Avatar

solarjin1

solarjin1

About

Username
solarjin1
Joined
Visits
10,969
Last Active

Comments

  • same

    I'm slinger main and i been loving the fax more people using him. Went from seeing one every 50 games to seeing him at least once a day.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450783#Comment_3450783

    Healing speeds were just nerfed. You think they need to be nerfed again?

    I would cap healing speed at 150%. Also they should've put a cap on the gen regression a long time ago ( we would've neve got the old over charge/COB combo)

    you can see it as a nerf but i just think we need to start capping things that could get out of control. Same with haste speed

  • Solid balance perk. They should really consider putting a cap on haste and healing speed on the survivor side tho.

  • survivors was more likely to bullshit around in the pass because they had infinite healing and dh. Simply can't afford to these days but yeah it super boring to go against.

  • @Triplehoo said:

    Just got a 4 man SWF where at least two of them used speedhack. It was quite obvious. They just kept running straight and I couldn't catch them like at all. No vaulting, no looping. Just running.

    hmmm blood pack & power of two could do that but I'm assuming they didn't have them perks

  • great change!! behavior been cooking lately.

  • good to hear. unbreakable basekit terrible

  • Im with you man, I can have it on 15 games stright and only use it once on average.

  • @Sava18 said:

    Nerfing only one side at a time only leads to community uprising. Realistically whats more common, running into a blight with op add-ons or stacked toolboxes? I could easily argue that the more common thing should be nerfed first but I hold any bit of self awareness.

    You said it yourself nerfing one side will never go over well. They should just nerf these toolboxes, BNP, and OP killer addons in one patch.

  • @Zeidoktor said:

    What do you consider to be the most immediately dangerous Hex perk to go against?

    By that I mean what Hex, once you know it's there, will you most likely drop everything to hunt down?

    Reason I ask is I'm working on a trap totem build for Skull Merchant. I've got Haunted Ground, Retribution, and Undying, but to tie it together I need something to make Survivors want to go after totems even if they suspect/know it's a trap.

    I imagine Devour Hope is the big one. The downside is it needs ramp up time before survivors know it's a threat. I'm after something usable right out the gate.

    I used Face the Darkness but I don't think it poses the immediate threat I want.

    Last time I tried this build I used Blood Favor. That went well thanks to lucky double Haunted procs.

    Is Blood Favor a good choice or is there another Hex worth considering?

    Thank you in advance.


    Yeah probably should just focus on devour. If u really gonna protect the hexs and not the gens than add thrill of the hunt. it will be impossible for them to take down your drones and cleanse before u get there as thrill make it take forever. Just copy the hex demo build and you're be golden.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447913#Comment_3447913

    They should rework clown's pinky finger addon entirely, they keep nerfing it to discourage camping but it will not solve this issue with just one less bottle.

    it might just work itself out with the new anti camp mechanic. Myers infinite tier3, pinky finger clown, and all the other instant down addons that make it impossible to save should be significantly weaker soon.

  • if it 3 people left there no point in leaving the hook but if it 4 i will leave sometimes to interrupt the heal by the exit gates

  • @lifeisstrange said:

    I just never can figure out the point of it. The thrill of who gets the hatch first is always my fav as killer. I dont have time for that 4k slug sheesh.

    i don't slug for the 4k because it take to damn long. The last survivor always go into hiding and honestly i couldn't be bother to look for them

  • @fulltonon said:

    No, make every killers move at 3.0 and somehow they would still have 51% kill rates on average.

    I'm sure about it.

    100% just look at freddy kill rate.

    I will say about 1/3 of the survivor players are complete bots. They will fall for a double back 99.99% of the time, die immediately at strong main buildings, and pre drop a pallet that the killer no where near close to instead of just looking behind them.

  • @Chocolate_Cosmos said:

    Do you think some killers winrate would drop below 50%? I think so.

    Welllllllll we gonna find out soon enough the way behavior been nerfing tactics!

