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wesker_shades

wesker_shades

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  • @BarzarImmar said:

    Whether it's survivor perks or the killer, It's them demanding for nerfs. We have yet to understand and learn the counterplays. After a month, a lot have changed then.

    I wish more people would understand this sentiment.

    If you are referring to Jason, he is overtuned.
    Never have I ever seen a killer with THIS much BS mechanics since I started playing in 2018. And that is putting it mildly.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090521#Comment_4090521

    The comment you replied to, was responding to my comment "if both sides play hard" and then continued to talk about the best survivors vs best killer player.

    The best SWF should by all means beat the best killer, which you should agree with since you said "the potential of swf is the biggest".

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090522#Comment_4090522

    Id say casual SWF are on par with killer tbh. Even casual gamers give callouts and an efficiency unheard of in soloqueue.

    Sure, casual SWF is stronger and more efficient than SoloQ by a large margin, but in relative terms of strength, many struggle to be on par with even B-tier killers, due to how bad the power creep has gotten.

  • The main issue most players have with hex builds these days is the overabundant use of Thrill of The Hunt, which slows down cleansing speed to a crawl. This is especially bad when paired up with a killer that has fast map traversal, and can also inflict injuries easily to activate Hex: Face the Darkness.

  • @cogsturning were having similar issues on the PS5 version.

  • Tunneling should ideally only be a last resort kind of strategy. Not something you really should be able to do at 5 gens up, to heavily skew the match in your favor (not always guaranteed, but usually is).
    Then again, when someone compares it to teabagging, it really isn't comparable.
    Teabagging is more like taunting for attention, while hard-tunneling someone out is pure evil.

    @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090512#Comment_4090512

    Otzdarva, hens, Scott Jund and a bunch of well respected top tier players have all said this on vod. Most agree it goes Soloqueue<killer<swf.


    Not quite true. The real ladder goes like this:
    SoloQ → Casual SWF → Killer → Competitive SWF

  • @Royval said:

    get rid of the killer instinct and give the reloading spears a cooldown way too easy to play Jason

    He needs longer cooldowns on things for sure, and also a duration cap to Omnipresent Evil, considering how he can stay in that form indefinitely.

    Now that I got to sleep on it for a bit, I think the best adjustments to his kit and power would be the following:

    1. Limit the duration of Omnipresent Evil to 15 seconds. In most cases, this is plenty of time to traverse the maps, and you would never use it for that long in chases.
    2. Increase the cooldown on Omnipresent Evil, so that players has to use their eyes, instead of relying on free information all the time. Needs to be at least doubled, if not tripled from the current value.
    3. Activating Omnipresent Evil only reloads hooks, not scrap piles, to limit the amount of throwables, but also not to mess up hooking.
    4. Disable the spear throw ability around hooked survivors (or add a protection bubble that breaks projectiles) that lingers for 5 seconds after an unhook takes place, to prevent anti-camp circumvention (needs to be a thing on all ranged killers tbh), and to reduce tunneling right off of the hook. This is the primary reason why survivors don't like being chased by him, because of the inevitable tunnel.
    5. Remove Killer Instinct from Jump Scares, to allow for better counterplay. He really does not need all of the free uncounterable information.
    6. Improve the spear throw mechanic, to make it feel smoother and less clunky, since you can't "flick" as easily.
    7. Nerf the living daylights out of Sheriff's Badge and Sauna Rock, or rework them to not function as free perks. It's just silly how much value these add-ons gets. Since Exhaustion perks are by far the best counters to Jason, he should instead be relying on perks like Mindbreaker to counter it, instead of an add-on that is far superior to an actual perk.
      Also, getting a free "Turn Back the Clock" on every gen he pass by in power is not a good design, especially considering how spammy his power is. At least TBTC requires you to be out of power to use it.
  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468810/jasons-most-common-playstyle

    Jason is just one of the best tunnelers in the game unfortunately, so many players lean into it.

    Unfortunately?
    It's called bad design. And I don't think anyone should defend this atrocious playstyle

  • Two words: Fallen Refuge.

