radiantHero23
radiantHero23
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810827#Comment_3810827
but you could say that about everything in the game.
I don't have a problem with strong killers, but it is how killer is strong. Let's use a stereotype
Michael Myer's purple tombstone add-on →Strong but unfair.
Blight: Strong but fair killer.
you don't like playing vs killer therefore killer needs nerfs. that is the logic your using. This is what this post was referencing " why nerf killer's skill expression? killer optimizes ability → survivor ask for nerf for killer playing well. :( ". It is like irrational.
Yes. The tombstone piece is stupid. It should be removed alonside a rework of Myers power.
I think, that if a specific aspect of a killer results in unhealthy gameplay then it should change yes. To negate the punishment of any mistake in chase is unhealthy for the overall gameplay experience. This is the same reason Xeno got nerfed. Although that came with a ton of other effects that left the killer in a buggy state.
A killer should be punished for misplays.
If you think that I'm on about the skill expression, you are absolutely wrong. I'm all for different kinds of skill expression, as I have proven time and time again with Pig and Sadako. I was also against the removal of Chucky's flicks.
This is not what this is about. This is about an easy to use - ability that makes many if not all mistakes a Dracula makes in chase matter very little. Not many other killers have such an ability. It's not good design in my opinion. Especially when it's a 3 in 1 power.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810766#Comment_3810766
Killer catch-up in my opinion is single most important ability for killer. I would almost define killer that are "S-tier" from not S-tier solely on catch-up. that is how important it is. I am not saying a killer cannot be high-tier/strong without catch-up but if they are strong without this ability, they tend to be exaggerate killers with exaggerated gameplay strategy that is often perceived as broken/unfair. What do i mean by that? Skull merchant is an example of exaggerated character that exceled at 3 gens. She was high-tier by from an exaggerated mechanic that wasn't typical strong stable killer kit. The perception of this strategy was well, you know… lets not talk about details about 50 minute comp matches. Weakening Dracula's bat form would nerf dracula to a much lower standing killer that is less fun to play for killer and a lot less engaging for survivor because the survivor can play in ways that is less engaging in chase.
I'm hoping he does not receive negative changes to bat form as we have not had such a complete killer for awhile now.
As I pointed out with the what, 5 examples, before, I have nothing against a catch up tool.
Its about HOW the catch up tool is implemented.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810387#Comment_3810387
His bat form is most important power for him to be an effective killer. Dracula also has drawback in his ability. For one, he can't see survivors in bat form and he has those bat-noises that make it harder to track survivors. A survivor is suppose to juke bat form and make it difficult for killer to track the survivor. It is really same logic as spirit. Bat form is also not that good at loops. His other two abilities are for loops and they have their separate balance.
This makes him difficult to balance, because all 3 should not be as oppressive as the one power of one other killer.
He isn't difficult to balance because while he has 3 separate abilities, he is only capable of using 1 ability at a time and each of the abilities are suppose to have distinct strength and weaknesses in every instance of time. Bat form is entirely designed around excelling at catching-up survivors inside chase and moving around the map to enter chases. the pre-buffed version was overly punished and somewhat weak for killer to use. His bat form seems fairely balanced to me. a killer that uses bat form correctly will reap rewards for using the ability correctly while a killer that misuses bat form or his other abilities will find the killer not very effective.
In my opinion, dracula is one of the most balanced killers that dbd has release in many chapters. The survivors have all the tools to succeed and loop dracula while killer has all the tools needed to outplay the survivor at every turn which is what a lot of other killer tend to lack.
The transition to bat, as a catch up - tool, right now outperforms other killers by a mile. This is not only unfun to face due to the survivor not being rewarded for good gameplay in chase but also goes against the logic i stated earlier with the 3 powers in one.
