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radiantHero23

radiantHero23

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  • @Kamartins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523151#Comment_3523151

    Yes, we need more M1 killers to please the survivor bully squads so they stop complaining about Blight.

    To be fair.... When i have good rng, i am the one bullying i feel .... XD

  • Im a simple person.

    I main pig.

    I have her at p100.

    I win some, I lose some.


    This is a message to all the minority killer mains out there.

    RISE UP!!! ENJOY WHAT YOU LIKE!!!

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522924#Comment_3522924

    I'm sorry about that.

    would it improve in any way if we nerfed pig again?

    Not really....

    But i think the nightmare has been overperforming as of late.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522733#Comment_3522733

    if people spawned and started working on whatever gen is closer to them. they likely 3 genned themselves. it's just how it usually works out since survivors tend to spawn away from the killer. the 3 gens closer to the killer at spawn are likely untouched.

    and I think every killer can defend a 3 gen. some better than others, but certainly doable for all. specially since you got a hooked person, now is the time when survivors start making mistakes.

    but if you do get the 90ish sec 3 gen pop. AND they are spread out. in that case, you might need to camp.

    or hope the next chases are pretty fast.

    Sadly....

    Most of my games go this way and I have to camp.... (I main pig...)

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522720#Comment_3522720

    at that point you still do not need to camp.

    you still have 4 gens left untouched and can win by defending it well enough.

    unless you also consider that camping, which fair enough.

    also, in my experience... rarely will people spawn and go do the gen right next to them right away. takes a bit of time for some reason... or people spawn together so they do the 1 gen together.

    Ok...

    With what killer do you defend that?

    Needs to be some kind of strong chaser.

    And the Gens must be close.

  • @PyramidFootLicker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522587#Comment_3522587

    I get you but see it's just kindred, that's all. Kindred is required when playing solo and camping killers don't care if they are seen near hook most don't even know the perk exists because regardless of the aura reading terror radius exists. Around stealth killers people naturally assume they could be camping the hook anyway because the playstyle is so common and boring to go against but kindred doesn't even detect them anyway.

    It doesn't close the gap completely, but kindred needs so much to work that having it base kit doesn't matter because that survivor is already on the hook anyway.

    I also get you. Camping is boring. However, it is sometimes VERY necessary to counter efficiency of survivors.

    3 survivors on 3 different gens at the beginning of the match. Chase takes around 80-90 seconds (very realistic with mft and problematic maps). The killer WILL lose 3 gens for one down. I'm sorry but if you are not a strong chasing killer, you need to camp at that point or you lose.

    This happens often. I didn't even count in toolboxes or deja vu.

    I generally dislike making perks basekit. Now that bt got added to the basekit everyone asks for : can me make this basekit?

    The game loved for 6 years without basekit bt or basekit kindred.

    I would love to have basekit lethal pursuer or basekit corrupt intervention. But I say no to that.

  • @Chocolate_Cosmos said:

    Title question(s) + reasoning if you want.

    Personaly it's amazing we finaly have dream come true as Alien coming to DbD, but I am not as hyped as I thought I would be.

    Yes.

    I'm very happy with the quality of the dlc.

    The killer seems like I actually want to play them in comparison to the last 3 (I'm very sorry hux.... I really gave you a chance)

    The map seems to be the most fair map for over 2 years with tons of great Easter eggs.

    Perks seem fairly good and balanced.

    Overall: really looking forward

  • @PyramidFootLicker said:

    Seriously though I can't see why survivors can't NOT have base kindred which could help lessen the gap between the balance of SWF and solo queue players. Most of the time when I make this suggestion people come out of the woodwork claiming that kindred is suddenly this OP perk on par with dead hard and old DS and the conversations then devolve into killers comparing powerful perks to simple aura reading perk that needs a hook state to activate and needs the survivor to remain on hook to keep it up.

    SWF players on coms have real time updates on where the killer is at all times without needing to be hooked to see them and have others be warned of where they are going so for dedicated SWF teams they wouldn't need the perk at all and it doesn't detect stealth killers or killers who use undetectable addons or perks so I'm still confused on why people are against solo survivors having a perk slot free and just making kindred base kit because at this point it's a requirement.

    Goes to show how much swf destroys in this game.

    If we close the gap between swf and soloq completely, this would mean, that the buffs that killers would need are insane. Something like 120% movement speed and 20% pain res on every Gen map wide for every hook. That's how dumb it is to see the killer all the time and spread out on gens.

    I dont think the game would recover.

    Swf is busted if played right. It literally destroys the balance of the game and can't be destroyed because it helps the game stay alive.

    This is the grave bhvr digged back when the created the function to play with your friends.

  • @HarlockTaliesin said:

    Gens go fast (regression perks gutted, OP toolboxes), survivors are moving faster (MFT/Resilience/Adrenaline) and max greed every pallet/window they find, endurance giving three health states and being added to perks like "do you want fries with that". That's just solo queue. SWFs running coordinated perks/hook saves/gen boosts/body blocks, reporting the killer's every move.

    There's only a few killers with speed, less with an expose ability or insta-down, and a good many maps make spreading pressure difficult to impossible in the current meta. If a killer wants a shot at winning the trial, one survivor has to go asap.

