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solarjin1

solarjin1

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solarjin1
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  • @Cuirassier said:

    I want a 120% killer.

    ######### play shoe hag. She not that far off

  • @SMitchell8 said:

    SO what will he do? Just m1 without a power as he doesn't have anything. Just Trapper without the bear traps.

    behavior made chucky work. We gotta give them the credit they deserve! They can make anybody work when the team is focus.

  • The dc's/suicides rates have spike after the pips changes. Went from seeing players quitting once every 5 games to once every 3 games.

  • i never play artist so my ranking on her will be base off a survivor point of view more than anything. All these killers are strong in my opinion. I'm very bias for slinger so i want rank him (he so underestimated).

    Artist- DMS should be illegal on her 🤣🤣. Her map pressure crazy, great anti loop, endless zoning, etc

    plague - can hit multiple people with pretty decent range. Not much to really say here honestly. U got a killer who can quickly injure you like legion/wraith but actually got strong anti loop.

    unknown - The weakest range attack on the list. Easily telegraphed and very slow. Unlike most range killers line of sight blockage don't completely stop him. Also have solid map transversal due to the teleport which is very unusual for a range killer. He can shoot his shot, miss, and teleport to a different spot to pressure. You don't have to commit to chase like some of the killers below him.

    Huntress- Most map dependent killer on the list. Kinda need to run aura on her or risk not finding people quick. Her massive lullaby make it extremely easy to stealth or shift w before she get close. Extremely relentless in chase tho.

    Trickster- The main problem with him is you kind of force to commit for a injury. You get two blades off from taking a health state and u get this sunk cost fallacy. "they almost injure! can't leave them now". His power can range from survivor die immediately to taking forever to injure.

  • @justadreampallet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722954#Comment_3722954

    having to prestige both trapper and trickster to get past a free survivor thing is not a good game strategy

    ideally u never wanna depend on a perk to combat a strat.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723521#Comment_3723521

    We're just never gonna admit that a killer nerf was unnecessary, are we? Whether it's Blight, Freddy, Pig, or Trapper, there's always gonna be some excuse why it was needed. Even I at least budge on certain things, like pre-nerf Rat and Crow combined was probably too strong. Not one person has budged on Freddy and Slinger supposedly being S tier at their peak. They said it and believed it, and that's enough for them.

    "They said it and believed it" yeah..and they was right. Slinger gave u nearly no chance to react and that was the main problem. "We're just never gonna admit that a killer nerf was unnecessary, are we?" Most people was in agreement that billy nerf was overboard . Now look! he been buff substantially.

  • @Malkhrim said:

    I believe the purple sabo toolbox is not getting buffed and will still be the fastest for sabotaging, am I right? If that's the case, this won't increase the potential strenght for sabotaging, but will make good sabotaging more common, since you won't need a very rare toolbox to sabotage fast anymore. I don't think this is bad on its own, but the current state of hook spawns may make it awful from time to time. Just today I had a match in Ormond were there were only TWO hooks on one side of the map, and they were obviously pretty far away from one another. This is getting extremely common now: the distance between hooks is bigger than ever and sometimes there is only one hook in a huge area and, when it's gone, it gets impossible to hook people who get downed there. Survivor hook offerings still exist, and SWFs can bring multiple of them, which is kinda concerning, but it will certainly still be rare after the update.

    Either way, if the base hook spread gets fixed, the new sabo speeds should probably be fine, or maybe they can be toned down a little bit in a near future. The sabo speeds themselves aren't a problem, the current hook spawns can be.

    20240514_152420.jpg
  • solo q a waste land of DC's and suicides. No clue how to fix it but something need to be done soon.

  • unpopular opinion

    slinger top 15. He need no buffs

  • NoPe he still strong as $hit.

