable by just not dropping pallets if their that close, or predropping it if you are unsure.

  • Huntress hitbox:

    It looks chonky in game because its a circle. frontal hits look normal since it doesnt extend crazy far forwards compared to the model. But since hatchets dont fit too cleanly into spheres sideways hits tend to look like they didnt connect, since the hitbox extends a little farther than the hatchet itself.

    image.png

    Weskers Hitbox:

    Its roughly the size as the survivor hitbox. Those crazy hits you see really arent the fault of wesker, but rather the survivor hitbox not lining up with the running animation properly. Wesker PTB hitbox was crazy though...

    image.png

    The reason for those really wacky hits is actually the survivor hitbox+ping. The vast majority of hitboxes in dbd line up with the killers powers quite well. The survvior hitbox is kind of wacky though. While running, the hitbox kind of lags behind your player model a little bit.

    image.png

    So if you combine that hitbox desync with huntress wide hatchets AND ping, you get moments like that screenshot. I would say its most definitely the fault of ping though. Most shots end up looking very legit.

  • Huntress is a bad example. Her hitbox is already chonky, so ping makes it look completely absurd. As far as im aware the hitbox for the hatchet is basically a sphere, the length of the hatchest being the diameter. Frontal hits look fine whereas hits like the one you've shown look more... dubious in nature since the hitbox extends farther on the sides than the hatchet model. Add in ping and you get... that monstrosity of a screenshot.

    Hitboxes arent an issue, its more trashy servers.

  • empathy is S-tier

  • @E4GLE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487604#Comment_3487604

    I get it, you're a nurse player and you love that she has always been SS tier and very easy to get wins. But her kit is old and should be changed. Nurse completely ignores the common dbd chase mechanics of all other killers. Even after the updates and nerfs, she is still at the very top of killer rankings. My time playing Nurse has been too easy and too forgiving. "She is only good in good hands" is just wrong nowadays. Once you understand her simple kit and are even just average, you will still perform better than most killers. She should be reworked.

    If the survivors you are winning every single game with a 4k thats the survivors fault. Nurse does fundamentally change the way DBD is played. Which is good, I thought we liked variety and uniqueness in this community. The problem is that its so radically different that most players will never really learn how to play against her. None of your looping skill transfers over so thats out the window. Unless you are in the top 5% MMR, where its constantly nurse blight wesker, then you wont have a reason to learn her. You wont be facing her often enough for it to be worth your time. So most players just end up calling her overpowered because they dont understand her counterplay.

    The problem isnt nurse, its incompetent survivors.

    in Nurse. Comment by nars
  • they made her into ptb singularity, except a million times weaker.

    Congrats trapper! you are no longer the worst killer!

  • Hes one of the hardest killers to play effectively and takes forever to learn.

  • @E4GLE said:

    Hello. I am here to suggest a simple Nurse change that can finally make her not super overpowered anymore.

    Here is the change:

    Nurse can no longer blink through walls, but nurse now has default killer movement speed.

    This change will no longer make her an SS tier killer, but still maybe an A+ tier killer and make her not completely reliant on her power to get hits.

    Thank you for your time.

    This would absolutely gut nurse. Her power would be completely useless without 3 blinks, and be far too punishing for its power.

    Nurse isnt even overpowered. That stopped being the case in 6.5.0, like 5 months ago. She has counterplay and is arguable (ARGUABLY) weaker than blight.

    in Nurse. Comment by nars
  • Its just aura reading. They can only go for one survivor, if you are that survivor just run as much as you can. not that hard.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486824#Comment_3486824

    Oh for sure, you cant use SWFs as an excuse... but... comms does definitely play a role and mess with some killers more than others, and it's pretty destructive to any killer relying on surprise elements.

    A strong team of Solos is not helpless by any means, but they ARE less coordinated than the same players in a SWF, and you ignore that at your own risk.

    When you're playing someone like Pig where chase is bad and takes a while, where you rely on stealth to close the gap before the chase begins... someone calling where you are going/are after a hook totally kills your stealth approach... I've really noticed the difference when playing SoloQ (players load in to lobby 1 at a time) vs. SWF (all at once).