    It sucks, and most killer players don't want to play like that. A slower, less sweaty trial is greatly desired. Unfortunately, this is the direction BHVR has pushed everything to with their bizarre perk overhauls. Killer queue BP bonuses are running longer/more often every day, and survivor lobby queues have been higher than normal lately, because it sucks playing most killers now and people are just opting not to play.

    You can complain about the symptoms of the problem (tunneling/camping, genrushing), or you can recognize the problem itself: BHVR makes a worse meta every time they try to alter whatever the current meta is. Instead of working to correct this mess, they just drop one half-assed DLC after another, bringing more problem content into the mix, knowing that way too much of the player base will fork over cash for the new shiny.

    Sick of how things are going? You want things to change? Direct your complaints to them. Because the way things have been going the past year, this time next year any killer left in the game will be playing Nurse, Blight, Spirit, or if those get boring Myers running Tuft of Hair+Tombstone Piece to break up the monotony. And survivors will be waiting forever in queue just to get steamrolled in less time than the wait for the trial.

    Sad but seems true.

    However, you are wrong...

    I will never abandon Piggy

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521925#Comment_3521925

    Killers have tunneled from day 1 of DBD. It didn’t just start because of MFT or Adrenaline or Hope or whatever. Even during the Erupt Overbrine META when games were taking 30+ minutes killers were tunneling. It’s always been the quickest path to a 4K.

    I was talking about the current meta.

    Some killers will always tunnel, some will always camp.

    Im just saying, that I personally would love to go for more chases and still have a chance at winning.

    End game right now is unplayable. (If you don't play "insert strong killer")

  • @PAntWill said:

    Hey, just general opinions.

    for record I would say I’m middle/average MMR. Almost 2500 hours across steam & Xbox. I play both K&S - about 40%K, 60%S

    I’ve recently noticed a drastic change in the play style and attitudes of the DBD player base and just wanted to know if anyone has also or are you also part of the change and if so, why?

    Camping & Tunnelling early game:

    this has grown SOOO much. It’s become a regular when I play solo or with friends that 3 out of 5 games (even in a row) that the killer either Camps and tunnels from 5 gens or just hardcore pure tunnel vision tunnels. Even to leave current chase with an injured survivor to cross the map back to the unhooked (I know where they come from because of coms with friends) this is now more than the average game. It’s like it’s the go to strategy. Currently in game there is nothing (let’s be real) that can be done to stop this.

    Survivors:

    First down = DC or

    First Hook = Kill themselves.

    this was always somewhat of an issue, NOW it is everywhere in Solo Q. Bots are useless. They can’t even hit hook skillchecks (######### is up with that?!)

    both sides have become anti-fun.

    For me it’s worse as a Survivor. With all the nerfs over the last 18 months, (K base buffs, DS nerf, dead hard destruction, gen speed nerfs, flashlight nerfs, healing nerfs etc…) plus on top of the rise in C&T it just leads to boring, none rewarding game play.

    literally none rewarding. If a killer doesn’t get a 4K, he atleast gets some BP. If a S is camped & tunneled at 5 gens, offerings, items & addons wasted, no BP, depip. Killers are not punished the same for losing so a S still gets the punishment in their actual game not just their gameplay.

    Even the recent 7 Anniversary Event. Camping and Tunnelling was almost EVERY MATCH!

    My issue and question is that this is not BHVR. This is the player base. I just want to know why? What happened? Does anyone else agree? Have you experienced this or have you also done this? No judgement if you have, just for information I’m curious as to why?

    what’s happened?

    For me: I don't want every player to rush me with resilience and made for this....

    I play pig.

    I rarely tunnel, because it hurts my power. I camp a lot though. Problem is, what else is there. If you don't play a strong killer, you are screwed in the current meta. Maps that have always been a core problem are even worse with survivors moving faster. Gens also get done faster. I can totally understand that killers try to finish the match when they have the chance. Survivors do the same.

    I agree with you. Both sides are very unfun right now.

    Only exception is 4man swf, where you can relax.

  • @VirtuaTyKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521629#Comment_3521629

    Are they listening because I see no sign of it. They need to act now!

    I would say the stats would indicate what is happening. Then again with all the DC'ing/idling what are the stats really worth.

    They should just listen to unbias players like Otz and Hens.

    They are biased though XD...

    They should listen to all feedback and decide whether changes need to happen or not.

    Content creators are also just players like you and me.

    Btw.... I personally think made for this is very unhealthy for the game and should get it's haste effect removed due to it destroying m1 killers if the survivor is good and barely having impact on the strongest killers in the game.

    The Perk incentivices playing the stronger killers over and over again.

  • Survivors: want 110% movement spped + adrenaline in end game.

    Killers: don't want to chase 110% movement speed survivor in endgame.

    That's how I see it. Cant speak for your average comp blight though.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521039#Comment_3521039

    So let me clarify I'm not saying Knightlight is a bad player he's not but people act like he's the best and I really disagree with that, I'd probably put them as the 2nd best killer behind Zaka but I really think they're nothing to write home about as survivor. I've never really been impressed with their looping and I think Eternal's teamwork makes him look better than he is.

    The best killer...

    Im sorry but that makes me laugh...

    How can anybody say that. He's the best at what? M1 killer? Blight? Nurse?

    How can anybody say that they are better than all the other players that play this game on a regular basis.

    We don't know about the performance of all players in the world. How can we just say that this player is the best or second best. Makes no sense to me. You can say that about the players that publicly play this game, but you sort out all the players that play dbd without making videos or participating in "competetive" cettings.