That is because other killer trash or overly punished by distance. if you ask me, the other killer need buffs to be at dracula's level but a lot of problems are fundamental to the games core. In my opinion, survivor shouldn't be rewarded massively for a single good play that wins them the entire match. they should need to outplay the killer multiple times over the course of a match to come out on top. Like I said with other killers, the top high-tier killer all are like that which is why they're high tier and more difficult to escape from than other killers. A lot of drawback you talk about are non-existent. Billy in current form has 0 cooldown and spams chainsaw 24/7 for even smallest amount of distance gain. Every loop is basically is curvable for the most part. Nurse you need to outplay multiple blinks to succeed vs her. the drawback you list for spirit and chucky make no sense. these two killer use their ability when they are in range of the survivor and both of these killer require you to outplay their respective abilities multiple times
Oni is example of a killer where he is way over punished for failing and somewhat punished for succeeding. While he has same properties as the above listed killers, his ability artificial has like 90 second cooldown. It is way too easy to outplay Oni even a single time and than he loses. It is why i think Oni is one of the most over-rated killers. it is not balanced for high-level. it is balanced for middle level.
Wesker loop balance is very sad. vs good players, his regular ability is just too slow. he only gains viability in outplaying survivor at loops when using a tech that…. honestly at some point will likely get fixed because dracula wolf and blight hug tech which were similar tech got fixed. this guy is just waiting his turn. As for his actual balance, i think his balance was oriented that when a survivor is fully infected, wesker has advantage in this chase but when a survivor is not infected, he has disadvantage in chase. Previously when tunneling survivor off-hook, he was extremely oppressive in the chase as his 8% hindered penalty was easy to acquire with red herb+video device by hitting BT and the odds that you would ever loop him was next to 0. Since than, they have nerfed his infection the ground. To put it bluntly, almost nobody gets infected fully vs his ability as long they hold vaccine bottle. due to his balance being based off infection being strong or weak, He is very mid-killer in my opinion. He is balanced for middle level. He was balanced for high-level before when infection was strong but it was too strong. Now it is too weak.
I did state, that what i said was not about strenght or the other aspects of his power, did i? If not, then i say it again. I dont think Drac is too strong by any means. This is solely about Draculas transition into bat as a catch up - tool not offering any reward for the survivor.
This is not about the strenght of the killer, but the reception of the gameplay for the other side.
A survivor is also not winning the match with one good play and gaining distance. Killers have huge comeback tools as well. Just saying.
High level always is so funny to me. What is high level? Comp? Swf? 4 good solos?
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810585#Comment_3810585
The Skull Merchant was changed quite a few times, yes, but her rework has already been scheduled for 2025. As you've said, other killers like Freddy and Myers should take priority.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810587#Comment_3810587
Good point, my friend. Hopefully it will be enough for them to actually get good changes, instead of another Freddy rework / Overheat / Twins situation.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810588#Comment_3810588
Yes, it has been confirmed by the developer stream earlier today.
Thats very sad my friend. I cannot say that it suprises me though. Sadly.
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@GeneralV said:
Well, that is unexpectedly disappointing…
I've already waited 5 years. What is one more, right?
https://us.v-cdn.net/6030815/uploads/AVUEHE5IC1J8/image.png
…Right?
Did they say that?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810370#Comment_3810370
Regardless of what play you do against Dracula, due to the transition speed, you gain no distance.
guess what, all the top-tier are exactly the same. Just to give few examples, Billy chainsaw allows you to zoom at the survivor making you gain no distance. Blight's rushes make you gain almost no distance. Spirit's phase-walk with MDR makes you get almost no distance. Nurse and Chucky are examples with reliable gap-closes capable of hitting you between loops and within loops.
I do think however, that this particular aspect makes him very unfun to face.
It sounds like every top-tier killer is unfun to face.
Good that you mention some examples.
- Billy: has to coonsider collision on maps when catching up. This is a huge difference to Dracula, who can ignore pallets and windows, noot to mention collision. This limits Billy in scenarios, where Dracula just doesnt care. Ever.
- Blight: lesser but still afflicted by collision. On toop of that, Blight has a cooldown on his power, giving the survivor down time between rushes. This is good design because a survivor will be able to make distance if they outplay the blights power.