    If you load in as survivor on that map, you might as well just eat the DC penalty, and move on to the next game, because of how one-sided it is.

    Other known one-sided maps:

    • Garden of Joy (favors survivor)
    • Forgotten Ruins (favors killer)
    • The Game (survivor)
    • Midwich (Killer)
    • Rotten Fields (Killer)
    • Badham (survivor)

    Honorable mentions

    • Old Haddonfield (heavily favored survivor)
    • Re-reworked Haddonfield (heavily favored killer)
    • Pre-rework Eyrie (probably the most survivor-sided map of all time)
    • Old Gas Heaven (very survivor-sided)
    • Old Ironworks (Known as the true Infinite Loop)
    • Pre-density Rancid Abattoir (Heavily killer-sided)
  • @Lavoonus said:

    I mean you can argue the benefits of the change, but it was a bug so it's definitely for the best it got fixed. I think the game has enough bugs already without leaving new ones untouched, potentially causing more problems.

    Though, unlike most bugs in the game, this one was actually pretty healthy

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089387#Comment_4089387

    Doesn't Devour hope only warn when you hit someone too or was that changed?

    Right, Devour also does this.

    @Shroompy said:

    @wesker_shades

    Devour doesnt either

    Correct. But all other instances does give you the warning.

  • Considering that every other instance of the Exposed status warns the survivors, but NOED does not, it really makes zero sense.
    That bug actually made NOED more fair to play against, since you knew it was in play, before the first survivor went down.

  • Hand-holding mechanics on each side:

    Killer:

    • Bloodlust (free haste)
    • Instant 5% gen regression
    • No anti-camp in end game
    • Killer Instinct
    • Much worse loops around maps.
    • Power Creep, and lots of it
    • 90 second generators (up from 80 seconds)
    • BNP's and medkits heavily nerfed.
    • So much aura read.
    • Remote regression (Pain Res, Turn Back the Clock etc.)
    • Gen-blockers (Dead Man's Switch etc.)
    • Thrill of the Hunt
    • Faster animations

    Survivor:

    • Basekit Borrowed Time (increased to 15 seconds)
    • Anti-Camp
    • 10% free haste off the hook.
    • 70 seconds hook timers.
    • More pallets to work with, but most are bad fillers.
    • Removal of 1-hook moris
    • A lot of aura read (but less than killers).
    • Regression limits on gens
    • Elusive
    • Endurance perks
    • Vigil
  • @BruceCampbell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089350#Comment_4089350

    I mean as an option.
    People who want to use the same killer go with option 1
    Players who want each to use a killer go with 2 :)

    To clarify, as someone who HAS been playing 1v1s with other members in the community.
    Usually, the players agree on one killer before the game starts, and then selects the map, based on what is the ideal for that particular killer. Say Blood Lodge if you pick Billy for instance, Wrecker's Yard if you pick Demo, or Suffocation Pit for Trapper.
    Then the players meet up at shack, with the survivor in the most favorable position (closer to connecting loops).
    The game (and timer) starts when the survivor crouches down, and the killer lunges into shack.
    From there, the goal is to last longest (as survivor) or catch the survivor faster than the other player (as killer).
    Once the survivor goes down, the match ends, and the players swap positions.

    You can also agree on a "best of 3" scenario, where you both pick your best killers, and then decide on a tiebreaker killer if that is needed. But both players has to play the other's killer choices. That is the most important thing.