    Is knightlight good? Yes.

    Is he therfore the best or second best player in the world? There is no way we can say that.

  • Can we please stop taking others opinions for gospel and have our own opinions?

    I'm so sick of this...

    First it's otz. Now it's knightlight.

    We can all have our own opinions about the Perk.

    What we need are facts not some take from a content creator and "comp" player.

    He didn't even give reasons, did he?

  • @Vanishlord said:

    I want to know who are the most fun killers I don't care about getting a 4k that is just a bonus. If they are good killers that is just a bonus.

    Any advice would be appreciated thanks.

    Very subjective...

    I like Pig and Demo the most. I also really liked old Sadako.

    I like the more strategic type of killers. So yeah... Pig it is.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519868#Comment_3519868

    I would also like to see some gameplay. Very few good Pig players out there, especially these days.

    Sorry ....

    Im currently interested in buying a new computer but that takes time.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518989#Comment_3518989

    80% win rate as Pig across various levels of MMR? Can you upload some videos of your gameplay against good survivors? I genuinely ask cause I'm not very good at Pig and would like to improve myself.

    I tried to make clips once.

    Im afrait that this kills my Laptop XD.....

    Also i dont know what mmr im at. I only said that i win around 80% of my matches.

  • @Justa335i said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518662#Comment_3518662

    You're my hero.

    I have Haddie P100, currently working on the Pig but she's only P15 😥

    Well.... I also have Sadako at 66 (stopped leveling her because i stopped playing her after the rework), Demo at 48 and Spirit at 45.

    Would have had Piggy at 100 a long time ago if i focussed more on her.... I have sinned.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519136#Comment_3519136

    Somebody send this guy a replica Pig mask. I asked for tips and he's writing me a comprehensive guide. Absolute Chad.

    Love to share my experience.

    She's my favorite character after all.

    More should enjoy the piggy.

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518989#Comment_3518989

    Yes, I've noticed that losing a couple gens isn't the end of the world now that I've played her a bit more. The stall from the RBTs is actually pretty popping (haha, get it?)

    Truthfully I'll take any information you want to share! If you feel like writing a long reply and talking about both I'd be happy to read it!

    The RBT is the best slowdown in dbd. Only Pinhead and his box come close. This is the reason, why the Pig is actually not that weak. Her chase is very bad but for that reason she has the Trapps to help out with that downside. You buy time to chase so to say. But thats not the only good thing the traps. They can straight up kill survivors without you interacting with them. We are talking about the only killer that can mori survivors without hitting or downing them. Survivors can die cross map from your current position. This is, you can imagine, extremely strong and mosty a complete game changer.

    However, as you have probably heard from others, this rarely happens from the traps themselves. Thats where understanding of the RBT-rng, positioning, timing and strategysing come into play. In my opinion, the Pig is one of the most strategic killers if played at a high level. There are multible versions of rng possible per match. Each with their own merrits. There are always 12 searches per match with the default 4 traps. This results in:

    1. 3-3-3-3
    2. 2-3-3-4
    3. 1-3-4-4
    4. 2-2-4-4

    You can identify the rng pretty early on. Most survivors dont, which can very often be their downfall. You can predict the rng with a good inner clock while the first survivor walks and checks the boxes. This results in, that the first trap almost always comes off in my games. This however is good. It gives slowdown and info.

    1 and 2, i consider slowdown-rng from my experience. This rng gives you reliable slowdown but very little chance for actual risk of the survivor actually dying to them. Good.

    This Now, lets look at the rng that seems to be the worst. 3. It is easy to identify because, for some weird reason, the first trap has the one-search VERY OFTEN. This is the headpop-rng. You can very reliably headpop people with this rng. Ive gone on a 7 headpop-win streak last monday because i actually got this rng 7 times in a row. It also feels very common.... Why is this headpop rng you may ask? You have 3 beartraps that need extremely long to get off. When you can manage to get multible of these dangerous traps out and they activate at the same time, it ends in chaos. You will have 2 - 3 survivors running around the map with very little room for error to get rid of the trap. When you know where they have to go, you can be that error. You can harass and interupt them and actually get kills. Again. This requires a very good internal clock (one search takes 12 seconds) very good understanding of pathing (where do they go and how long do they need) and the right positioning on the map (pick your chases where survivors have to go with their traps). Most of the time survivors are injured because they want to get rid of it. You can either down them on the box or hook them. You will also come to realize that this form of pressure can give you free downs. This can be seen as pretty nasty gameplay, so be prepared for -reps. A survivor with an active trap HAS to go to a box. This means, when they are at a loop and you are crouching on the other side (crouching = no chase = traps stays active) they can stay there and have to go trough you. Otherwise they will lose time and die. This seems nasty, is nasty but is extreme pressure that only the pig can provide. You will get free hits, downs and kills with this.

    4 is a form of rng that is in the middle of the road because of the double 4 searches. It can lead to head pops, but is more unlikely due to more survivors (2) that are not running around with a RBT in the best case scenario (4-search-traps are active at the same time)

    With this knowledge and a good amount of practise, you will be getting headpops pretty reliably.


    Now to her chase.

    This also leads me to one perk that you should start to autolock on her. I use it for most of the time i played her and as i said i sometimes play her wit this perk alone. Save the best for last. It is by far the best chase perk you can give her. It helps you to increase your chase potential throughout the match.

