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fearsxoxo

fearsxoxo

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  • @Xernoton said:

    I think it's a good decision they didn't give Xenomorph Facehuggers. Because they could make a lot of people unable to play. There is such a thing as arachnophobia and they are quite similar from a visual perspective. Even I am disgusted by these things and I've got to say that this is a new experience for me. I haven't felt that in any other horror film I've watched.

    The part about climbing on walls is very nice in theory but we also have to consider technical limitations. The game can't even handle more than 2 zombies at once. This would definitely be too much. Plus, they'd have to change a bunch of maps to make this power work.

    The turret thing is maybe not the most original but it is a way to force survivors to interact with the killer and give them a side objective. Which is something that we've asked for. There probably will be some more adjustments to these in the future. On the PTB it looked mostly fine to me and like a good way to counter an otherwise very strong chase power.

    The mobility of this killer is pretty much unrivaled. This is interesting to me. I think this killer will be great with a variety of different perks and even when you get burned by a turret you can get your power back immediately. Xenomorph might be the strongest hit and run killer yet.

    I think we'll have to wait and see how it turns out. It does look promising but I hope they will make the tail attack a bit nicer to use (felt a bit clunky on the PTB). I wouldn't say you are wrong by not being totally hyped. Just cautious. Which is fine. Once it goes live we will know, how much we like the killer. And judging by Singularity, I think the devs won't be affraid to make some quick changes to turrets and whatever else if necessary.

    https://youtube.com/shorts/8SCNR6dpsFA?feature=share

    this video summaries pretty much why there should be no turret ! gives survivors a toy , they will use the toy to bully killers.

  • @Unimatrix00 said:

    Gosh, some of you will complain no matter what. This chapter is based on the FIRST movie ALIEN. So, the fact they didn't include some of the mechanics you wanted really boils down to the fact that it is based on the first movie, not the series.

    there no turret in the first alien ? what your point now ? Gosh !

  • @UnknownKiller said:

    I highly doubt devs gonna recycle the turrets they will nerf it but alien will keep being bad

    sadly i have to admit youre probably right ! removing them would be to admit they failed miserably ! idk if they rushed him in , but this is sad to say the least !

  • @ThatRedPyramidThing said:

    DISCLAIMER: I play on Xbox so I haven't gotten to play the Alien yet. My opinions are based on what I've seen from Tru3 and Otz streams.

    Tru3 and Otz say they think he's strong. And his runner mode looks fun and powerful.

    HOWEVER! it also makes me nervous that like Meatball the survivors are going to be able to easily cancel out your power with easily attainable items. Like it's so oppressive with Meatball that he basically doesn't have a power at all. EMPs ruin Meatball so hard thst you are quite literally stronger if you just don't even bother using his power at all. Because his power just wastes his own time.

    Maybe some one who played the PTB can tell me if Alien gets oppressed by the items as hard as Meatball does?

    it is just unfun anyway to have your power denied as a killer, why would you play a killer that get denied to use is power when you can play some that wont.

    Its going to be ridiculously strong vs soloQ and youll get trolled with SWF!

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513673#Comment_3513673

    1. The point of the Facehugger and the Chestburster is that Facehuggers puts someone in a coma for a short period of time, after which a Chestburster embryo is implanted inside the host with no way to remove it as it's meant as a death sentence for whoever carries it inside themselves, If they added the Facehugger & Chestburster as part of the Xeno's power kit to serve as a slowdown like Pig, i guarantee you that it would have been dumped down from how it was potrayed in the first movie and every other Alien movie for the sake of gameplay balance.
    2. The Xenomorph drone doesn't lay egg, The Hive Queen does. Having a Xenomorph Drone spawn egg would be out of character.
    3. The power should revolve around The Xenomorph drone itself as seen in the first Alien movie since that's what the chapter is based on and not around an aspect of the Xenomorph race in general.

    All in all, for what we ended up with, The Xenomorph is potrayed in-game with the majority of it's aspects from the first movie, only thing really missing is the Wall Crawling.