- Spirit: its funny, that you mention addons. Dracula doesnt need addons to catch up in seconds. Spirit, similarly to Blight has a lenghty cooldown on her power that, again, gives the survivor downtime. On top of this, she also has to respect pallets and windows. She cant vault while phasing. Additionally, Spirit is a 4.4, leaving the survivor even more breathing room in between phases.
- Chucky: similar to Spirit, Chucky is also 4.4. Using his power to catch up is not really much of a problem, because if he does that, he has nothing when he catches up. This results in him having to chase as a 4.4 until he has his power again. If the survivor makes a good play or chucky makes a misplay, the survivor gains something. Chucky will either have to use his poower to catch up and then have no power for the immediate chase or catch up by himself with 4.4, giving the survivor distance as a reward.
- Nurse is the only one i agree with. I personally despise her design and am of the opinion, that she should receive a massive redesign to her entire power due to it being harmful to the balancing of the game.
Higher tier killers can be fun to face. Wesker, Blight and Oni are some of the killer I enjoy a lot more facing than Legion or Wraith. Its about how the power offers risk and reward to both sides in chase. Dracula has 3 powers. This makes him difficult to balance, because all 3 should not be as oppressive as the one power of one other killer. The transition to bat, as a catch up - tool, right now outperforms other killers by a mile. This is not only unfun to face due to the survivor not being rewarded for good gameplay in chase but also goes against the logic i stated earlier with the 3 powers in one.
It should change in my honest opinion. Everything else is absolutely fine.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810169#Comment_3810169
why nerf killer's skill expression? killer optimizes ability → survivor ask for nerf for killer playing well. :(
It's just the transition into bat.
Everything else is fine in my opinion. Gaining distance in chase is the reward for a survivor. Regardless of what play you do against Dracula, due to the transition speed, you gain no distance.
I dint think this killer is too strong, especially when killers like Nurse are allowed to exist. I do think however, that this particular aspect makes him very unfun to face.
A game is supposed to be fun. If it's not fun, people stop playing.
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If implemented correctly, I'm very much in favour of this.
Anti tunnel should not be locked behind a pay wall.
It would have to come with compensation and restrictions of course.
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@Laluzi said:
I'm dreading it. Both of these killers are pub stompers. Plague genuinely is a strong killer even if survivors know how to counterplay her, so I can accept her needing minor nerfs, but I'm afraid she'll get the Skull Merchant treatment. And Pinhead is pure pub stomper. The only thing he has going for him outside of survivor noncommunication are a few nasty addon combos and box spawn memorization. His active power is extremely high skill floor, low yield.
OTOH, they buffed Pig despite her always having disproportionately high kill rates, but I wouldn't be surprised if that was because they knew how much backlash would come out of nerfing Pig, what with the longstanding meme.
The change to Pig was barely a buff… Her performance barely changed.
Her chase despite being buffed is still pretty bad. She still gets hard countered by pre dropping and shift w. The traps where almost nerfed too much.
This update was almost a nerf to the Pig. The only thing, why I think its a slight buff, is the lack of a nerf to medical file, making the Pig a relatively viable stealth killer now.
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You can? Does it change something about how the tile is being played? I know the location of the survivor most of the time when playing shack. Still doesnt give me a hit or even the pallet. M1 gotta brute force that structure…
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Game changed a lot… Not sure if I could put everything into one post without missing something. Anything specific you would like to know about?
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Both sides are fun for me, and I play Pig and soloq.
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@HerInfernalMajesty said:
I just had the most heart-stopping game against Pig. Wow. It took my breath away.
So… I’m guessing that it’s part of her sick game when I have to decide between saving my last team mate or continue searching boxes. I’m also guessing that booping the snoot is out of the question especially after a locker stun to a pallet drop t bag. As I’m sacrificed growls and growls and growls… 😂😨😂👏👏👏11/10
PS: Last month I didn’t know you couldn’t escape with the reverse bear traps… I thought she was being nice.. I thought I was crawling to freedom.. and then I realized- It’s just more sick games 😂 That one actually took my breath away irl lol
🔥🐽🔥
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If they bee line to tiles I can't play around. (pig)
In only chasing for one jungle gym / shack. I know this sucks, but I don't have a partner that helps me to slow down gens. Have to do that by myself.