    Think about it. Your game gets slower due to the Beartraps and your chase gets better due to stbfl. A match made for heaven. Stbfl gives you a lot of time. This is not shown immediately but you will see it eventuelly. The true power of the perk is that the survivor cant just choose the next loop they want to play and shift w to it but has to take the next loop that they have, this may be a good one or a bad one. You dont lose against shift w with this perk.

    Now to what is hard. The chase itself. The Pig has one of the worst chasing abillities in the game. The ambush. It takes extremely long to charge (crouch-charge-attack) and has a very loud sound clue. Therefore most good Pigs dont use it that often. This is where your skills as m1 killer come into play. Knowing, how you approach each tile in the game, what mindgames work and what do not. Luckily for you the Pig might be the best m1 killer in the game. She is small, very quiet and has a lot of dark cosmetics. Use this to your advantage. Please, keep in mind though: the shack is extremely unfair against Pig and other m1 killers if played right. Made for this and resilience make hitting people there almost impossible. This tile should be avoided if possible.

    Now to the ambush. As i mentioned, it takes very long to charge and therefore many survivors will just leave the loop. Its range is also too short for most loops in the game making it there completely useles. You have to know at what tiles you can use the ambush and at what tiles you can not. I sadly dont have the time and space to write them all down here, so i leave this to you. On top of that, there are "invisible-abush-hitboxes" at some loops, that will just block your ambush alltogether. I know about 7 of them.

    Knowledge is key. This is where the addons come into play that i told you about. Combat straps and johns medical file (got buffed - i used it religiously before that as well) These addons let you use your inabillity to hit survivors with you power as a tool to actually hit survivors. At some loops you can crouch and most survivors will just out of reflex leave the loop. Due to the addons, you can just stand up and hit them while running away.

    About the other aspects, i have to push into another post, because i dont have much time right now.

    Look forward to : Ambush tips and The Moondash.

    BOOP

  • @thisislastyearsmodel said:

    Hello, all! I just recently bought The Pig (a bit late, I know...) and I'm wondering if anybody can offer tips on how to make her more lethal in the early game. I run lethal pursuer but it feels like by the time I chew through enough pallets to get a down I'm already at 2 gens. I try not to run much regression if I can help it (mostly just variety, but also because I do enjoy the challenge) but I feel like I have a solid build: BBQ, Lethal, Jolt, StBfL

    The good games are great, but man, the bad ones are terrible. Any advice welcome!

    Hi, I main pig.

    I have around 2000h on her now.

    Maybe I can help you.

    As funny as it may be, I use the same build as you but it heavily relys on two addons.

    Do you want to know more about that or the more special things you can do on chase? (ambush,moondash, optimal usage of crouching)

    Btw.... Little thing to know about her.... Losing 2 gens for the first down isn't that bad. Pig is one of the best coomeback killers in this game. You would be suprised how many games i 12 - hooked after losing 3 gens for one hook.

    Id say i win around 80% of my matches with her so yeah.... Pretty consistent.

  • @grandpa_general said:

    Which killers desperately need QoL? I mean killers that have powers that are unnecessarily difficult to maneuver or control? Would you say Singularity and Knight are contenders for quality of life patches?

    Myers, Freddy and Twins would be my picks.

    Pyramid head also feels very clunky sometimes but he's fine in my book with enough experience and training.

  • Do it now.

    I want to see a demo, shred into the shack window just for it to get destroyed instantly.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515937#Comment_3515937

    I think there may be some misconceptions here, so I'll do my best to clear them up.

    The game does use an MMR system for matchmaking and it has not been removed. That said, not every match will be perfect. Matchmaking systems need to balance match quality and queue times carefully. If it prioritizes making the absolute perfect matches every time, you're going to wind up waiting a very long time for a match. While some may be okay with that wait, others don't care as much and would rather play sooner. It's a tricky thing to perfect and something we're always tweaking to improve. The vast majority of matches are already within a very close margin where your odds of winning vary by a few percent.

    There are some extreme cases where this is not possible, though. For example, if there aren't enough players near your rating playing in your area at the time you're playing. In cases like this, the matchmaking system has to gradually expand its search range until it can find you a match, otherwise you may be waiting a very long time (possibly forever). This scenario is fairly uncommon, and while it's unfortunate, there's not much we can do there. The matchmaking system can only work with the pool of players that are available to it.

    But as far as levels go, they mean absolutely nothing and have no impact on matchmaking. If an expert survivor happened to pick a new character this match, they aren't suddenly a terrible player. Especially since the progression overhaul, they even have access to most perks right away. The same goes for grades and prestige; they have absolutely zero impact on matchmaking and do not reflect someone's skill in any way.

    The exception to this is the PTB. Matchmaking ratings are not used on the PTB since there are not enough players on the test build to create quality matches. Therefore, it's disabled and you can be paired with anyone.

    Wouldn't it be a good idea then to implement a competetive and a casual mode?

    Competetive would be for the players that focus on balance and that are ok with waiting a bit longer for their matches and casual would focus on the players that want a fast match making experience.

  • @bornagain234 said:

    You are the same person that will get sick of top tier killers, yet when you destroy a trapper you sit at the exit gate and tbag until the timer is almost over.

    I presume your the Trapper?

  • @Iron_Cutlass said:

    I am normally not a fan of making rant posts since I think they often just fuel discourse for no reason. But I really cannot stand the current meta we are in.