    While i partialy agree, i dont on some points. Yes in most case while they carry the embryo they die. In prometheus Dr.Shaw did remove her. The eggs are layed in some movies by the queen while others not. There many apparittion of the eggs in multiple movies without any presence of the queen. Prometheus is one first alien is one just to name those 2. I agree that if they get infected by the embryo should die. based on a timer, that doesnt hold them from doing objectives until then. But their could be side objectives to be done to reduce the chance of getting infected by one. Im not stucked to one particular idea, i just think anything would be nicer than the turrets. Especialy the huggers. There just iconic

  • @Smoe said:

    Aside from the Wall Crawling missing, i'm pretty satisfied with how Xeno's current kit is designed, also honestly glad that Facehuggers wasn't included as part of the power.

    but why ? tell me your point why you wouldnt want it. i think i would incporate the face huggers with pods being static on the maps at certain location. Once you hit a survivor they would bleed attract facehuggers , then they would have to get rid of them not sure how, but i would add stages kind of a progression to it until fatality if they do not get rid of. If you do not get rid of it in time the chest would burst. kind of like a piggy trap ! id remove the turret and tone down and runner mode. maybe add a cd to the tunnels to balance it. somewhere around those lines

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513608#Comment_3513608

    I mean how would you incorporate Facehuggers? Because to me it sounds like a side objective for survivors to get rid of.

    well thats usualy how killer are designed, its part of their base kit powers. sadako, plague, wesker, nemesis only to name a few! and are those killers considered too strong ? theyre not

  • @Piruluk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513623#Comment_3513623

    Yeah, and the turrets also having mega spine chill, can sense the alien from 40 meters potentially, so stealth won't be a thing with him.

    A good squad, hell even decent solo players will have much fun bullying the Alien.

    Sorry but another killer designed around the fun of survivors

    exactly man. This game gives so much tools to memes killers. Im really disapointed.

  • @Piruluk said:

    Xeno wont be played much from what I seen survivors saying that very fun to play against and balanced killer.

    Just like demo, which even was available one of the rarest killer.

    Alien power is far weaker compared to Wesker's or Blight's, yet alien power can be turned off by survivors, new killers theme is counterplay, which wont work because one just can play the older killers without counterplay

    Exactly what i meant by killer opression. Theres already video around showing survivors playing with aliens by stacking turret blinding etc. To me its simply bad choice. When there was so much to be done. I agree that wallclimbing is not a good idea in the game, but adding a secondary objective with facehugger, or having to cure acid, would have made sense. Or at the very least if you feel hes too powerfull then dont add anything to him but remove these stupid turret. From a Killer POV this is awfull and just another thing to deal with.


  • @Xendritch said:

    Acidic Blood-This is an add-on so it is in the game

    Facehuggers-This would have made Xeno another gen stall killer which nobody wanted

    Wall Climbing-A dev confirmed this was considered but the game wouldn't really have been able to handle it from a technical standpoint and it wouldn't work on certain maps.

    Beyond that considering the chapter is based on the first movie there really wasn't much more they could do like Xeno doesn't actually do a lot in that movie. The only thing they really left out was cocooning people and had their own type of hooking system but would anyone have really been excited over that?

    So outside of wall climbing BHVR actually hit the notes they needed to. A pounce would be cool but that's basically what demo has and people already compare Xeno and Demo too much. On the topic of the turrets all you need is one of the yellow add-ons that nerf them (start chart or e-helmet) and they're basically a joke so as far as built in counterplay killers go Xeno probably has the weakest one out of all of them. Most cases turrets buy survivors 3 seconds of distance and that's it which is probably fair for having the best map traversal in the game.

    how would facehugger transform him into a gen stalling killer ? im not saying theyre fair or unfair the turret, i just think its extermely awfull to have to deal with that. Killers shouldnt have a secondary objective to deal with we already have enough.

  • is it out yet ? can i move to pc with all i made on ps5 ?

  • were can we do this exactly ?

  • @Ivanynakov said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383994/killers-are-helpless-and-its-going-worse-and-worse

    Having flexible repair speed on generators (based on generators repaired/survivors died/hookstages) could balance SWF, SoloQ and Killer games.

    • For every generator repaired, Survivors would get (x)% repair speed penalty.
    • For every hook stage, Survivors would neglect (y)% repair speed penalty up to 0% penalty.
    • For every Survivor dead, Survivors would get (z)% repair speed boost.

    With setting the right numbers for variables the skill gaps would be smaller, leading to more balanced and enjoyable games.

    yep ! at some point just nerfing and buffing perks just cant make it. Because the gap btw SoloQ and SWF is SO HUGE. Thanks for taking the time to read! I love your idea how you presented it. You just took mine and expressed it way better. Having those flexible affix based on how the game progress could potentialy fix the hatch issue too.