  • @Junylar said:

    Pro tip for the upcoming meta among killers: Deer Stalker is not actually that good. The power of slugging is that it saves you time, so you don't need to camp bodies and instead should seek new prey to apply pressure, and even if you need to go back to one of the slugs, you will remember general location of it and they won't be able to crawl far under Knockout anyway. Not to mention you will definitely see the pick-upers running to them from a mile away. So here you are, just freed you a perk slot in the upcoming meta build!

    yep! deer stalker definitely not the answer. Agitation and star struck could be decent against the new sabo

  • @100PercentBPMain said:

    If you played Chuckles with any form of skill this update is a flat buff.

    I think it a flat out nerf but i can't say it not deserve. Scamper was just free

  • RIP scamper brain. A very fatal disease found in many newbie good guy players.

    ⚰💐

  • "What would you rather have? Fast gens or sabotaging hooks being actually useful?"

    i think players RATHER HAVE fair counterplay! which is why ftp/buckle up combo and background player got nerf. The new alex toolbox with both sabotage addons allow survivor to take a hit, sabotage, and run off free. Go test it on the ptb if u don't believe (no DH needed). It obviously busted which isn't shocking at all. Behavior buff all the toolboxes which was pretty cool but they over buff Alex. Cap the maximum sabotage speed at 100% and I'll say the update is fantastic

  • @Xcell78 said:

    I've been playing this game for the better part of 5 years now and I main Survivor for the most part. I literally just had 4 matches in a row where the first survivor that was hooked just "Gave Up" and threw the match for me and the other 3 survivors. In one of the matches after the first survivor gave up the rest of us just waited in a circle for the killer to come and end this miserable experience. This is the current state of the game these days. Which int he end is just not fun for all involved. I much rather deal with a bubba face camp from the old days than deal with this. And God forbid if you throw in the true "DC" you spend more time finding a match than actually playing in one to completion. Since the De-Pip was removed, that accelerated the instances of "Giving Up". I mean why not right? there really isn't any serious consequences for doing so. A little slap on the wrist maybe a 5 min ban no problem, I need to pee anyway. Come back do it again. The game in my opinion was better off back in the day in allot of ways vs what we have today. Even as toxic of an environment that was, at least people stayed in the dang match. Maybe Behavior should create a true Competitive mode for those of us that don't mind having competition and leave this current version for the ones that can't take the heat and let them casually disconnect. I really don't know what to say about this muck at the moment other than I hope Behavior can come up with a fair solution to this or I'm afraid this will have diminishing returns on the game and community.

    i message players these days after giving up to see their reasons. Some block me right away but most tell me.

    The number 1 reason- they tell me is tunneling

    number 2 reason- is u guess it...no ones on gens

    number 3 reason- "i can do whatever i want" get that quite a bit

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721874#Comment_3721874

    But that already makes him better than Freddy... If you don't have a close by tile against Bubba you just go down.

    I don't think it do. Freddy puddles have a better chance of getting a hit at a loop than even a good moon walking bubba. "If you don't have a close by tile against Bubba you just go down." I mean yeah if u spawn in on Rancid, Haddonfield, or pale rose... Most maps got resources everywhere even if they not strong loops.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721425#Comment_3721425

    I don't think Vanity mirror is to bad... Quickly tapping stalk at high walls and then using that to your advantage is quite good.

    Scratched mirror just only works on indoor maps, but there it can work Allright.

    I don't think Bubba is anywhere near that bad ^^

    I'm definitely in the minority for the bubba opinion but i truly believe he terrible. You have to moon walk chainsaw for this guy to even be playable. otherwise u running around eating through pallets which don't sound to bad in theory but waste to much time

  • @DredgeyEdgey said:

    Removed starting the trial injured.

    Added whenever you become injured my any means you gain a 95%heal penalty towards you.

    Removed reduced grunts of pain and blood removal effects

    Added when injured you gain immunity to all negative status effects. Except exuastion.