  • Spent 5 mill on Trickster, and 5 mill on Rebecca

  • © 2015-2023 and BEHAVIOUR, DEAD BY DAYLIGHT and other related trademarks and logos belong to Behaviour Interactive Inc. All rights reserved


    Here

  • Trickster does not need to be base-kit 4.6 again.
    Small sample size, but it illustrates my point. He is fine in the current form. So what if hitting people with M1's around 50/50's got a little harder, you just need to know proper zoning techniques. Also, there are a ton of loops that you can hit over, aside from a couple trees on Badham that has collision, despite having a large enough gap to allow for projectiles to pass through.

    trickster stats - past 30 days III.png

    Though, I do think that changing "Cut Thru U" from the PTB to its current form was a bad idea, since traversing the map with 4.4 feels sluggish. They could have kept the PTB version, which rewarded you for maintaining a good combo, but also added the downside of draining the combos 50% faster (or normal speed when paired with the brown add-on).
    PS: I'd love some input from @Shroompy on this

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468653/if-slugging-is-not-toxic-neither-is-teabagging

    Slugging isn't toxic. Sometimes you have to slug. Sometimes the survivor goes down right at a pallet and you need to check for a save. Sometimes the other survivors are about to finish a gen and you need to stop it. Sometimes a survivor is already on the hook, so you slug that survivor to go for the rescuer and create tons of pressure.

    Tactical slugging is fine, since it usually only affects one survivor, and it is also not used to bleed someone out.
    The problem stems from those who abuse 4-man bleedout slugging, and are actively doing it to end the games, without any hopes to counterplay it on the survivor side

  • @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088847#Comment_4088847

    if you play killer and observe imagined rules about 'tunneling' or whatever instead of playing optimally to try and win then we aren't playing the same game, not much point discussing it

    the rulebook.jpg

    The rulebook?
    I don't follow any made up rules. I just play the game the intended way lol.

  • @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088838#Comment_4088838

    decisive strike, dead hard, resurgence, stb, deliverance, all very common perks (especially from stronger teams)

    DS is anti-tunnel, if the survivor using it is trying to get value, just ignore them, and let them waste 60 seconds, that could have otherwise been used on a gen.
    Dead Hard is relatively easy to bait out. Props to the survivors who actually manage to pull off a good DH.
    Resurgence can also be countered, but it isn't too big of a deal for most of the killer roster, since two-taps are not that hard to pull off.
    STB is also anti-tunnel.
    Deli is.. well deli. Either a blessing or a curse, that is not always guaranteed to work in the survivors' favor.

    So either you complain about these perks, because you love tunneling, or you really don't know how to play around them. I hardly ever have any issues with either of these perks in my killer games, despite how prevalent they are, becuase I don't tunnel, or bleedout-slug for that matter.

  • I've seen a lot of Toba and Nostromo over the last week or so.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088434#Comment_4088434

    Oh, okay, then get on some M1 killer and go do it against folks who aren't noobs. Good luck.

    Trapper?
    I am fairly sure he could do really well if he uses the right build and setup.
    Then again, in defense of @THE_Crazy_Hyena, the last time I touched Trapper, I got a super-fast 4K, because of unconventional trap placements, and good mind-games.
    See, one trick to playing killer well is to play survivor, learn the counterplay, and then use a survivor mindset against them.

    @coldflame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088465#Comment_4088465

    because the strategy is highly effective and counters the current surv meta?

    The Sprint Burst + Vigil meta? Last I checked, that was the most common build, alongside Five Moves Ahead, Finesse and Lithe.
    Nothing that screams anti-hooking there.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088715#Comment_4088715

    Yeah they come off hook and body block you with their quad health state off hook build so you attempt to tunnel them and OOOOOHHH Shoulder the Burden on their next hook. So tunneling them just doesn't work as effectively anymore. Also 73% kill rate over the course of 29 matches? Really? Maybe if you had lets say 200 sure but this is legit like baby MMR considering on the website this is your "top killer".

    When I'm talking about things like this I'm you know…. talking about GOOD players. Ones that will actually spread gen progress and wont drop in chases within 30 seconds. But since you can boast all this I would love your gameplay so I can point out the amount of survivor mistakes.

    To be fair, I don't play a lot of killer, but I regularly encounter players that has more than 5k hours, so I wouldn't say that they are anywhere near "baby MMR".
    And my overall killer stats are 65.5% KR over some 80+ games, so still above average, against pretty decent survivors.
    What I tend to see many killers doing wrong is that they over-commit to chases a lot, which wastes a lot of precious time, and against co-ordinated teams, this usually means a loss, but it is not guaranteed. I know when I misplay myself, and I tell myself to work on improving that, which is why my kill rates has increased from around 52-55% to over 70% over the span of two months or so.