  • @Akumakaji said:

    I havnt read any comment here, just as a preface if my buler points were already addressed: peeps rightly claim that you shouldn't be punished for playing with your friends and that dropping the Hammer to savagely on SWFs would severely hurt the game, and this peeps are right.

    And while a lot of killers paint all SWFs groups as blood thirsty bullies that make playing a decent game impossible, the vast majority of times SWFs play right into the killers hand by being extremely altruistic and favoring going for a risky safe, instead of slamming this gen and letting their buddy marinade into second hook stage.

    Fully tooled up SWFs are a true nightmare, though, and if they are committed to just winning, splitting up and favoring gens instead of friends in lieu with BNP and toolboxes will nearly always see them through with rarely more then 2 or possible 3 hooks by the killer.

    I offer two solutions that would help to defang the situation, without hurting peeps who just want to play with their friends.

    1) Show who played with whom after the game. The killers who would write down all the SWFs groups should be even rarer then true SWF seal teams, but this would show killers how many of the games they rolled actually had a SWF in them. And in the cases were an extremely well coordinated SWF tabled the killer, they couldn't gaslight them by claiming "lol, no we are soloQ and never met before. You were just bad". There is basically no reason to withhold this information, as openness about the perceived OPness of SWF contrasting with reality can only help to sooth both sides.

    2) Don't allow duplicate perks and addons in a SWF. A casual group of friends might only have to adjust slightly, until everyone finds their niche, and someone might discover their new favorite build or perk this way. In my own SWF group we already have basically no double perks, besides a Lithe, Unbreakable or Proof here and there, as we all just run our favorite builds and try different stuff.

    It's the highly tooled up SWFs groups that might feel this the most. They will also adapt the fastest, but that's ok, at the very least build variety will help to mitigate some of the most broken and bonkers setups. SoloQ players won't be affected by this at all and can just equip whatever they want.

    then balance the game around the fact that you face SWF with so many tools. i dont want to punish them for playing with friends, i want it fair when i play vs them ! But they arnt balancing the game around them , they are trying to find the sweet spot between SoloQ killers and SWF ! and thats near impossible if you ask me. Because the gap is so huge between the 2 !

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486704#Comment_3486704

    He definitely doesn't need any.

    He's got one of the best chase powers in the game with insane mobility and map pressure. Couple that with crazy add-ons and he's the strongest Killer in the game.

    nah i know he doesnt need. i was just comparing both killers from playing perspective !

  • its fine like its at ! imagine being able to unhook yourself twice. that's too much. unless you make it usable only once per game ! but then again i think its fune the way it is. we all had memorable game using it. I sure remember using while me and another guy where hooked on the basement and bubba was guarding the entrance preventing the 2 other guyz from saving , ive unhooked both of us and we manage to all get out. High risk high reward !

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383824/there-will-not-be-killer-as-successful-as-wesker-again-probably

    We can, basekit blight is similar in terms of design with skill being needed on both sides etc. We just need a killer with a high skill fun power which there are a handful. I am sure they can come up with more.

    add a secondary objectives to do with blight and they are pretty similar. Blight has no slowdown.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486684#Comment_3486684

    Still what?

    We don't have any new stats. I'd like it if we did, perhaps the game isn't Killer-sided anymore, perhaps it still is, we don't know.

    sure doesnt feel like it. I didnt even talked about made for this .. its just getting worse and worse. gotta wait and see but i dont have my hopes too high with the coming change to camping hooks. I see dark times for killers coming. See those 2 kills on average per game melt like snow on a sunny day !

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486669#Comment_3486669

    That is correct. This is also before the complete destruction of DH.

    Likewise, the escape rate is 39%. If the rate was 50%, that means that (on average) in matches at that skill level, two people escape the Trial.

    The escape rate is 39%. That means that, on average, you get about 1.5 people out be Trial. That basically means you have an equal chance of someone escaping thru Hatch or for two people to get out thru the Gates.

    39% means that Killers are killing over 2 Survivors per match on average, even at High MMR.

    ok i tho it was 4 persons out ! thats a bit better than i saw it. But still

  • if 4 persons escape every 39% of the games ! thats high in a survival game. thats almost every 2 games ! not sure what you wrote but i know you refered to that statement ! in other words thats means that 39% of the game the killers are left with no kills !