    Anti camping mechanic soon

    3 genning been nerf to point that only a few killers can pull it off consistently

    basekit unbreakable attempt to combat slugging

    I'm sure tunneling will be next on the chopping block.

  • Survivors shouldn't be mad at that point. you need someone out

  • midwitch is terrible for survivor.

    ●constant confusion of where killer TR is coming from

    ● low amounts structure that can be chain together

    ●no main building or shack (so no good reusable resources) And unlike the other inside maps it not one strong reusable structure to make up for this. The game got the powerful t wall downstairs, rpd full of strong vault spots.

    ●A basement that very easy to get to

    ● long corridors with clear line of sight and not many different rooms on the route to break line of sight. The rooms are also spread out just enough that it no confusing on where the survivor could've went unlike rpd and lery. The rooms have very few exits making it easy to zone survivors to certain places.


    Midwitch is what the killer version of the game would look like. Full of unsafe pallets, hard to find gens, good exit gates, and low amount of god pallets.

  • i like going up against swfs but I'm probably in the minority. My hardest and best games are all from 4 man squads. I see them as the final boss

  • i went from winning 80 to 85% of my killer games to 75%.

    Survivor i went from winning 40 to 45% to around a 35% excape rate.

    never use old eruption or COB but i did three gen with over charge a lot. The 3 gen strat being much easier to break now definitely lower my kill rate. As for survivor i just don't know....I just can't get any streak going unless I'm playing in my swf. Your skill doesn't matter in solo q and the whole game come down to did the match making give u a weak link. The answer is yes 70% of the time.

  • @lifeisstrange said:

    I will take blight over spirit, spirit is still broken and still need to have that that mdr ring and blossom looked at get a nerf to give an idea of where she is phaing, no ear bleeding audio queue is going to help and am not using head phones for just one killer.

    Blight over powering but at least he kinda fun to go up against in my opinion. Spirit is a god tier tunneler which will always feel terrible to face. I don't know why Pyramid head is consider the best tunneler when u can actually avoid his trails meanwhile spirit ZOOMING back to tunnel the unhook noisy injure survivor with blossom is damn near impossible to stop.

  • @MrSlayer said:

    I'm looking forward to running it with Forced Penance just for fun.

    lol don't get me wrong! i like tunnel every so often when i play killer but this is down right silly perk.

    @MikaelaWantsYourBoon said:

    This perk will make hook trades even harder. I don't know what BHVR was thinking with this perk. And they even buffed it more.

    Another prove devs are not playing their own game, they are clueless.

    I love BHVR but how does stuff like this make it pass the ptb

  • The perk is well balance trash like potential energy. Could only be ok with hyper focus but even than built would be way better.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444740#Comment_3444740

    I would like to know, because if

    • there are 16 maps have 70% kill rate
    • and 25 maps have 55% kill rate.

    The average kill rate to all map would be 60%. Except the number of 55% kill rate for those 25 maps is certainly not survivor sided number.

    If those 25 maps pushed up to 60% kill rate. Which mean the average kill rate to all map would be more than 60%. As @Ayodam was trying to explain.

    16 maps with 70%? damn didn't know that. You gotta link. I legit wanna check out what maps

  • There absolutely no reason to leave when two survivors are hook near each other

  • @AnnoyingNarrator said:

    Dead By Daylight is a game that supposedly has two fantasies to be experienced; a power fantasy as the killer, and a survival fantasy as the survivors. They key word there is supposedly because these mechanics missed the bloody memo.

    Grabs in this game are weird and don't make any real sense. Gen grabs are a joke, vault grabs rarely ever happen but are mostly functional, and locker grabs make the entire mechanic of lockers a joke without quick and quiet. Oh, and the worse of them all, hook grabs.

    Let me tell you something, nothing thrills me more than waiting for the other person to press m1 first. Thrilling.

    Taking a step back, grabs are, in my opinion, a net negative. The ability to instadown someone is so powerful but so inconsistent that the only way to get consistent value from grabs is to play in a way that is just unhealthy for the game.