    Now you can get builds to deal with this, I'm actually planning to get the Knight next so I can get his perk Nowhere to Hide to deal with survivors pre-emptively ditching gens as I arrive and hiding round corners, combined with Enduring so I can be greedy on pallets and commit without much penalty, however the point is vs. a SWF, you MUST respect snd factor in their greater coordination, or you're gonna get rolled.

    Ofc, if you're playing the big chase killers, comms is less of a factor. If you're able to find and down within 30 seconds, great, but if you're taking 45 seconds, a minute or more, vs. Solos the natural uncoordinated solo gameplay is not necessarily a huge problem... but vs. A SWF, that is death.

    Then thats an issue with killers who rely on a lack of info to function. The devs should be designing killers with SWF in mind as an inevitability.

  • so done with this nonsense. Not all SWFs are these navy seal monstrosities, those are extremely rare. People need to stop saying they lost to a swf when they get crushed by 4 great solo players.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486776#Comment_3486776

    They're not restrictive enough especially how you are able to ignore a rather large part of them via an exploit

    still quite hard to turn, it isnt as if he just clicks a button and gains 5m of speed he needs to move very linearly. Even with hug tech that just saves a token. If he were 110 there would be plenty of loops he just wouldnt be playable on.

  • @Desteriaa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486772#Comment_3486772

    It’s the same thing… Mtf is meant to extend chases while bloodlust is meant to end them quicker… How is it not the same??

    Because of their purpose. At first glance it may appear that way, but fundamentally they are different.


    Similarites:

    haste status effect

    used to affect chasetime one way or the other


    Differences:

    MFT has no limitations beyond its injury requirement

    BL needs to wind up, and deactivates if you do anything related to the chase

    BL really only does anything on weaker killers who need it on certain maps


    If a bad killer needs BL 3 to down someone, they are sinking massive time into doing it. Therefore, while you might go down, your team makes crazy gen progress while you do. There is never a time where getting BL 2 or 3 is worth the gen progress. It was designed to deal with infinites from old dbd, now thats transferred to helping out killers like sadako on GoJ. Do you think a sadako will be able to do anything at all on GoJ without BL? Granted thats an extreme example but it showcases BL's purpose quite well. It exists to help when map RNG wont allow you to finish a chase efficiently. The only times BL will kick in is in extreme cases on low tier m1 killers.

    Blight will get no value from BL. If he activates rush, which he most certainly will, he loses BL. Same with any killer power getting used, it deactivates BL. Essentially BL only does jack on killers with no method of downing beyond m1. So it only helps the killers who need it. Its unreasonable to remove it just because it ends chases quicker, we can remove it when every map is balanced.


    When it comes to MFT however its far different. Unlike BL it doesnt exist as a patch to bad map design, or exists to fix low tier killers. it actually thrives on that horrendous map RNG, and harms those low tiers disproportionately to the high tiers. its completely unearned and has the massive effect of increasing chasetime by 20%. Being injured doesnt count as earning it; its an inevitability. And unlike resilience theres no reason to stay injured outside of chase so you cant call it risk/reward. Its just a perk designed to boost unskilled players while making good players unbeatable, while crushing low tier killers while doing nothing to nurse and blight.

    MFT and bloodlust are polar opposite mechanics, one is problematic while the others a necessity.

    in Hot take Comment by nars
  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486772#Comment_3486772

    Bloodlust was initially introduced to help killers combat infinites. There are no true infinites in the game anymore. While maps are bad, they certainly aren't bad enough to warrant up to 15% haste.

    Made for This does nothing for bad survivors. It doesn't take a bad survivor and suddenly make them into a god looper. It doesn't really make good survivors "better" at looping, it just makes it more likely that they will make that pallet/window.

    Bloodlust is still necessary for m1 killers on certain maps. Sure there will be those garbage players bloodlusting tier 3 for one hit, but if you just went like 48 seconds without being hit guess what? thats a ton of gen progress. They are heavily overcommitting to get the BL3 and practically throwing if the survivors understand gens are how you win.