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486655#Comment_3486655

    If I can 4k without tunneling and camping so can you bestie. I play wesker, a very balanced killer so if I can get 2-4k every match with very few exceptions im not seeing an issue.

    If you choose to play bad killers then thats on you, dont be upset when you are at a disadvantage. You did mention you dont want to play killers like blight,huntress or nurse. Who are all chase oriented so im assuming you dislike chase killers. Chase killers are pretty much all the good killers in the game. If you are actively choosing to play ghostface or bubba thats your fault. Sure, the devs could do better at killer balance, but you are actively playing bad killers and then being upset matches are going badly.

    since the nerf to regression perks i do not play ghostface, but i do love M1s killer. Recently ive been having a lot of success with demo , plague , trapper , saddako. Yes the devs should balance the killer pool a lot more. But again i still stick to my idea that gens are going way to fast man , way too often i have to be mean and force kills because of that. I genuinely think that its too easy for swf compare to killers. i do not wish to make 4k every game. this is not the point. A lot of killers would benefit from making smaller maps or at least spreadign a bit less gens on the big maps. Removing some pallets by tuning SoloQ and SWF seperatly. Im sure there a lot to be done, other than forcing killers to avoid certain playstyle. if killers camps there a reason to it.

  • @nars said:

    You dont need to 4k every game.

    "12 hook style is dead" 12 hooking isnt a playstyle. Thats stomping. Do you want your playstyle to be stomping every match? Thats ridiculous, and if that ever comes true the game would be super killer sided. If you can get 8 hooks and 2 kills a match the game is balanced.

    by the 12 hook playstyle i only meant to follow the survivor rulebook bud ! wich mean not camping or tunneling someone out !

  • @Dinoraptus said:

    I think there are a lot of people in MMR brackets for one reason or another that they shouldn't be and are struggling as the game balance shifts.

    There are a lot of mechanics, perks, etc. in the game that allow for undeserved escapes and kills and it makes it possible for a lot of folks to get in over their heads.

    In the recent Call of Brine Eruption meta you could literally fall asleep and 4k most games, old DS and unbreakable gave survivors invincibility when combined together. It is just how the game is.

    When MMR first released I remember it being better but then the soft cap got lowered and people started getting games above their skill level again.

    but then again. i understand the concept of matchmaking, but making 2-3gens under 2 mins has nothing to do with skills imo. This is just a group of friend combining certain perks with tools and timing thaat togheter. Lets say i start a chase with someone withing 20 sec of the game, down him within 20-30 sec , hook him , were roughly at 1 min ? most certainly i lost 1 gens if not 2 , by the time i make my way over to catch another one ? shed another 20 ? i find one and tag maybe another ? i down another within 10-20 sec hook him were at 1:50. i most certainly lost another one. im down 2-3 gens i made no mistake downed 2 survors and hooked both of them ? we both made no mistake ? is this a skill issue ? or something is going faster than another ? gens spped are going too fast bro.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486619#Comment_3486619

    The last stats we got said the escape rate was 39% at high MMR.

    and again, while certain killers do so well, some are so weak its so hard to compete. I would probably win more game playing nurse or blight but i hate them. this isnt the playstayle i want. how many of those kills comes from those Stier killers. I understand its hard to balance, but its their job to deliver playable killers.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486611#Comment_3486611

    If you say so. If you are losing every single game you're playing then it sounds like you are above your comfort level, and that should settle. If you're not losing every game, just some, then it sounds like the game is working as designed.

    i never said im losing almost every game, you assumed it. All im trying to do is bring idea to frustrating balancing issues i see !

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486619#Comment_3486619

    The last stats we got said the escape rate was 39% at high MMR.

    thats really really high if you ask me ! that means you escape almost every 2 game !

  • @WeenieDog said:

    Honestly, I get more frustrated playing solo queue than I ever have playing killer.

    yes that i agree. But that my whole point. They are trying to balance the game around the experience for everyone. its impossible to do. IMO they really need to balance thing seperatly. we can all agree that soloQ is rough, adding bots will fix the bad experience for dcs but it wont solve the base problem. I think SWF group of 3-4 should have a shadow debuff to gen speed , while SoloQ should receive a buff since they arnt in coms. if that make sense ! or idk time gate the gens for swf. you can only do a certain numbers of gens within X amount of time to stall the game a bit more. Cause both experience are bad !