    Personally, I would prefer grabs to only deal one health state of damage but give of less of a speed boost to survivors along with being easier to perform. It would add more elements to basic killer gameplay without breaking the balance between the two sides.

    And then we have bodyblocking. This mechanic falls for the exact same problem that grabs do; they promote game play that is rather boring for one main reason. It is just so bloody weird. Trying to bodyblock or get around a bodyblock feels inconsistent and laggy. The worst part is that it does not even work against most higher tier killers, just the lower tier ones.

    Similar to grabs, I know why the mechanic exists, but I feel like bodyblocking needs to be looked at to make it, if not more fair for both sides, at least not so visually weird. Why is the large muscular man who is empowered by the entity and able to smash pallets with ease getting stuck behind a small burned out steamer that has multiple addiction problems?

    if it make u feel any better hook grabs will happen way less after the anti face camping update

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377691/so-is-every-killer-gonna-tunnel-and-face-camp-till-update

    Yep just hang in there a little more friend they know its coming so they gonna ABUSE it endlessly, look at the light down the long tunnel and have a bottle ready to celebrate when its gone. No more being hit by some noed and from hook 1 to 2 . Ofc its very specially common on the disgusting abomination=bubba.

    still can't hop off the hook during end game even if the killer camping so noed, grabs, and save the best plays will still be a thing. Camping will drop significantly but that just mean tunneling will increase more and more.

  • U sure this isn't just a normal day of solo q?

  • @MikeyBoi said:

    DBD has never been more balanced, it mostly just boils down to experience in dealing with good survivors from a killers pov. I mean reducing the survivors fov to make it harder to check stop at jungle gyms/shack, main buildings and certain loops so the killer can catch up to them easier would be crazy……..right….like really stupid…..there’s no way….right?

    horrible idea

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377638/when-is-the-skull-merchant-rework

    No a Freddy level rework SHOULD NEVER HAPPEN AGAIN....look at Freddy and Slinger they are the laughing stocks of the Killer roster...Trapper is more feared than them combined

    slinger went from being strong to just solid. Can't compare him to d tier killers like trapper

  • @Witchubtet said:

    Personally? I hate them with a passion. It’s the same main building with different small buildings around it. It takes the things people hated about old Haddonfield and increases the annoyances. Also there are like 7 different ones, I rather have more varieties of other maps and than that knock off Freddy Map.

    i think the map alright if u never go in the school for any reason ever

  • I give them all bnp, prove, botany, deliverance and DS. The bots are really bad at sticking to gens or saving when the killer is near by so i just try to off set that with the perks mention above.

  • @BlightedDolphin said:

    They did say the next license would be a big one

    https://us.v-cdn.net/6030815/uploads/0M1LEREXY0HZ/image.png

    who would thought...this is what they was talking about!

  • @[Deleted User] said:

    If a survivor leaves and nobody is around to see it, did the survivor really escape?

    lolol

  • It just really hard to balance the map for every killer... it simply to many of them. To many obstacles make wesker, hillbilly, blight, etc feel clumsy to play. But to many open areas make the stealth killers easy to spot. Also u got the projectile killers who can't do anything on maps with to much cover as well.

  • @Sometimes_Sage said:

    I'd make it so that every Survivor and Killer had to use their three perks plus one universal or learned perk.

    That would require a massive rebalance, but in the long run would lead to more variety and a healthier base for balancing. Also Survivor wouldn't just be skins.

    That a very cool idea but at the same time very bad. To many killers got terrible perks while also just being bad as a whole ( Trapper, freddy, pig)

    On the survivor side u will probably just see a bunch of megs. U said survivors wouldn't just be skin tho so I'm assuming u can't pick 4 of the same characters. still i don't know about that

  • @Witchubtet said:

    *Throws Nurse out of this Conversation* there, don’t bring her up.

    This post is about Trapper, Wrath, Billy, Hag, Myers, Huntress, and Freddy. All these killers I believe need a little extra power to their kits. Letting them match up to more modern powers. These are just ideas so don’t take them 100% at face value.