    ALSO: Im talking about post Patch 6.1.0 Dead Hard, not OG Dead Hard. I must clarify this to prevent further confusion in the comments. I hope this prevents further confusion assuming people actually read what I put instead of only reading the title.

    WARNING: You are going to see the unhinged ramblings of a madman.

    Before Dead Hard was nerfed to only apply after being unhooked, I thought it was honestly a balanced perk, it was fine and even though a lot of people used it, I was fine with it. The sun was shining, the birds were chirping, there was rainbow in the sky, everything was beautiful and fine when Dead Hard was meta.

    Dead Hard let Survivors and Killers mindgame one another and make interesting plays. It created a huge back and forth that I really enjoyed. And I really wish people didnt complain about it to get these perks nerfed, I warned people that if it got nerfed, it would get replaced with something worse...

    And here we are, with the Made For This meta.

    Want something interesting? Nope, Survivors now just move faster, it actively tries to remove the interactions with Survivors by keeping them further away from you.

    Oh yea, and how could you forget that it basically does nothing against Nurse or Blight, 3% Haste is meaningless to them, but average Killers just struggle against this perk.

    Does not help that Hope is now being recognized as a good perk but people only use it to stack up to 10% Haste so 110% Killers can do nothing during Endgame.

    "But most 110% Killers are ranged, just use your ranged power" meanwhile BHVR actively increases the amount of props and clutter on the map to make ranged Killers even harder to play, wow, it's almost as if I would use my ranged power but I literally cant half the time.

    Worst of all.

    This is just one portion of the perk. Just the 3% Haste. THERE IS AN ENDURANCE EFFECT ON TOP OF THIS.

    Remember how I mentioned how this perk really harms weaker Killers. Well looks like Made For This has a one-two combo for them. You cannot really slug or pressure Survivors too much otherwise you give them the opporunity to use the Endurance effect to basically remove all of your work.

    You cant slug for pressure, Endurance upon pick-up. You cant injure people evenly (which good luck trying as a basic M1 Killer anyways), Endurance on healing. You are just feeding the beast by trying to actually have meaningful pressure. ACK.

    "Just dont play weaker Killers."

    I can play Blight and Nurse anytime I want. But realistically, I am human, and no human should be subjected to that for an extended period of time.

    I want variety. I want to play Curve Billy, maybe even some Hag or Huntress. Maybe go and play Legion or Singularity, or anything really. I really feel if people's solution to Made For This is "play a stronger character" then something is clearly wrong here.

    I just really wish I could just somehow rewind time and play the game before this meta existed. I just really prefer the old meta and Im really tired of what we have now.

    Actually agree...

    Sure, dh was annoying. But made for this is equally horrible. Not in terms of strength, I think we can all agree on that, but in terms of fun. Made for this is extremely dull to play against. Predrop + Shift w is already very unfun to go against and mft makes it even worse. Dh at least had interaction. Only exception are the killers that downright ignore it.

    Both perks provide(ed) very unhealthy situations and gameplay and make/made the killer role unfun to play.

  • @GaunterODimmDBD said:

    As someone who recently came back to DBD after nearly two year hiatus its really apparent.

    Maybe with the exception of the Top 5% of the 4 Man army engineers. Winning as killer has been incredibly easy in general. The movement speed nerf with Survivors getting injured, Healing mostly nerf, Dead hard getting mori'd in real time, Gen time increased and kick penalty and the I don't know what happened to tiles but they've been less oppressing(maybe I'm remembering wrong) and more unsafe pallets getting introduced really just made it so easy to pressure survivors.

    Like I'm convinced that Survivors has a great chance of losing if they don't start pumping generators whenever they can. The leniency to mess around at different points in the match has been greatly reduced that you can REALLY notice survivors throwing the match by doing random BS be it cleansing totem, looting chest or giving free pressure by chasing the killer with a flash light AND if you can catch them greeding a generator that's about to be finished while injured is a noticeable breathing room for the killer

    It's why STBFL is so good right now because you're making the nerfs stood out even further. Hit and Run tactics from Wraith or Onryo can be really devastating if you're playing absolutely diabolical by going against the survivor rule book and doing the tactics that applies the most pressure.

    Killers that apply secondary objectives be it Pin head, Pig, or using Hex perks highlights the fact Survivor has less time to mess around before they lose resources against good killers.

    I used to brag about how easy it was to escape with randoms or guarantee 3 escapes and just by running BT and DH back then but man is it so difficult now especially when randoms don't realize that they really don't have the time to take it easy.

    I'm also been really confident now trying out different killers that's beside Blight or Oni.

    No. I don't think killer in general is the easiest it has ever been.

    (ruin undying, gen kick meta cough cough)

    Weaker killers have a hard time still. I main pig and have games, where my first 3 gens pop within 2 minutes. This happens unpleasantly often.

    Mid range killers have it ok most of the time.

    Stronger killers yes, killers like Wesker, Blight, Nurse and Spirit have it easier that the others if played right. However, this has always been the case.

    Does not only depend on the killer chosen though. Addons and Perks do a lot of heavy lifting. Sometimes more that the killer or even the player themselves.

    Killer can be easy or hard. Depends on you and the opponents load out, skill, the map and of course : the mmr not going off the wall.