    MFT Works wonders for bad survivors. I'm sure you've heard this before but since it increase the time it takes to reach them by 20% W gaming becomes an unstoppable monster.

    Doesnt make good survivors better at looping

    At which point you describe how it directly enhances how effective they are at looping. Reaching a pallet or window where you would have been hit is insanely valuable. one pallet can guarantee so much distance and time sink.

    The distance at which a chase begins (technically) is 12m. If I start a chase with a survivor 12m away from me, they gain 5 entire more seconds before they go down if they have MFT. 12/0.6=20, while 12/0.48=25. Thats 5 more seconds to cover ground to a window or pallet.

    5 x 4.12 = 20.6. You can cover an extra 20.6m of ground with MFT. Essentially, take where you would have gone down without MFT, look 20.6m in any direction. if theres a window or pallet, that chase continues simply because MFT exists. I'd say that makes them a better looper. Maybe not in the skill sense but in practice it absolutely makes a difference.

    in Hot take Comment by nars
  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486767#Comment_3486767

    You also shouldn't be able to place basically all the traps around hook, but here we are, long range camper that also severely slows down saves since you gotta deal with the traps, and you better pray she doesnt come back instantly.

    Quite simply, DESTROY THE TRAPS. She has no idea you are doing it, it takes like 2 seconds, and there is 0 risk. You cant argue that hag has been buffed by providing a consistent and basekit infinite way of destroying traps because flashlights cant do it anymore.

  • @Steakdabait said:

    if spirit is 110% then i don't understand why blight isn't too lmao

    spirit has no restrictions on her movement blight does

  • easy fix: get a good router

  • MFT: Free chase extension that thrives on bad killer design and horrendous maps

    Bloodlust: Something to help bad killers deal with horrendous maps

    Hmm...... kinda seems like their completely different besides having the same effect.

    in Hot take Comment by nars
  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486751#Comment_3486751

    Which is slower and unusable in chase, unlike the Flashlight, which also allowed to removed multiple traps at the same time.

    Your point was that flashlight was the only way to counter hook camp hag. just remove her traps before you are even in a chase. She has to place them preemptively, you shouldnt be able to remove them in chase.

  • Hag is one of the most interactive killers. You have to think upwards of 3 steps ahead and outpredict each other for plays that haven't even happened yet.

    also how was the flashlight removal a buff??? You can remove them by hand now, no flashlight needed. just crouch over them and it gives you the prompt.

  • its way harder than it sounds.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486671#Comment_3486671

    you just gave me the average excape rate for most survivors. again im asking the op how is a 39% consider a high excape rate

    oh sorry I misunderstood your comment

  • Dont listen them! I ADORE 360ing poor console killers, without them 360s would be useless. to me at least i cant 360 a pc player.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486672#Comment_3486672

    Yeah I think we p much agree, similarly a navy seal swf is pretty much the only way to keep up with such a killer

    thats actually a point I've never heard before surprisingly. I always hear about how hard tunneling on an S-tier can sometimes be necessary because of such teams, but never the opposite. Maybe because such teams are much rare and harder to form. Finding 4 skilled players is much harder than finding a strong blight.

  • I like the loss of collision but not the invisibility. Tunneling is sometimes a necessity, its only an issue when its treated as the standard instead of a clutch tactic. Making them invisible would just completely negate the ability to tunnel at all. Which I understand is the point but I feel that making someone untunnelable is a step too far. At least not without a perk or something.

    losing collision with endurance would be a dream come true. So sick of someone being unhooked right in front me, the unhooker immediately running to take a hit, then calling me a tunneler for chasing them. Maybe dont take a hit then????? I'm just gonna wait out your BT. Run. Away.

  • As much as I hate hatch... no, it needs to be in the game. The last survivor should not be at such a disadvantage that losing is guaranteed. And even if the EGC just started, the survivor would still be outclassed against the vast majority of killers and maps. I wish the final escape were skill based rather than luck, but its better than a 3k=4k.