    Also sorry to OP for being a bit off-topic.

  • @Royval said:

    man do I miss the old grade system

    Good old DBD. I miss those days.
    Late 2019 → Early 2020 was the best time period. Before the testing of MMR (that created rainbow ranks), and before dedicated servers came along.
    Just a pure matchmaking system that aimed to match people of a similar skill/rank to one another.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088681#Comment_4088681

    There's no reason for it to be fixed by nerfing it though. The issue currently is survivors are potentially super man off hook so a lot of killer understandably don't want to deal with that. The issue isn't slugging being too oppressive rather it's certain killers being the most effective at it and survivor just being overtuned against a lot of the killers at the moment. This is something BHVR just needs to understand

    They are only "superman" off of the hook if your goal is to tunnel them. Just go for the person doing the unhooking instead, geez.
    And no, survivor isn't overtuned. Had it been the case, then escape rates of 50% or more would have been the norm, not the exception. On the contrary, quite a few killers are highly overtuned at the moment, and if the killer playerbase would actually play the game in a normal manner, instead of artificially keeping the kill-rates low by slugging/bleeding out, then I am sure we could have seen the true stats behind them all.

    trickster stats - past 30 days III.png

    I play mostly Trickster nowadays (the times I actually play killer), and over my past 30 days, the average is 73.28% KR
    No tunneling, no excessive slugging, only hooking and trying to 8-man before killing anyone off. And yet, I still hover way above the average. So do you really need 4-man bleedout slugs to "win"? Or are you just doing it because you like tormenting people?

  • @coldflame said:

    controlling slugged survs and denying pickups whilst trying to secure additional downs has infinitely more moving parts and thinking involved than hook>chase>hook, you can complain about it if you want but calling it skillless is simply offmark

    You sure about that?
    Then why are these "strategies" mostly done by killers who has instadown powers?

    The answer is quite simple, because the "moving parts" are ridiculously easy to pull off.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088325#Comment_4088325

    Surely if it's only about skill, then that means people who go on winstreaks and are not using full slug strats are more skilled then? Because they actually have to deal with and play around the strongest perks in the game?

    Which, if you factor that in, does technically make full slugging strats easier than playing normally. Meaning cogsturning's point still holds up imo

    Maybe I need to do an experiment one day, and find out how high I can winstreak (3K or more) on my main Trickster, while banning hard-tunneling and excessive slugging (a.k.a cheese strats).

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088166#Comment_4088166

    If you think uknown buffs made his uvx op then theres no help for you.

    Uvx cooldown went from 7 whole seconds to 6,25 seconds, thats insane buff that makes him zone master number 1 (sarcasm).

    The buffer went from 1,25 seconds to 0,75 secons so its near 1 second when you stop looking at him which didnt make him much different.

    Staring uknown down each second you look at him you loose 1 second of uvc effect first hits has 10 seconds from up to 25 meters you can get rid off uvx effect.

    Uknown is still very unreliable killer who has very unreliable range antiloop power that behaves very chaotic in bouncing off and explodind totaly unreliably on many structures which mades uknown resly harmless or super punishing killer who has to hit two times to get injure but compare to nemi,artist his attack is harder to hit due to projectile behaviour and is super punishing for killer. When uknown hits uvx attack he has no guarantee he will get injure with next uvx attack he is very overrated killer tbh.

    But if you think otherwise sure you have some arguments for ir but I think anyone with some game sence in DBD knows uknown is very unreliable especialy against better survivors that know hot to doge and dont run in straight line without checking behind them ignoring sound cue of his attack.

    It wasn't the cooldown itself that is the issue. The problem is that it takes so much longer now to get rid of it.

    So either you eat the explosion, or the M1 hit now.