  • Im going to refer to what was said on the Ptb feedback regarding the nerf to demos iri addon: number changes and simple changes are easily implemented. Bigger reworks take more time.

    This is what I suppose is the case for blight. His addons are probably getting a complete rework, therefore the changes take so long despite it being a hot topic.

    However, the decision making at Bhvr is rather weird as of late (Made for this not changed, new buckle up, nerf to demo at all, etc.) They could at least be a little more transparent about the changes planned for him and that they are even acknowledge that he is problematic.

    I hope the changes to blight come sooner that later.

  • @Justa335i said:

    The Pig is the only killer we need.

    Boop.

    All praise the almighty pig.

    (almost at p100 only 5 levels to go)

  • You get people complaining about everything.

    I do it very rarely, only exception is, when i get a 4man swf that sends me to garden of joy with 4 mft + adren + resilience + hope + toolboxes. Game ends in 5 minutes max.

    I wont write "gg" to these guys, sorry.

  • @jamally093 said:

    A side from camping tunneling is just annoying and overall boring. One gen went by ONE SINGLE GEN and all of a sudden that means let's tunnel one survivor. Okay I would get it if three gens went off back to back but one gen was done and all of a sudden that means let's tunnel. "Your fun is not my priority." I get it but still I don't see how you can find any fun in tunneling to me I find it just boring I'm seriously just trying to have a fun time playing the game since I still have hope the game is at least decent enough to enjoy.

    Before you ask I have taken breaks from the game countless times.

    People wamt to win and currently, this game punishes you for going for many chases and hook stages. Simple as that.

    Getting someone out as fast as possible sadly is the most effective playstyle most of the time.

    Would love to see it changing but that would mean that there would be some basekit reward fo the killer going for lots of hooks that gives the same / more amount of slowdown that a 3v1 gives. I dont see that happening.

    Especially not with the route BHVR is going right now.

  • I buy the rift mostly with the cells form the last. I love the rift and the premium track. It gives me a feeling of progression and therefore helps against dbd becoming stale. Also some of the cosmetics are really awesome.

    Im looking forward to the deep rift artist one.

    Also. I never bought rift stages. I think its very doable if most of the challenges are done and buying it instantly makes the cosmetics feel less special, because they havent been "worked for."

  • Its a killer issue in general. Had it happen yesterday on Pig. Have to tell, running after survivors with active beartraps while unable to enter chase is extremely busted.

    Happens very rarely though.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514221#Comment_3514221

    Circle and medkits were nerfed because killers were complaining about survivors being healthy all the time.

    Now killers are complaining about survivors being injured.

    At this point, it really just feels like the real complaints are that survivors don't start the trial slugged or already on hooks.

    Killers compained about the efficiency of survivors. This has always been the chase. It is also frased: "gens go too fast"

    Medkits and coh made survivors extremely efficient. They didnt have to heal together. One survivor gts injured and runs to a very safe zone. The killer leaves them to apply pressure somewhere else. The survivor heals themselfes in 6 seconds. No help required. No other survivor had to get off gens.

    Now the problem hasnt really shifted. Survivors are now too efficient because they stay injured instead of healing, which would slow down the game. Nobody can blame them. Its the most efficient way to play. The killer can only pressure you when they are near you. For most killers, this means running across the map. And when they are finally at the survivors position, they have 3% extra movement speed and 9% extra vaulting speed to extend the chase until adrenaline procs and hope finishes the rest.

    I dont know how your games as killer are, but i see anti tunneling perks once every 3 games now. No ds, no otr. The builds i see the most consist of: Made for this + Hope + Adrenaline + Windows of opportunity + Resillience with the occational lithe or sprint bust.

    And here comes the fun part: For Nurse, Blight, Wesker, Spirit, Oni and Plague, this is absolutely fine --> managable. However, lower end killers now have to fight uphill battles every game now.

    I main Pig and Demo. As Pig i lose my first two / 3 gens to the first chase if the survivor only predrops and im reduced to m1- killer - pallet break - bot. I try to NOT injure survivors when i can avert it, because i know that this huts me more than them.

    As Demo, believe it or not, this is even worse. Thanks to made for this, close corner hits that take precision, timing and understanding of Demos hitbox do not hit anymore because the survivor makes it out of the danger zone.

    Injuring people speeds up gens instead of slowing them down.


    Killers want survivors to be less efficient on gens. Thats it. With less efficiency also comes less tunneling and camping in my opinion. At least i would go for more chases if that where the case.

  • @CS1_6 said:

    Made for this created so many controversial topics I'm dumbfounded that behaviour haven't given the nerf hammer yet.

    How long did it take to nerf dh to what it is now?

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513878#Comment_3513878

    Pretty much exactly how all my games go. There are essentially a few types of games right now.

    1: Person gets chased and downed fast, dies instantly, we lose.

    2: Killer tunnels/camps, we lose.

    3: Killer plays meta drags the game out for 20-30 minuets, we lose.

    4: Killer plays off meta or doesn't take the game seriously, we win.

    It feels like my play and my teams play, has very little impact on how the game ends up. The killer either takes the game seriously and wins, or they don't and lose.

    Well. I play pig.

    I mostly play an uphill battle.

    For me: it looks like my games ads chill when the survivors don't take it seriously. When they do, and with that I mean THEY TAKE IT VERY SERIOUSLY, I lose by default. This involves predrops, massive shift w and comp call outs on my position. All very unfun as you can imagine. Luckily these extremes are rare and most games are just a our usual sweat fest.