    Maybe closing it instantly kills the survivor like when egc runs out? The survivor instantly escapes so I dont see an issue there. I could see the point that the killers faster and thus is more likely to find hatch, but thats really only true for blight. 15% more speed isnt gonna change the RNG nightmare of hatch. But then again i run NWO in all my builds so closing hatch is just an insta win for me anyway.

  • @1ettuce said:

    Moderately killer sided imo, I think killer has enough to keep up at the highest level, making it balanced or leaning towards survivor sided at the top. But for the rest of the skill ranges, I would say it's pretty certainly killer sided. Not necessarily extremely killer sided, but just firmly so. It's important to remember that what killer you choose is part of your loadout, and you can't expect to beat full meta without full meta. So if you want to beat really sweaty survivors, you should expect to have to play nurse, blight, or spirit in order to win

    Reasonable. I feel like at the highest level of play, full meta navy seal swfs etc etc its moderately survivor sided. But really only if you are a tunneling blight etc, thats the only way to keep up with such a team.

    i think in public matches its pretty even. Killer could maybe do with one more good regression perk but thats really my only gripe.

  • in a world where theres 4 survivors, not just you. Its a team game your individual escape rate doesnt matter, its the escape rate of the team. If theres a 40% chance that 2 will escape or something like that then its balanced. As survivor you kinda need to accept its more likely you'll die than escape.

  • @jayz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486091#Comment_3486091

    no i think it’s because nurse negates any survivor resource and the only trick against nurse is breaking like of sight and weird pathing that’s not very good counterplay tbh I think a rework would be great for the games health

    How is that not good counterplay? its all about reading you opponent and outplaying them based on that read. You know... part of the reason looping is skilled? If looping was as simple as running in a circle and repeating till you go down that wouldnt be skilled at all. Fakes, 360s, baits, vacuums, mindgames are a big reason why looping has depth. And almost all of those things are applicable to nurse.

    In my eyes, nurse ignores the parts of dbd that could be perceived as unskilled. Dropping a pallets not skilled, neither is vaulting. Anyone can do it. its about how you use it, when, or if you do at all. Those skilled aspects are all tahts effective against nurse which ends up forcing you to be more skilled than she is to win. Granted you cant count on soloQ teammates to do the same lol.

  • @fearsxoxo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486652#Comment_3486652

    by the 12 hook playstyle i only meant to follow the survivor rulebook bud ! wich mean not camping or tunneling someone out !

    If I can 4k without tunneling and camping so can you bestie. I play wesker, a very balanced killer so if I can get 2-4k every match with very few exceptions im not seeing an issue.

    If you choose to play bad killers then thats on you, dont be upset when you are at a disadvantage. You did mention you dont want to play killers like blight,huntress or nurse. Who are all chase oriented so im assuming you dislike chase killers. Chase killers are pretty much all the good killers in the game. If you are actively choosing to play ghostface or bubba thats your fault. Sure, the devs could do better at killer balance, but you are actively playing bad killers and then being upset matches are going badly.

  • No, deliverance is one of the best perks in the game and does not need a buff in the slightest. Just play super safe until you have it, then play super risky since theres no consequences. Very simple.

  • 3 genning isnt an issue outside of SM. You can break a 3gen in soloQ, it doesnt require coordination you just need basic gamesense. And if they dont have it then thats a skill issue, not a balance issue.

  • You dont need to 4k every game.

    "12 hook style is dead" 12 hooking isnt a playstyle. Thats stomping. Do you want your playstyle to be stomping every match? Thats ridiculous, and if that ever comes true the game would be super killer sided. If you can get 8 hooks and 2 kills a match the game is balanced.

  • I'd say his basekits completely fine. I dislike the idea of changing his movement speed. 110% killers typically can injure you from anywhere, regardless of distance. Deathslinger can get you in his sights, huntress can hit you as long as she can see you, hag is guaranteed a hit on a teleport, spirit just gets to move 3m/s faster with no movement restrictions. Trickster is really the only exception to that rule, essentially being an extended melee antilooper than a true ranged killer. Blight can gain distance super duper quickly and all, but he still needs to actually gain it.