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@RFSa09 said:
Guys he's talking about the Yellow perks
WHAAAAAAT???
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If it glows, it goes. No exceptions.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807779#Comment_3807779
A moon walking bubba can be extremely dangerous but they more rare than a curving billy before the buffs.
Rare doesnt mean that it shouldnt count. *Looking at Nurse*
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Sorry...
I'm not in Playstation but on pc…
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807274#Comment_3807274
interesting list. I kinda agree with most of it but really disagree with a couple. I think slinger is criminally underrated but why is he not really loopable?
Safe to loop
If u have no way to threaten a pre dropper than your easy to loop in my opinion. bubba can possibly zone off a fast pallet break but it not enough. ( Bubba, Pig, Myers, Legion, Ghost Face, Wraith, Sadako, Freddy, non power Plague/Oni)
Fair to loop but not free
These killers can threaten a hit on a drop pallet so it more of a 50/50 (Xeno, Nessmiss, Huntress, the new Knight, Demo)
Fair to loop but extremely relentless in pursuit
They usually can be on top of u at all times for onc reason or another. They get chances to hit you before u can even can make another loop after breaking a pallet. (Wesker, Chucky, Blight, Billy, and Singularity who have u slip stream)
Can't loop them but it acceptable
They spend 2 gens setting up for there power. (Hag, Trapper, oni in power)
can't loop but can be pre drop
They all great tunnelers. You can maybe loop them if there tiles that can be chain around but other than that u gotta pre drop. (Doc, Clown, Pyramid Head)
Can't loop but can be shift w
these killers take longer to place their power down beside skull merchant so u can run. Once the power down at the loop the tile useless. (current Skull Merchant, Dredge, Artist, old Knight)
Can loop but they kinda counter pre dropping & shift W
Well people hated the power drop anti loop archetype so they made killers who force u to play the loop. (Dracula, Venca)
Can loop but it very tilted in the killer favor.
If the player very good u can't really do much to stop them. (spirit, nurse, twins victor, Trickster at non high walls)
people who I'm not sure about. Unknown, pin head, slinger, plague in power
In regard to Bubba, I thought about flick bubba and what they can do. Against these guys, pre dropping = pallet gone / giving them pallet side = survivor goes down.
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A killer can usually chase one survivor alone. A perk like this would result in survivors doing gens faster in general.
There are also a hand full of killers that can't consistely down survivors that fast.
This is why many killers leave the chase. Changing the survivors is a lot better than overcomitting to one. What you describe is a killer that knows their work. Picking the weaker survivors is sadly the way to go, because a game for a weaker killer will be over if the have 2-3 long chases. For someone like Pig, Sadako or Freddy, this is the reality.
Speaking of Sadako... Your perk is also a direkt hit and run counter if I'm not mistaken…
Despite it being a rather unfun playstyle, I do think it has its place.
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@[Deleted User] said:
Why reward the behavior with easy trial after easy trial? I'm mainly referring to the players with astronomical win rates i.e. the multi-thousand hour quad slowdown double speed Blight, the hard tunnel at 5 gens Nurse with thousands of hours, sweat squads, etc.
Why are these players never forced to wait in queue for an actual challenge? How are players winning hundreds of games in a row? Yes, I'm talking about outliers. But it's what I run into when I'm on solo survivor. Why am I, a solo survivor, getting placed into trials against someone on a 100 game win streak? What is a random solo team going to offer that player in terms of a challenge? It is a complete waste of my time.