  • Speaking of skill expression

    @cogsturning said:

    Wild people will defend this sort of unengaging misery and non-gameplay in the name of some valueless win. "Skill expression" as it's finest in the dbd community.

    How many killers have had their kits "dumbed down" so much that they literally play themselves nowadays.
    Recent Unknown buffs made it impossible to cleanse UVX in a meaningful time, making it a guaranteed hit/down, whereas it took actual skill before to get injuries/downs with the power. Now you are damned if you do, or damned if you don't against him. Counterplay got removed completely.
    Bubba has a plethora of add-ons that are skilless, and promotes tunneling/slugging. Even so, the players wants more buffs.
    Ghoul.. well his entire kit pretty much plays itself, and the god-forsaken cancel-tech, which makes it impossible to gain any distance.
    Wesker.. again, bugs and "techs" makes him really frustrating to play against, and players abuse the hell out of him.

    So the moral of this comment is that BHVR needs to look into how the killers kits can allow for actual skill expression, instead of being overly spammy and easy to get good results with.
    This is what I actually loved about the last Trickster rework. Not being able to mindlessly walk you down around loops as easily, and instead rely on the knives and being rewarding for good aim with them.
    I also see a similar trend with Jason's kit, where it highly rewards good aim, and creative thinking to get the hits. That is my definition of a well-designed killer power.
    Again, against both Jason and Trickster, survivors has counterplay, by using the terrain to their advantage.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088079#Comment_4088079

    The current quest system could use more variety and it could easily be added. Ripping out the current system for the older isn't a solution. There were many issues with the old system that quests fixed. One being forced to complete a node before being able to complete another. Or being locked out of nodes behind nodes you couldn't/don't want to complete.

    I mean yes, that system was flawed.
    The ideal solution would be to have more of the challenges from the old tomes integrated into the current system, with the higher BP rewards as well.
    I also wish they could bring back the good old daily rituals, since they offered variety in terms of characters. Granted some of them were a bit silly in terms of requirements, but they were good incentives to switch up your killers/survivors from time to time. Unlike the current daily "quests" that repeats every day, and offers zero variety.

  • @Mr_K said:

    Calling quests boring implies the previous older system wasn't. The old system had the fatal flaw of forcing a player to throw a match to complete.

    Think this is a case of rose color glasses.

    It's not just nostalgia and rose-tinted glasses. The old system at least offered variety, instead of repeating the same 10-15 tasks or so, over and over again. It does get old, really fast.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087544#Comment_4087544

    Yeah but lower end systems need to be considered.

    more advanced graphic settings would help with that as currently the graphic settings we get in game are so basic.

    That way lower end users have more options to turn things down.

    Of course, I never said they shouldn't consider lower end systems, as well as consoles.
    It LOOKS pretty, but they really need to prioritize optimizations, especially when we consider how demanding UE5 is to run

  • Art the Clown is confirmed in November

  • The texture and animation updates looks amazing though

  • Sluzzy was a legend. Impossible to replace them, no matter how hard someone tries to replicate.

  • There was an update on the backend of the forums that broke this setting, which should be an easy fix.
    Vanilla (the site provider) itself also allows custom avatars

  • Survivor perks:
    Buff:

    • Self-Care - Pretty useless and detrimental to bring in the current form, especiallly if there are any anti-heal perks in play.
      Decreased healing speed penalty from 65% to 50%
    • Decisive Strike - Against certain killers, this perk does absolutely nothing.
      Increase stun duration to 5 seconds, in addition to making the survivor Elusive for 20 seconds.
    • Spine Chill - 6.1.0 completely destroyed the perk, and it has never really seen any use since then.
      Rework: If the killer looks, and moves in your direction when you are 32 meters or more away from them, you see their aura for 4 seconds, and you become Elusive any time you see the killer's aura.
    • (Both) Invocations - Detrimental, and is a huge time-sink if you decide to do them.
      Decrease the time requirement to 45 seconds (down from 60 seconds), and exposes you for 180 seconds after performing the ritual (instead of leaving you permanently broken)
      Expose is just as risky as being broken, but does not drop blood orbs for Oni.
    • Cut Loose - Super niche, and awkward to use.
      Increase duration window to 10 seconds (up from 6 seconds), and decrease the cooldown to 20 seconds.
      thanks @sizzlingmario4 for the idea.