    I'd agree if he worked like spirit. Spirit has no restrictions her movement at all. if spirit knows where you are, she will be able to hit you. There is no loop where using her power is risky or a bad idea if you are skilled with her. This isnt true for blight. Due to restrictions on his maneuverability there are plenty of situations where you need to wait for the right opportunity. The opportunity isnt always open to you. And making him 110% would make it take so much longer just to have those opportunities.

    but, if I were forced to choose a basekit nerf, this would be it.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486193#Comment_3486193

    Right, this kind of math shows why Skull Merchant is such an oppressive OP chase killer. /s

    The haste is fine, doesn't need the Endurance effect though.

    SM haste is super strong idk what you mean. Its only mid because its veyr inconsistent when its active. If you had a constant 3% haste in chase as her she'd be pretty decent. Except unlike MFT she has it for 30s at most, the majority of which will be happening out of chase.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486195#Comment_3486195

    It takes a killer 5 to 7 seconds to catch up to a survivor that gets hit off hook with BT/OTR.

    It takes 10 seconds wait out BT.

    Which is the better choice for a tunneling killer to do, hit the survivor off hook and take 5 to 7 seconds to catch up (depending on the killer's movement speed) or run being the survivor for 10 seconds?

    Sidenote, my math ignores the cooldown animation the killer goes through. If we incorporate that, its as follows.

    2.7s of killer standing still

    1.8s of 6.6m/s

    We get our 11.88m of distance in those 1.8s. 1.8s has passed since the hit, so the hit cooldown animation only has 0.9s of time left. So thats 0.9s of 4m/s distance for the survivor.

    0.9 x 4 = 3.6

    another 3.6m of distance before the killer can begin regaining it because of hit cooldown animation.

    so in total the distance gain is 15.48m. Divide this by killer speeds and we get the actual time it takes.

    15.48/0.6=25.8s to regain distance

    15.48/0.4=38.7s to regain distance

    So for your typical killer with no mobility regaining that distance will take at least 25s. Throw in a MFT and hell, it'll probably take 32.

    its way better to just wait for BT to end, even if you have the opportunity to hit them. If you hit them, they definitely reach the loop. But they now have much more distance than if you'd just followed them, so they can choose which loop they actually want to chase at. But if you just follow and wait out BT, they'll need to drop the nearest pallet and gain no distance beyond that. OTR is so good because in any tunneling scenario it forces that hit, wasting so much of the killers time. if the survivor is a good loop, you WILL lose at least 1 gens worth of progress chasing them.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486210#Comment_3486210

    I'm basing the 5-7 seconds off of another comment, so maybe that math is wrong. So help me understand this better...

    If you gain 11.88m of distance and a killer moves at 4.4 - 4.6, doesn't that mean a killer negates the distance gained from the hit burst at 11.88/4.4 = 2.7 seconds?

    No. To regain the distance that fast would require the survivor standing still. You gain distance at a rate of your movement speed minus theirs, 4.6-4=0.6. Therefore, assuming the survivor is running away from you which they will be, thats how fast you gain distance. Its not about ground covered more than it is about the distance between you and the target

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486195#Comment_3486195

    It takes a killer 5 to 7 seconds to catch up to a survivor that gets hit off hook with BT/OTR.

    It takes 10 seconds wait out BT.

    Which is the better choice for a tunneling killer to do, hit the survivor off hook and take 5 to 7 seconds to catch up (depending on the killer's movement speed) or run being the survivor for 10 seconds?

    Uh it takes way more than 5-7s to catch up an on hit burst.

    On hit burst gives 6.6m/s speed for 1.8s, giving 11.88m of distance.

    If you are just walking to regain distance, the only method for the vast majority of killers, will take 19.8s to regain that distance. 11.88/0.6 (the speed advantage of a killer) is 19.8.