    Added when injured you recover exuastion at 50%normal speed

    Added when you would of received a negative statement gain 1 token each token reduced the healing penalty by 5% lose 5 tokens when you are healed

    "When you've taken a beaten as bad as I ave it's not about bouncing back, its about how much you can take and spit back at it and say I survived "

    no mither should give u a speed increase (2%). It's pretty much no reason to justify being broken the whole entire match.

  • it definitely not for me

  • @Archol123 said:

    100% Pallet Freddy… Close second is probably normal freddy.

    if we including all different styles of killers then it definitely scratch mirror.

    bottom 5

    1 scratch mirror Myers

    2 pallet freddy

    3 vanity mirror Myers

    4 normal freddy

    5 bubba (just my humble opinion) I'm starting to understand why they camp so much

  • @Yippiekiyah said:

    His add-ons are still pretty terrible. Award winning chilli basekit great but now theres nothing else worth taking except Beast Marks

    tthe aura reading off the chainsaw rev is kinda alright but yeah his addons suck.

  • mode fun but my build useless everytime. blast mine was the best perk i got so far as survivor. Maybe i will have better luck on killer later

  • Sorry to hear it been that rough . Since the DS buff i seen far less tunneling. Hopefully your luck change

  • @Eelanos said:

    Probably not. The few times I've ran sabotage builds (mostly for tomes and dailies) it ended up amounting to nothing because there's two hooks to the right and left of the one I sabotaged, and the killer decided to tunnel me soon after because they took it personally.

    There way to many hooks at times. You can possibly break two hooks and they still might make a third without breakout. I think sabo squads will increase but u won't really see any solo q players going for it.

    @Quizzy said:

    I sure will. Especially with dh when i sabo right in their face.

    honestly at 100% sabotage rate you might not even need it. Especially with addons to make it higher.

  • The last infinity stone to the distortion rat build have been obtain. Honestly the perk kinda a$$ but i can see it being annoying since some killers hate stealth. The meters are terrible just like them power of two perks and u have to stand for 4 seconds making it non-useable in chase. Poor version of object (which is also terrible 🤣)

  • cool! just add a way to skip so i can go stright into my next lobby

  • @n000b51 said:

    Just as a reminder: Haddonfield - Lampkin Lane is a map as big as The Game - Gideon Meat Plant. there is 20 and more pallets on The Game and less than half on Lampkin Lane.
    And more, you still have some dead/trash pallet on houses of Haddonfield now, like these ones:

    https://us.v-cdn.net/6030815/uploads/WJEWD2QIYP89/haddonfield-lampkin-lane-trash-palet-1.png

    https://us.v-cdn.net/6030815/uploads/1665NNNYMM34/haddonfield-lampkin-lane-trash-palet-2.png

    A feast for your BloodLust, 100% confirmed hit.
    … an extra one absolutely unreachable during a chase:

    https://us.v-cdn.net/6030815/uploads/GSQSI2F7C34K/haddonfield-lampkin-lane-extra-trash-palet-3.png

    Map designers have definitively no idea how works a loop or a 'mindgame', they have proved it again…

    It's actually more detrimental to even play these pallets. You better off taking a hit and running somewhere else.

  • @OrangeBear said:

    Personally i welcome an improvement because when i play survivor in solo queue sabotage feels very unviable. If they can make it to a point where it feels viable for me to use but not oppressive as a killer i think it will be good. But i understand the concerns.

    you can get hit and hit again before u can sabo with almost every toolboxes. They usually seem to be three hooks in carrying distance so even if u sabo they can option select anyway. Outside the pretty strong alex toolbox the whole mechanic is kinda just weak. Even running break out don't help much. Why sabotage over using a flashlights? The superior form of savings seem to be flashbangs and that won't change even with the background player nerf.