It defeats the entire purpose of an MMR system when players can't sweat their way beyond the average upper bracket. I don't even mind facing that type of thing when everyone is on equal footing. I used to play comp after all. But you shouldn't be able to reach a certain skill level and essentially sucker punch your opponents for a 90% win rate. If someone wants to play that way, fine. But there should be an understanding that they're going to be waiting 10+ minutes for an equally sweaty opponent every time.
It shouldn't be "well, the queue time elapsed 1 minute, I guess we're going to waste everyone's time now". We're not talking about putting everyone in high MMR into queue hell. I'm mainly referring to what I assume are extreme outliers. Like I said, I really don't mind playing against omega sweat. What I do mind is facing it when it's me, someone throwing for a Rift challenge, someone who d/c's against sweaty killers, and a 4th. It's a waste of everyone's time. Why make that match?
Well said.
I still of the opinion, that win streaks in general are unhealthy for this game. Regardless of what role the person in the streak is playing, they are very likely creating awful matches for the other players involved.
Playing dbd optimally sadly results in a very unfun match for the other side. Killers have to get someone out ASAP to have the best chance to win and on survivor it's sometimes even worse.
Either it's a solo streak, which often involves playing for hatch (sometimes that often results in team-unfriedly gameplay) or a swf streak in which case perks and items will create a sweat fest for the killer. Also unfun.
But that's what happens when only kills and escapes count towards winning.
@Saiph said:
It's not really outliers though. The first time I played Nurse, I got 36 wins in a row, and I'm not an exceptional player. Then I posted the videos on this forum, saying it shouldn't be normal to get this kind of streaks.
One of the first comments was someone who said a 36 winstreak proves nothing and I should come back when I get at least 100 lol.
I say it again: Nurse is not that hard to perform well with. She's for the most part the killer win-button, after getting a grasp on her mechanics, it's most down to experience. A decent nurse will win a majority of public matches.
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@joeyspeehole said:
Blocking a tunneler lol 🙅♀️
Looking at the situation, who can blame them?
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@upsideinsanity said:
I love reading the comments that come from the obvious killer mains when the question was at people who actually play survivor.
I agree with WolfyWood… I don't care what your perks are even if they give away how sweaty you are going to play. Its the playstyle that is the problem. Don't hard tunnel. Don't hard camp. Don't intentionally make the game miserable for the survivors.
"Don't be an arse on purpose" is the absolute best way to sum it up.
Maybe people play both sides?
Otherwise I agree. The game is the most fun when both sides don't go out of their way to make the match miserable for the other side.
Sadly the opinion on what is miserable changes drastically from person to person.
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@SoGo said:
Wait it already came out?
There was barely any info about it. Was surprised as well.
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You can still loop a lot of killers. The existence of a power does not negate that.
Shift w is just the safest way to play this game overall. Sadly.
You can safely loop:
- Myers
- Pig
- Legion
- Plague (without corrupt p.)
- Oni (without fury)
- Sadako
- Ghostface
- Freddy
Less safe looping but still very much possible if you use collision well and mindgame at structures:
- Huntress
- Pyramid head
- Dracula
- Wesker
- Oni (fury)
- Billy
- Blight (depends on addons)
- Doctor (depends on addons)
- Demo
- Nemesis
- (Xeno) (tail is so buggy that they will probably miss a lot of their hits)
- Pinhead
- Bubba
- Chucky
Not really loopable
- Slinger (depends on loop)
- Trickster (depends on loop)
- Artist
- Singularity (depends on loop)
- Nurse
- Spirit
- Hag
- Trapper (if trap is placed. If no trap is placed, then good Evan goes up two tiers)
This is of course my opinion based on my experience and I'm sure I missed something.
Some killers leave no room for looping, but a majority do. Holding w is effective against a majority of the roster despite being one of the simplest strategies to play. Similar to pre dropping, which is more effective when playing with a very efficient team.
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@Doxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807125#Comment_3807125
Of course it's not killer favored. 5 matches as killer.... THREE 3ks, ONE 4k and one tie. 5 matches as survivor… 3 tunneling and camping...4 gens done .. one escape on farming killer and one where 3 escaped on a alien. So either I'm an epic killer (which I'm not) or there is some serious issues
That's your experience in 5 matches. That tells us what exactly?