  • @Pulsar said:

    Meh.

    It's a strong perk. Neither side likes it when the other side gets a strong perk. Sometimes, there's something to that like with CoH or Eruption. Sometimes, there's not like with Hyperfocus or Lethal.

    Strong perks are fine.

    Unhealthy perks are not.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513471#Comment_3513471

    I had a post typed up that broke down each of those killers you listed, but the tab refreshed and I lost the post so you'll just have to settle for this.

    Only Nemmy, Pig, Doctor, Hag and Trapper are disproportionately affected by MFT, and they'd be just as adversely affected by exhaustion perks. Pig, Doctor, Hag and Trapper all suffer from outdated designs.

    Pigs design is NOT outdated.

    I'll stand my ground on that.

    <3

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513380#Comment_3513380

    Play with your food does exactly this though, and isn't even considered good, let alone 'wildly overpowered'.

    It's a 3% per stack move speed bonus that stacks up to 9% and you only lose a token on a successful hit.

    It's far from 'wildly overpowered' because the hype over a 3% move speed boost is insanely overstated.

    Play with your food has heavy restrictions. That's why it's not considered good.

    It needs you to find the obsession and start and stop chases with them. This takes a lot of time,that you as killer is not harassing gens, getting hits, getting downs, getting hooks....

    You can have 3 stacks that decrease for every usage of your power, if you (killer) have a chase power and every m1. Hit or. It does not matter. You can waste a ton of time farming stacks and then not even getting a hit, you lost a ton of time for no reward.

    Sure you can use it in combination with other perks to make it better, but you only have four Perk slots. Giving two up for a Perk that has this many downsides is very risky.


    Now look at made for this.

    Constant 3% haste effect without downside. Will eventually be activated in Game. Guaranteed. Has synergy with very strong perks without downsides. Can be used on all survivors for a grand total of 4 per match. This is not even about the extra endurance effect it has.

    No. I don't think people overstate their opinion about this Perk being problematic.

  • It's funny when you think about it.

    This is dbd now...

    We have 110% survivors in end game / 103% survivors with 9% action speed increase the whole game and a killer that holds survivors hostage for an hour waiting that they all die to server time out.

    If I went back in time for 2 years and wrote this in the comments in this forum, I think people would call me crazy.

    This is our dbd now.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513011#Comment_3513011

    The devs also designed the same loops you're now calling unfair so clearly them favoring the survivors is a fundamental part of the game's design. You also seem to be analyzing game elements in isolation when measuring which side is 'stronger'. For example, killers don't have to sit at stationary targets for minutes at a time while vulnerable to attack and having their progress reverted. Killers can't be killed, harmed, or arbitrarily stunned unless they walk into an environmental hazard that survivors can activate.

    Predropping a safe pallet is a choice, like anything done in this game. Do you know who the killer is yet? Do you know how well they loop? It's not a default, always do this action.

    Mindgames require giving the other party misleading information, withholding follow up information, and hoping they guess what you're doing incorrectly. Yes, there is skill involved in pulling it off. You must also acknowledge there's a good deal of random chance involved as well. At its core, it relies on guess work. How fair do you think that would feel to the other side if every tile was like that? Outmindgaming someone is just a grandiose way of saying someone faked someone else out or they correctly guessed the other party was trying to fake them out. It is not the end all, be all of skilled play.

    This talk of there not being counterplay to strong pallets seems to suggest the mere presence of a pallet or strong tile means you aren't getting a down. Given that infinites were removed the only way a killer won't get a down on someone they're chasing is if they chose to stop the chase themselves. That's not necessarily the wrong choice depending on the circumstances but it's not a situation where one can just throw their hands up and say - welp, this pallet just caused a 4 man out. There is not a single pallet in the game that can make a killer lose a chase all by itself. Break it and continue on to down the survivor you're after if downing that one person right then is what you want to do.

    Perhaps you can explain how, if all strong tiles and pallets were removed, survivors would stand a chance of surviving long enough to have a realistic expectation of escape?

    The whole part of the interaction of the game is guess work. You predict your opponents next move. That's what dbd is mostly about. Dodging a Huntress hatched. 360 a blight. Dodge a nurse. All of this is interaction based on prediction.

    Mindgames are part of that. The game would he terribly unfun if both sides just chased each other like bots from pallet to pallet without putting in any thought.

    Wait....

    That's what Im on about the entire time....

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511843#Comment_3511843

    The snow machine, the long tiles, and pallets are there for the benefit of survivors not the killer. They're meant to be more useful to survivors. They're in the same category as a killer's weapon - they're a tool for one side to use against the other. Killers kill so their tool supports attacking. Survivors run so their tool supports building distance.

    Sure. But most killer tools dont guarantee value. Those that do are heavily disliked if I'm not wrong.

    Survivor tools as you call these unfair tiles have no counterplay. However. The fact that this is very unfun and unfair for the killer player is widely ignored.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512003#Comment_3512003

    You don't have to rely on chase perks to be an effective killer though. You are acting like shack itself is losing you games, it isn't. Shack is 1000% playable, and winnable without any aid on literally every killer in the game. You just have to actually play the tile. Some tiles are more difficult to chase than others, sure.