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486611#Comment_3486611

    If you say so. If you are losing every single game you're playing then it sounds like you are above your comfort level, and that should settle. If you're not losing every game, just some, then it sounds like the game is working as designed.

    i never said im losing almost every single games. i only said that i can tell there is some serious balancing problems. you simply assumed im desperate for wins. Im just trying to bring some idea and solutions to some evident problem. I really think SoloQ and SWF should be balanced seperatly. Well coordinated group should be faced with harder content. LFG and Groups are 2 things !

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486600#Comment_3486600

    So then what do you think the escape rate was last year for Survivors?

    i really have no idea bro. But even there you cannot compare apple with oranges. What portion of those escape and death were from soloQ and SWF ? these are 2 different world man. at high mmr you barely ever get any soloQ unless its pretty early during the day. We cant look at those numbers unless you start seperating them !

  • @woundcowboy said:

    I played 5 killer matches today and had no fun, even when I was winning. I’m pretty much a survivor main now. Gen regression covered up a lot of this game’s deficiencies. Gutting it as they did has the made killer gameplay the least fun it has ever been

    thats exactly my point man. There is no room for fun build, youre pretty much forced to run gen speed regression perks. And even with them you barely stand a chance. You really have to hustle those wins.

  • @Nazzzak said:

    The 3 gen strat was nerfed because the devs said they did not intend for the game to be played that way. If you are consistently now going up against stronger opponents, then it means you've stomped enough less experienced opponents and the game is now giving you more difficult ones. The game isn't designed for you to win every single game, it will get harder the more you want to win.

    You could 3 gen, or tunnel, or camp your way to countless wins all you like. But eventually the opponents you face will know how, and come prepared, to deal with those strategies. Sometimes those strategies can be detrimental as they'll throw your MMR up high above your comfort level. If they are all you know to use to win, they will lose their effectiveness as you advance and you'll be stomped in return. Copping a bunch of losses may be a good thing in that case, as it may bring your MMR down to a more comfortable level eventually. Best of luck.

    i am not playing the 3 gen strat i simply used it as an exemple. I understand your point bud, i know what matchmaking is. But the problem as nothing to do with skill lmao, if your point is that making 2-3 gens under 2min is what skill is well im out of idea lmao! This is just gens speed problem with perks and tools added up to do em quicker.

  • @fearsxoxo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486597#Comment_3486597

    but like i said i do watch a lot of content on YT, and pros still experience this ! you just shouldnt be losing 2-3 gens withing the 2 first minutes man ! i certainly dont consider myself a pro, but im pretty good at the game i can see what wrong man ! its genuinely way easier for survivors. You have a lot more room for mistake as a survivor compare to killers.

    the fact that they are nerfing BNP and PTS is showing they know gens are going too fast. im not trippin man. The maps are just too bigs for most killers especialy M1s. Theres just too many pallets and the tiles are so ridiculous. This is buying survivors so much time man. How are you suppose to run gens regression perks pallet perks all of that in just 4 perks. There just no way. Either youre playing really low mmr and you dont see the problems im running into but there is serious balancing problems at the moment. EVEN with the event buff instanly breaking pallets it was barely giving us an edge .... imagine!

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486592#Comment_3486592

    Assuming you're the same skill, it's not unbearable.

    If the MMR system screwed you over, then that's not on you, even if it's a difference in skill

    but like i said i do watch a lot of content on YT, and pros still experience this ! you just shouldnt be losing 2-3 gens withing the 2 first minutes man ! i certainly dont consider myself a pro, but im pretty good at the game i can see what wrong man ! its genuinely way easier for survivors. You have a lot more room for mistake as a survivor compare to killers.

  • @Hawk81584 said:

    if you have that much time to write that much....then you have plenty of time to learn the ends and outs of the game. killer isnt broken.

    i know how to play killers thanks !

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486577#Comment_3486577

    I almost exclusively play Killer.

    The game has issues on both sides that need addressing.

    Chief of which is probably matchmaking. Lots of people getting matched against people better than them, creating the idea that the game is sided against them when it's really a skill issue. It's not their fault, to be clear. They shouldn't be sent out to slaughter like that.

    SoloQ as survivors too hard and frustrating i aknowloedge that, Killer vs SWF ( especially competant ones ) unbearable !



    matchmaking is ass ! and its only gonna end up making ppl leave !

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486311#Comment_3486311

    Maybe i am bit overacting, probably you are right.