No offene, but the Survivors you faced could have been very inefficient on top of you knowing what to do.
5 of your matches isn't enough to make a general statement about the balance of the game mode im afraid.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805726#Comment_3805726
Being invisible barely matters cause of her directional phase audio, hitting out instantly of phase is the only thing she has over Dracula but good survivors aware of her power's limitations can easily counter it, she sure as hell don't feel like she can do anything faster than Dracula, not with all of her nerfed add-ons and in this IW and OTR meta.
So you think she's weaker overall?
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Borrowed time. From required to very niche.
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@Devil_hit11 said:
you could say same in reverse if dracula was worse. what is point of playing dracula if he is worse spirit? Dracula is m2 spirit whose two special abilities are hellfire and wolf pounce. Spirit being an m2 killer with m1 attached at the end. in practice spirit can use instant down perks and m1-type perk like sloppy butcher/surge but a lot of these perk are not good or were nerfed. both killer have pro and cons.
Have not looked at it that way. Good that you bring the m1 and m2 aspect to the table.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805661#Comment_3805661
Do you think he will get changed to where he can’t switch forms as quick or often?
Don't know what gonna happen or if anything is gonna happen. Wolf and Dracula are no problems at all. It's just the quick in and out of bat - form that seems problematic to me.
Nerfing the other forms seems unnecessary to me.
@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805661#Comment_3805661
The 110% speed killer with the longer cooldown and no other abilities is 100% not the one with more room of error here. A single missed phase and that's a lot of time wasted already (especially with no cooldown add-ons), a single IW play can lose you an entire chase.
Spirit is harder to play against due to being invisible to survivors and being able to instantly hit out of phase. That's why she had better chase than Dracula.
Dracula however has a lot less cooldowns. Therefore he a lot longer and faster on people than spirit.
Spirit is stronger than Dracula. If she misses, she gets punished harder. If she doesn't miss, she gets hits and downs faster than Dracula.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805612#Comment_3805612
It's necessary to have thick skin. There will always be awful people, and you need to be able to withstand the crap they will throw at you. That's doesn't mean anyone should accept abuse though.
Don't get me wrong, I do think people should have thick skin.
This does not excuse the stuff that happens in dbd though.
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Spirit has better chase, while Dracula has better tracking. Spirit leaves a lot less room for error and sometimes offers straight up no counterplay. Draculas bat is a very strong tool to catch up with survivors mid chase. In my opinion, it's a bit too strong right now, because it negates gaining any distance on him. This makes any form of play you do to gain distance feel irrelevant.
Does not mean, that he's too strong, just unpleasant to play against in that singular aspect.
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Would love to see this, but every time we try to tackle the bad manners of the playerbase, we get told to "grow thicker skin".
Its not hard to be nice to others. Treat them the way you would want to be treated.
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Only thing I dislike is the bat. It feels like every stun gives me nothing because he just catches up in an instant. Even spirit has to play around pallets and windows. Dracula in his bat form just doesnt care. Im not even talking about the tp of the bat. Just the transformation mid chase.
Everything else is absolutely fine in my opinion.
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#maketheGlovesharpagain
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@B0X0R said:
There's a reason why the survivor pudding is heavily salted
Good one!
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804635#Comment_3804635
my current problem with sadako is the fact that survivor can consistently play flawless vs every aspect of her ability, from television teleport's, her non-existent anti-loop invisibility and her entire condemn passive.
The current only way for sadako to gain value out of her ability is to drag out the game for +10 minutes to activate her condemn ability but vs efficient gen teams, games won't last 10 minutes. they'll be long over leaving the killer with no kills or 1 kill at best.
@radiantHero23 mentions pyramid head. Survivor can make mistakes vs his torment & cages and ranged attack. other killers are never power-less because there is opportunity to make plays. Sadako, there is no opportunity to makes plays with her power. most of my wins when i have played sadako in regular maps are just m1 killer wins. I am winning faster by optimizing my m1 play then optimizing her ability. that what i find problematic.