    Bamboozle IS an extra edge, it helps you force the pallet faster because it essentially has no counter other than dropping the pallet or getting hit and w keying to elsewhere. You don't NEED bamboozle to win shack chases, you don't even need it to win them quickly. I was only mentioning it as a useful perk for someone who is having trouble with shack.

    From the sounds of the people on this thread you guys want every tile to be a Z or TL wall instead of learning how to play around tiles. Killer isn't that difficult, I promise you.

    Ok. We are back at the skill issue thing again. Sigh.

    I know it sounds dumb and i know i dont have 100h of video footage to back me up (you need this in this game).

    No i dont lose my games to shack. Mostly.

    I know what im talking about. I played pig for around 2000h now. Other killers i play are also m1 based. If you play blight, nurse, spirit or any killer with a solid chasing ability then yes, shack is "managable". On pure m1 killers no. Im sorry. You DONT play around that tile. You try to get the pallet. Thats it. Again. (I hate to repeat myself again and again) I have developed 4 different mindgames throughout the years. Not one of them works if the survivor waits at the right spots.

    Shcak has mostly no counterplay for m1 killers and reduces them to bots when the survivor plays it correctly.

    If your games are easier, then lucky you.

    I know that this is killer we are talking about and killer fun is not that highly valued in this game (dh needs years to get nerfed) Sometimes a player wants a FUN experience and have the chance of actually getting a reward for their input.

    I dont like being reduced to a bot because of game design.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511958#Comment_3511958

    breaking pallet =/ is not counter-play. the tile is not playable. the pallet is free second chance with 0 risks or any repercussions. the window is playable but relies on survivor to make a mistake. that is essential problem with most of dbd pallet design in the game for m1 killer's. the other aspect is that killers should not rely on chase perks to be effective killers. they should be optional bonuses that give you an edge in the chase just like survivor perks.

    --------

    you can write a 4-5 page essay on every loop on every map for how many problematic pallets there are for m1 killers. that looks like a good job otz to showcase every loop in dbd for strength level of each pallet and window. he'd be making 10 hour long video with that. shack, jungle gym and that long-wall pallet are prime examples of pallets that need balancing so both sides have gameplay. this is disregarding specific maps like Gideon or filler pallets in every map that might also need adjusting.

    Agree. I would do the writing part myself but i sadly dont have the time for that right now.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511950#Comment_3511950

    The tile is playable by default, having to use a perk slot to force the pallet faster isn't bad design.

    The ability to remove good tile pallets quicker SHOULD be a perk, that is an insanely strong ability. Survivor resources are limited, part of the survivor gameplay loop is preservation of these resources, that is why loops are reuseable, if you want to ignore that, then you should have to run a perk to do it, or you should have to play out the tile.

    No, what i mean is the "get it out" part. It means, that you dont have any means to actually play around it and get a hit. You go to shack knowing that you wont get a hit and that it will waste your time without anything positive in store for you. That in my opinion is bad.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510371#Comment_3510371

    I don't think playing Nurse is BM, I actually enjoy Nurse both playing her and going against her and I really hope no one is on her saying playing her is an issue. That said, slugging and leaving 4 survivors to bleed out might be fun for the killer but that is the type of toxic stuff that the devs need to look into and actually weed out. And lately, it's been an unfortunate trend lately with Pig.

    Whats so specific about pig and slugging?

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511849#Comment_3511849

    I'm not really saying "git good" I am sure you are a good player, I am just saying that majority rules that something like Killer Shack isn't an unbeatable tile. If you want to make it easier, bring something like bamboozle, force the pallet drop and break it, then you can chase it way easier.

    You will have to sacrifice another perk to not have to deal with part of more difficult tiles. I run it on Hillbilly for that exact reason. It works practically identically on any killer to get rid of pallets at stronger tiles.

    That's my whole point though.

    A tile should be playable by default. The killer should hava a chance to get a hit.

    The fact that you have to use a Perk just to get the pallet faster is honestly just proving how unfair this tile is.

  • @Dinoraptus said:

    There are some spawning issues with certain tiles connecting to each other, I think probably Garden of Joy has one of the worst examples across from the main building. I don't think any tiles individually are too strong though.

    I would be okay with the breakable wall being added to all shacks but I really don't think tiles being strong is that big of an issue. Especially if they are one time spawns like Killer Shack.

    Pallets are a limited resource on 99% of maps and once something like shack pallet, for example, is down the tiles loses a lot of its power, it is still good, but not impossible, nor is it impossible with the pallet up.

    I think a lot of it right now is MFT causing M1 killers to struggle on the more powerful tiles.

    Trapper I am not sure, you can basically shut down loops with his power, Pig I can see how it would be difficult, but regardless if you are having trouble at shack or otherwise you are more than likely respecting to much or reacting too late. Or are potentially trying to mindgame a downed shack pallet, which genuinely is impossible.

    Bring something like bamboozle or brutal to make up for flaws in killer kits/to help deal with pallets if they are your main issue.

    Im sorry but no.

    First: im not respecting any pallets if i know that the survivor is good. I run straigt into most of them. I know that im only wasting time respecting them.

    Second: my reaction time is on point.

    Third: I never.... try to mindgame a shack pallet.

    This is not a skill issue. I played m1 killer for the majority of my playing time. This is how it is. Again, i hope we are at a point where we can talk about tile fairness in dbd. But i guess we are still at the "git good"- part.

    Also. What 5th perk slot can i fill with bamboozle as a pig player?

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