    But honestly, tunnelling feels worse. DS always gave me fight back chance when it was strong enough. But now i have nothing. OtR is really not good to stop tunnelling. It's not effective like old DS.

    And i never saw tunnelling was that popular, it was always in game but it's now almost every game. Some games it's me, some games one of the my teammates. I don't think currently we have healthy game.

    tunneling feels worse because of the gen speed my friend. Killers feel the need to tunnel someone out because the clock is ticking and it ticks and the gens speed light. When you lose 2-3 gens by the time you have 1-2 successful down. You know you gotta get someone out ASAP. Im sure most killers would stop tunneling if they wouldnt lose gens that quick. This wouldnt solve the problem 100%, of course they will always be tunneler , but im sure it would be from time to time vs unexperienced killers. Compare to now almost every game.

  • you guyz get to enjoy the game .... we dont !!! gotcha !

  • @JonOzzie16 said:

    Thanks for sharing your reason to tunnel. It's been added to the archives.

    i wasnt hopping much constructive comments on this from our fellow survivors community. yall cant relate to this youre too busy enjoying stomping killers 24/7 to even start to admit there is some serious balance flaws right now

  • @Pulsar said:

    Spaces and paragraphs do help with readability.

    The game is in an okay state. There are still outliers that need to be reigned in, but for the vast majority of players, the game's fair right now.

    its not stop it dude. youre not being honest or you just dont play killer at all ! im all for faire games but its definately not

  • this is exactly what i keep saying when gens are flying way too fast. then most of the community seems to wonder why killers need to bring 4 regressions perks. even there its not enough because we need to physicaly be there to kick it in order to make it regress, while survivors have instant tools to help progression. We cant cover the map , being in chase , all at once. this is extremely unbalanced and un fun for killers atm. the game shouldnt be balanced around the solo que experience. it should balanced around SWF. THE GENS ARE GOING TOO FAST AND THATS A FACT ! no matter how good you are youre most likely to lose 1-2 gens withinthe first 45 sec. Dont even think about making a mistake or lose track of your chase or get denied a down or the game is most likely already out of reach. The one chase you engage , you have to go thru several palets and most of the time 3 hits since every one runs DH. This is getting ridiculous.

  • its simple killers are leaving cause this is getting ridiculous how fast gens are going ., how sweaty it is to even win a match, less killers , means you will eventually get way better survivor. they are tunning this game for survivors solos , but killers are totaly letted downed. We get nerfs after nerfs.

  • @MrPeanutbutter said:

    This is what I’ve found based on my experience playing both sides:

    the game is stupidly easy for competent SWF teams

    the game is relatively balanced when it’s a good solo queue team against a good killer

    the game is stupidly easy for killer against potato solo queue

    exactly this man ! i dont want to outplay noobs i want to play fair games against good teams! this is what it should be

  • @IWasLrft2Die said:

    Was there a time that most people didn't consider it survivor sided (outside of periods of pretty game breaking bugs or imbalances)?

    if the game was balanced around facing swf i would say it would be pretty fair. But its not , its balanced around the average solo queue experience ! wich is ######### dumb IMO , it should be tuned for the end game high mmr team or killers

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398899#Comment_3398899

    Unfortunately, Ranks mean nothing for MMR.

    Are you on Xbox?

    You can check your stats there.

    ps5

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398889#Comment_3398889

    Rank 1 doesn't mean anything for matchmaking, just fyi.

    thats the only only thing i can say regarding my mmr ! i dotn play pc so i dont have access to my stats

  • @MrSlayer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398775#Comment_3398775

    Well, I'm running exactly one regression perk - Overcharge - in all by builds, cause I like it. Sure gens are poping right and left, but I rarely get kills when there's more than two left. You must either be in MMR higher than me or should ask for advice - people on this forum are very helpful when asked a direct question. What are you running right now (perks and killer)?

    im rank1 and it depends on wich killer but nemesis i run franklin/eruption/callofbrine/lethal pursuer on ghost face i run merciless/thrilling tremors/ call of brine jolt on pinhead i run thrill of the hunt/sloppy/hex face the darkness/franklin on myers i run bamboozle/ jolt fire up terminus sometime i mix around things depending on addons but thats mostly it

  • @Jago said:

    M1 killers often feel hopeless against good teams / efficient survivors, that's how the game is designed ATM. Have to sweat to get results.

    yep ! they are the killers i enjoy the most but they are wayy too weak in the current state and its only gonna be even worse with less gen protection

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