    So its far more beneficial to just wait out the BT. Wait 10s vs 20s, very clear the preferable option. OTR forces that 20s, no matter what happens if the killer wants to tunnel they will NEED to hit your BT/OTR. Then the chase is also harder thanks to your iron will. And even if they choose not to tunnel you you are kept safe by your aurablock.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483746#Comment_3483746

    For tunneling, OTR is extremely bad. It gives you the exact same protection you would get from built-in BT, since the killer is going to hit you off hook anyway.

    A tunneling killer waits out basekit BT unless they are forced to hit you. There is no point in giving you an on hit burst. So they either wait it out (even if they cant down you its better than giving onhit burst), or they only hit you if forced to (protection hits). OTR forces that on hit burst if their tunneling. If they slap you off hook, massive distance. If they try to wait out BT, you get 2 health states.

    a good killer wont hit basekit BT, its just a bad idea. Only a bad one would. OTR is the best anti tunnel against killers with brains.

  • @Seraphor said:

    Because I genuinely don't see how it's more powerful than other exhaustion perks.

    Yes it's a strong perk, and it could do with some minor nerfs, but it's not the dangerously OP end of days disaster people keep crying it is.

    I main M1 killers such as Ghostface and Pig, and I find Sprint Burst to be much more problematic than MfT in practice. You can theorise why the math makes MfT OP all you like, but what happens in practice is what counts. MfT is only OP with incredibly skilled god-looping survivors with perfect pathing and flawless reaction times, the same survivors who can sit on a 99'd Sprint Burst to use just as you lunge and whiff btw.

    Minor nerfs that would be fair: Please choose any two of the following three options.

    • Instead of being a half-exhaustion perk, it's a full exhaustion perk. Inflicts Exhaustion as long as you are injured.
    • Only works in chase. Preventing you from pre-running and gaining value from it before the killer has a chance to build up towards Bloodlust.
    • Slight value nerf. Swap MfT's 3% with Boon: Dark Theory's 2%.

    Tangential nerf: Reduce Hope from 7% haste to 5%.

    Its broken no clue how you can play c tiers and not get it. Ghostie can instadown so thats understandable but pig? 20% longer chasetime.

    If you are 5m from a survivor with MFT, it will take 2 seconds longer to reach them. 2 more seconds means you can run 8 more meters before the killer catchest you. meaning, in just a 5m distance, the pallets you can reach is increased by 8 meters. Now imagine that on the chase wide scale.

    This IS what happens in practice. its not some hyper specific scenario. Quite literally, at any time, MFT increases the time it takes to gain distance by 20%. You dont even need to earn it, just for free you get 20% longer distance.

    other exhaustion perks are at least once a chase trump cards oriented around tile chaining. Or in SB's case, just about being a safety net and a possible insane boost for skilled players. MFT? Just... your chases take longer. Thats it. Just the time it takes to reach you is increased. Not about chaining tiles or getting out of a deadzone, just flat out making your chases more valuable. It doesnt matter how skilled you are, that effect will always be relevant. A bad player will take 20% longer to reach. A cracked player will take 20% longer to reach. Its just bad game design.

  • the only people seriously defending it are survivors who want broken stuff to use. Their the same people who defended dead hard, and the same people who cry about how dbd is more fun when its unbalanced (for survivor)

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485456#Comment_3485456

    Did she have Wesker's pickrate though? Because Wesker also happens to be a licensed character.

    according tom released pickrate stats across all MMR, yeah just about. He only had that 25% pickrate in top 5%

  • The entity feeds on emotion. It prefers fear since its such a potent and powerful emotion. And theres more fear when their hope is crushed, cant crush hope if theirs no chance of survival.

    fun fact: entity erases everyones memory at the end so its the same level of emotion each time.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485557#Comment_3485557

    Hooks. When you base the game off kills, facecamping the survivor until they die secures you a kill, which is your goal. But if the goal was hooks, you would want to spread around pressure and focus on multiple survivors and multiple chases, instead of just slugging, camping and hard tunneling (although to a less extent). Which would be much healthier for the game.

    How? Would kills just... not exist? What hooking a survivor 3 times gives everyone a permanent debuff to everything?

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