  • 200% and ban the lery offering

  • @TheTom20 said:

    It can be any killer any map. These players have no intention of even playing the game so why do they keep quing up. I stream every night but so many games are ruined by team mates who instantly give up. Sometimes its several games in a row 2-3 people will give up many just runing straight up to the killer to be hit an hooked.
    Even when we are completly destorying the killer someone will give up on first hook.
    Like the killer will have 1 or 2 hooks someone goes on first hook there is 1 gen left we are clearly winning an they just instantly give up.

    There is no incentive to care about your team in this game. You can get tunnel for 5 gens or outright camp out! Even if 3 excape your sacrifice isn't rewarded. Solo q more like 4 prisoners trying to excape through the gates of a maximum security prison. They will happily allow u to die to help themselves. Leave u on the hook to complete the last gen or unhook u immediately on death hook so no one get off of gens. These things can be good for the team but terrible for you. Most of the rage quitter will go down once and immediately see no way to win the game as individual (again they don't care if it's winnable from a team perspective). I consider giving up disgraceful but i can understand when the match is clearly over. There no comeback mechanic for survivors unlike killer. You can tunnel, noed, camp, 3 gen, or 4 man slug to make a comeback. Outside of tunneling a lot these tactics have heavy risk but it don't change the fact that u can win a otherwise lost game off these strategies alone. Survivor there no perk or tactic that can win u the whole game. When things are going very bad early? it likely someone will pull the plug in solo q these days. I will never give up in this game because it always a chance especially when playing killer.

  • @HerInfernalMajesty said:

    I want to hear the crazy stories of your last great chase, how long you looped the Killer, jukes, near misses, all of it.

    I reallyI wanna give a cool story but I i got the memory of a 78 year old man fighting Alzheimer's.

  • They made the houses fair to play but the street is still death. Them adding terribly weak edge map pallets that easy to zone u at didn't help the street problem. The map being tiny allow survivors to shift W into the houses more easier but it also make 3 genning impossible to avoid. It still not enough pallets in the middle of the street. I'm guessing they afraid of survivors chaining everything together in the middle. There no line of sight blockage in the street which is the biggest issue of this map in my opinion. U can't even stealth the gens! A mobility killer with no cool down on miss attack like Billy pull up and u just die. No time to do anything. Same with blight he pull up and u getting hit every time.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716698#Comment_3716698

    4% movement speed penalty is still a lot. I vividly remember the outcry about a "mere" 3% from mft that apparently made looping impossible. Wesker will be more than fine, especially since he isn't an m1 only killer.

    I mean 3% was big but mft was way easier to activate. 4% can do plenty damage no doubt so maybe he will be fine. Just seem a bit much given the complaints was about tunnelin.

    @Caiman said:

    Bump Wesker's Hindered back up to 6% so it's a nice in-between and almost entirely cancels out Hope so you still have a reason to cleanse near the end of the game instead of genrush.

    Don't want to see Leatherface buffed, I already hate playing against him, I don't want even more reasons.

    Removing Chucky's Scamper outside of his dash is killing a character that is already a struggle for me to play.

    Chucky gonna require way more skill to utilize now but will be much more weaker. He was very strong so i not completely oppose to nerfing scamper but i don't see how it reasonably be use with slice it down. Unless make scamper more quicker

  • @Devil_hit11 said:

    i think they could honestly keep 50% infection if hindered is 4%. to me, wesker looks nerfed to the ground for the top 0.1% of survivors.

    Well they clearly wanna stop the infection tunneling off hook but god damn! 4% nothing. Maybe behavior want people to play different killers. This will surely do it

  • @C3Tooth said:

    To be fair I rarely see someone got downed with full infection. His chase power alone is already good, especially with his dash hugging, he doesnt need Hindered in chase. I think the status is rather a soft slowdown for him, where survivors have to run around getting Spray.

    I dont play RE so I dont know if its lore accurate to actually make survivor hindered. I still think Gen debuff would make the gameplay wise better. Hindered only to ask Wesker to tunnel, if nerf enough to make him not tunnel. In about half the case infected survivor can do Gen at a corner before getting Spray which Wesker would benefit nothing about success an M2.