    Trapper: start him off with 3 traps and have 15 second timers for his other ones to spawn in his inventory. This will help his set up but keep him from instantly 3 genning. Also, when a trap is triggered give him haste +5% for a few seconds. This discourages traps being triggered as he is chasing. Again there can be improvements on these ideas.

    Wrath: Shadow Step, allow him to set up dark ‘portals’ to teleport through. I suggest only two and they must be a decent ways from objects 20 meters for doors 16 from gen and hooks. Yes he has high movement but giving him an easy map traversal would increase his pressure. A down side is you uncloak as you leave the portal.

    Billy: This one is a hard one, but I think he should gain some sort of interaction when he misses a hit and smacks into a wall. Not a tantrum but something. I’d like to see what you think.

    Hag: Slight speed burst upon exiting your traps would help. Kinda like Wrath exiting his cloak. Or a new “Curse” option when you down survivors. Cursing them causes their aura reading to be disabled after being unhooked for 30-45 seconds. Could work well.

    Myers: These sounds dumb but perhaps making it so he breaks pallets dropped on him when he stalks. Of course still stunning him. This boosts T1 and T2 but doesn’t help T3.

    Huntress: Take her Iridescent that gives her movement speed with no hatchets and make it Basekit. She goes from a 110 to a 115. A small boost. We could also think about fixing some of the hatchet flight speeds and arches.

    Freddy: His power is Fine but I think his add-ons Need a huge update to make them better. Currently he has like 6 that are worthless in the long run. Also giving him more Snares for each completed generator would be nice. Since he loses his teleport over time.

    you think huntress becoming 115 is a small boost?

  • 8 out 10

    All the perk buffs was good, all the killers changes was good outside pyramid head. Some other good stuff too

  • u can do gen in about 30 to 40 seconds with a build around hyper focus (no bnp needed). Assuming u getting all your skill checks at a regular rate that is. I doubt you ran into a four man Squad stack with this tho....just extremely unlikely.

  • @BougieBlackChick said:

    Please find a better system to determine skill besides escapes/kills because this matchmaking is horrific. Dying in one game should not result in me being paired with a player with 100 hours in the game, who doesn’t know what they’re doing, when I’m sitting at 1700 hours. And this isn’t even with anyone dodging lobbies.

    I keep getting matched with fresh newbies with 100 or less hours and it’s frustrating because it may as well be a 3v1 at that point.

    This is why dodging is mandatory. The system loving give u auto L teammates who just end up tunnel fuel so u must vet them yourself or play swf. At least when i play killer i can kinda see what I'm up against although i never really dodge with killers anyway.

  • They literally made the first ever character that cannot be beaten without comms. If u ever beat a skull merchant in solo q i guarantee you it was a baby merchant

  • @Pulsar said:

    I had two players, in the same match, Self-Care with Sloppy against a Pinhead.

    You'll never guess what happened to their heal progress.

    They finish in record time and chain hunt never activated. 4man excape ez!

  • i actually think RPD is one of trapper best maps.

    @BloodBird said:

    I've made a spreadsheet depicting what I personally believe is the best and the worst map for all killers. Some of these like wraith and doctor I've based off of my personal experiences as a seasoned killer player for specific killers, others off of assumptions of what map would most benefit or restrict a killer based on how their power and skillsets work.

    Naturally people will not agree with me on a lot of these choices, so please rip me apart, tell me all the things that are wrong, cause I actually want the communities feedback, if I see agreement on certain killers that differs from my choices I intend to update this until it is more in line with general consensus from the community.

    If you do question some of my choices though I will be happy to explain why I put what I put for some killers.

    Well I had fun making this either way :)

    https://us.v-cdn.net/6030815/uploads/ER1HR3LDW17O/best-26-worst-killer-maps.png


  • @Murgleïs said:

    Basement is the downside (with rng) of looping at the strong tile of shack.

    couldn't agree more. Most main buildings are strong and should absolutely have a potential of spawning basement as a downside to running it.

  • Them damn Rascals always up to something. just the other day i caught one of them SWFing!

1 … 30 31 32 33 34 … 44