    Nerf:

    • Vigil - Turbo-busted in the current form.
      Needs to be split into two different perks, where one perk reduces Exhaustion only, and the other reduces status effects.
      Intensity needs to be brought down to 40% from 66%
    • Sprint Burst - Quite the problematic perk, especially for 4.4 killers to deal with.
      Remove the Exhaustion component from the perk, and instead give it a cooldown of 90 seconds, so that it cannot be used together with Vigil.
      QOL change: Does not activate automatically when running, and you have to use the Active Ability button instead.

    Killer perks:
    Buff:

    • Bloodhound - Hardly ever sees any use.
      Added a Haemorrhage effect on basic attacks, so that tracking becomes better (i.e. increased bleeding frequency)
    • Hex: Two Can Play - Pretty bad in its current form, especially for a Hex perk.
      Increase the blindness duration on survivors to 2.5 seconds (up from 1.5 seconds)
    • Septic Touch - Also pretty bad.
      Make the range map-wide, so that it is actually useful on every killer.
    • Help Wanted - Got hit hard from Diminishing Returns.
      Increase the duration to 90 seconds, and increase the strength to 40%

    Nerf/rework:

    • Nowhere to Hide
      Locks the aura read radius to the affected generator instead of the killer.
      Range decreased to 16 meters, down from 24 meters.
      Aura read duration increased to 10 seconds (up from 5)
    • Scourge Hook: Pain Resonance - Highly overused, and stale at this point in time.
      Reworked to cursing the generator with the most progress, where upon completion, the survivor(s) who complete it are inflicted with Deep Wounds, and gain the Broken status effect for 40 seconds.
      Multiple generators can be cursed at the same time, based on progress when afflicted.
    • Turn Back The Clock
      No longer works in killer powers. Sorry to all of you Ghoul and Blight mains.
      Now has a cooldown of 60 seconds before it can be used again.
    • Dead Man's Switch
      Rework: When a generator is completed, the next generator that gets to at least 60% completion will explode, inflicting an injured or a deep wound state to any survivor working on it, or standing within an 8 meter radius.
      The affected generator will lose all progress made up to that point, and the perk is permanently deactivated for the remainder of the trial.
    • Pop Goes The Weasel
      Rework: After kicking a generator, this generator will become Compromised.
      When the Compromised generator is completed, it pops, and all Survivors within 16 meters of it will become Incapacitated and Oblivious for 30 seconds.
      Increase confetti by 100%

    Killers:

    • Nurse
      Permanent debuff: Cannot see survivor auras.
    • Ghoul
      Increase fatigue from canceling leaps to 3 seconds (to fully eliminate cancel-tech)
      Remove the animation of locking the survivor in place when landing a sucessful Kagune Strike
    • Wesker
      Killswitched until ALL bugs are fixed.
      Any "tech" looked at carefully.
    • Blight
      Tone down Crow and Rat (or rather rework them)
  • I ran into one once on Midwich. Easily one of my worst matches of all time.

  • Trickster doesn't need to be 4.6
    But I kinda agree on the PTB "Cut Thru U" single coming back, as it actually rewarded you for maintaining the combo.

    Anyways, I find 4.4 Trickster fine to play, and this is my current 30-day average:

    trickster stats - past 30 days II.png

    PS: I'd like to hear @Shroompy's take on this

  • @JordaJ6 said:

    I think Spirit can force a lot of 50/50’s and it can feel grating to some to constantly be losing them. Plus, the counterplay is not beginner or even intermediate friendly. Maybe some people have such a strong reaction for when prayer beads were still a thing too.