    I think his power is decent in chase but i wouldn't call it good myself. The bound is way easier to dodge than most range attack and take longer to use your power again. Your gen debuff sound interesting but they will probably stick to hinder. I just think 4% slowdown will definitely land this killer in b tier as another average joe. I really don't think wesker is that insane of killer to begin with

  • @HerInfernalMajesty said:

    Mm… A selfish desire? I would change Borgo back to red.

    no my eyesssss

  • it decent now but will never truly be meta. No perk that make u injure for the whole trail will ever be strong.

  • 🤣he playing in the twilight zone

  • @C3Tooth said:

    Gen regression perks should not be nerfed, but what they need is limit more on how much they can be regressed?

    Regression perks for me arent that strong, the problem when killers stack 4 of them. Devs already do it well with Survivors' speed boost perks (Exhaustion status) and endurance (given Deep wound that can not stacked). 8 regression events is a good start. But perhaps we need more limited and keep the regression perks strong so the best advice is use only 2 of them and leave other 2 perks slot for something else.

    The regression need to stay strong so players can pick what perk best fit there killer. (M1 killer or slinger might like jolt, pop on Mobility killers, pain res on anyone) Like u said the main problem is stacking to many but you can't limit builds by only allowing x amount of gen regression perks. I like your comparison to exhaustion perks and it really show how powerful perks can be kept in line. I think the main problem is the same gen keep getting hit with res/pop trapping one person in a endless loop of repairing it. The regression should be spread out more to other gens in my opinion. My proposal the same gen can only experience one regression event every 35 seconds (excluding kicks). This way even if u stacking regression the same gen can't be repeatedly target with little down time

  • it definitely still strong but now can't cross have the map quickly for a pallet drop. Definitely more fair now

  • 30k for a daily just isn't enough for me to go out of my way. Most of time they just get completed without me thinking about it as i naturally rotate through most of the killers. Survivor daily rituals rarely appear for me

  • After the last anniversary how can i not be. Hope they bring party pallets back

  • the patch significantly decrease it but still somewhat common rubberbanding in my games

  • @albertoplus said:

    This is something i sometimes wonder..

    We have had some metas in all these years, but these two type of perks have always been there. Ruin, Pop, Pain Res, Sprint Burst, Adrenaline, Lithe…

    How would the meta change if literally all gen regresion perks and all exhaustion perks got removed from the game? How would the gameplay change?

    Would the game be funnier or not?

    A great deal of killers will struggle. The vast majority believe gen defense in mandatory to compete and not optional. Exhaustion perks are just a strong ways to make the killer waste more time but survivors have other perks that can waste your time. Body blocking with DS & OTR, and ftp/buckle up can waste plenty of time as well.

    overall the meta wouldn't change that much. killers will run gen blocking more ( grim, deadman, dead lock). Survivors will just continue to run windows, resilience, and a anti tunnel perk.

  • dropping your item in hopes that the killer will let u go is the ultimate shame😞.

  • ruin should come back. Eruption being an option is just nasty work

  • @Souplet said:

    You getting unhooked, you rub your ass in my face even if i dont go for you, you body block me then go in a locker ? Hell yeah im gonna tunnel you down and eat the ds

    Rightfully so!!! Trying to get cute with your anti tunnel defense and get kill off because of it.

    the tables have flip a little bit tho hu? This is why we need to be careful about setting precedents. Saying tunneling at 5 gens a perfectly valid strategie when it obviously super overpowering in the hands of anybody competent. Now look at the mess we in. This very old abusable DS strat that punish non tunneler is back and it all because of one reason.___________ People refuse to relinquish power in this game even when it's quite obviously broken. The Devs would be much faster if the community was collectively together on issues.

    "background player and buckle up is fAiR!!! you just need to be aware of your surroundings bro"

    "I nEED TO TUNNEL AT 5 GENS because they might be a SWFffff"

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