Our experience seems to differ wastly. I play Sadako very differently to much success. I never chase people too long and excessively tp to build up condemned. Its always poking at every corner of the survivor team until something breaks. Then the game ends.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804627#Comment_3804627
what better way to bully a new killer player than to move 19% faster in the end game, faster than the killer. the funny part is, a new player won't even understand why he is unable catch the survivor. if someone plays like Scratch mirror myer's in midwich, the survivor can infinity loop the killer because 105% with 0 bloodlost vs 112% m/s, long hallways is an infinity.
Not saying anyone go against it but there is possibility for such interaction.
Sadly true.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804624#Comment_3804624
My bad then, misunderstood the original comment.
All good!
Have a 👉🐽
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804570#Comment_3804570
for the people+blood pact+power of two+hope in end game has potencial to be strong. if both survivor have this build, they can move at 19% haste. that is faster than the killer.
at the same time, i don't know how many people will run this build with a med-kit. I am expecting to see this build on bully swf that just want to bully baby killers with 19% haste in end game. SWF will just go to strong loops like shack or growning storehouse infinities and just loop with 19% haste.
Are there not simpler ways to "bully" new killers?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804558#Comment_3804558
Buffed pig is still not that good, while yes pub players will go down to no-blink nurse, but it doesnt make that a good killer no?
Like anything pig can do singularity, blight, spirit, oni, nurse, unknown and the other good killers can do better. While pig is no freddy she is still outclassed by better killers.
I didn't say anything else, did i?
I wanted to point out how hilarious it is to me, that while there are a lot of killers that are stronger, which you pointed out, the Pig has to be on a watch list.
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@Hannacia said:
Most spirit mains do destroy their ears with 100% volume yes. Me included. I do have very decent headphones too that let me hear the breathing sounds more clearly. Some survivors make more breathings sounds than some. Some are annoyingly quiet and phasing against them is a pain.
Theres a lot of audio issues right now so playing spirit is not fun..at least not for me .
Glad I'm not the only one feeling that way. Sounds are off right now.
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Im not a spirit main, but play her a decent amount of time. I honestly don't change my sound at all.
Right now however, I tend to turn it up a bit due to the weird sound changes…
Sounds feel off right now.
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@GeneralV said:
I think it is mostly due to MMR, the grind and the unnecessary changes.
Your favorite power, map, perk or add-on can be taken away at any given time. And while this is true for every live service game out there, in DBD it happens way too frequently with things that could have been left alone.
Some of them making no sense, sometimes leading to alienation between developers and players.
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This post feels like it originated a few months ago, when mft was still bound to just being injured.
Haste stacking is not good. I agree on that. However, saying that stacking hope with mft to get a clutch in end game is too strong is like saying that wake up is too strong because it opens gates faster or that left behind is too strong because it shows the aura of the hatch for a easier escape.
It's extremely situational and results in the survivor running 3-2 perks the whole match. Therefore it's a trade of, which is fine by me.
Perk does not need a nerf.
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It's so funny to me, that Pig got "buffed" and people still see her as bottom tier.
Guess she needs to be on a watch list right?
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The dredge ones are peak. Whoever did them is a genius!
👉🐽
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803976#Comment_3803976
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803122#Comment_3803122
👉🐽
Welcome ladies and gentleman of Swine...
Pop quiz: favourite Pig build - GO!
Stbfl + surge + Bbq + lethal = 🔥🐽🔥
Stbfl + nothing = 😎
Stbfl + devour + penti + haunted grounds = 😈
Edit: Forgot the addons : medical file + workshop grease
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These changes do not intend to balance her, but to make her so easy to play against that nobody will give up against her anymore. While this is a noble idea, the excecution is horrible.
BHVR. This is not how problems should be tackled persiod. No matter the reputation of the character.
DO NOT let all these changes go to live.