    Krause definitely was the best tunneler in the game before the infection removal upon hook mechanic was added. And the projectile’s auto-aim was ridiculous even by my lenient standards upon release too. Then some people hated the vaulting in head form. I think if they just retweaked the head vaulting speed slightly upwards, she’d be perfectly balanced. Rn, I think people that complain loudly about her are just remembering release Krasue too strongly.

    Spirit is also heavily sound based, which can cause huge accessibility issues for people with impaired hearing.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085869#Comment_4085869

    I would like to have seen these numbers taken in 2019/2020 when it was Feng-a-rama

    Right after they released "Bunny Feng" I guess.
    I know Meg and Kate were also very popular at the time

  • @GeneralV said:

    One of those old builds from back in the day with Ruin + BBQ every single game, plus a chase perk and something else.

    Healthiest killer meta we've ever had.

    Brings a tear to my eye every time.

  • @Balrog said:

    I am begging for the Fallen Refuge more often, I want that generator achievement. 😅

    Fallen Refuge is not worth it. It's a terrible map to play as survivor.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085167#Comment_4085167

    Bro i want 4k to win. Who said you don't need it? You get merciless killer and pretty sure its required for iridiscent emblem. You get MORE for getting 4k. Thats already enough reason for wanting it. Maybe last survivor should also be auto-sacrificed because 3 escapes is already a win for survs and entity doesn't want poor killer to feel bad?

    Also i dont mind survivors winning, but only when its fair win, 5 genning and opening exit gates, not win button spawning under their butt.

    No one should be entitled to a 4K win all the time. I mean, come on. How LIKELY is that scenario in the first place, unless you play in the most scummy way known to man.
    Take the 3K and be happy about it. So what if the last survivor gets out. I usually say "good for them" and move on to the next game.

    And to be fair. @cogsturning has a very good point in their last post. Take that to heart, and forget about your ego for a second.

  • Whatever @Shroompy said, plus that Slinger is a killer with high skill expression. It kinda defeats the point of him, if you give him a guaranteed down on the second hit, or making him 4.6

  • @Chomperka said:

    God surv main takes in this thread are hilarious , at the very least people understand those usually will get them downvoted, killers truly should stop using this cheap cheese tactics called chase and hook.

    Who said we are all survivor mains?
    Most of us play both roles, and are able to see the problems clearly

  • Oh that list is long. But I can probably do a top 5 of least favorites.

    1. Easily Twins, because their entire kit is built for mass slugging, which is super unfun and not interactive. Victor hitbox feels like it is the size of Pluto, and if you have anything more than perfect ping, you are going to get hit by that little shite.

    2. Legion. Also understandable because they are so damn annoying to play against. Always having to mend, or play injured, but one has to heal, because it is inevitable that Legion has Thana.

    3. Dracula. Now this one is more due to how overloaded his kit is, and how easy it is to camp hooks / tunnel with hellfire primed, leading to really unfun gameplay.

    4. Wesker (in the current buggy state). This is easy to understand why. Getting hit in places where it shouldn't be possible, plus he is always on top of you now that his cooldown got buffed. Wesker used to be one of my favorite killers to verse, but nowadays you simply cannot have a good time against him.

    5. Oni. Due to how popular slugging is, this killer is never fun to verse. And after he got dumbed down, it got really hard to dodge his demon dash, especially if you have more than perfect ping.

  • @esarraf said:

    Bro, if you are using this thin of an excuse you were going to tunnel anyway.

    The problem is that SB is unconditional, it only require you to not run. Unlike ANY other exhaustion perk, which has a requirement for activation.
    That is the entire reason why we are having this discussion in the first place.

  • The problem isn't the pallet density itself, nor was it before the updates.
    The main problem is the RNG based tile spawning, which should have been done away with, years ago at this point!
    If they had created the maps with fixed tiles and pallets, it would have been so much easier to properly balance loops and gym tiles.

    Get rid of most of the tiny filler tiles, and instead give us fewer, but stronger tiles. Not to the level of Nostromo outdoor tiles, but more like the good old Autohaven car loops, with a good mix of taller and shorter walls.

  • sniffs
    "Smells like 5 years of buried thread."

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