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lord_of_dogs

lord_of_dogs

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lord_of_dogs
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  • Just learn his counterplay, quit complaining. People like you, the crybaby survivor only mains, are responsible for all the bad things like SM butchering, chucky butchering, that Krause ptb, and SO MUCH MORE, all because you refuse to actually try. DEVS PLEASE DONT LISTEN TO THEM, DRACULA IS PERFECTLY BALANCED!!!!

  • Yeah I think they should revert everything except for the haste part. The reason why is I think it is unfair for a survivor in chase to be suddenly punished for their teammates mistake from across the map. Everything else should be reverted though, she was so unique and the people who complained just had trauma from chess merchant.

  • Quit complaining, people like you are the reason for things like that horrible 8.2.0 ptb, learn the game. Or just put on unbreakable, it’s literally free. Just don’t make the game worst for all the killers.

  • @Jay_Whyask said:

    Stealth on recalls would be fine if she actually had a decent amount of Undetectable, what is it right now, 6 seconds?

    A majority of that time is spent decreasing your terror radius, so it's probably like 2 seconds of actual undetectability.

    Maybe not even that much. It used to be 8 seconds, 6 of which were spent decreasing the terror radius, so in the worst of cases (the devs are famous for overlooking things) she has literally 0 seconds of stealth after the 2 second reduction…

  • It’s cuz pixelbush suggested it lol. I do agree it’s bad tho.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047126#Comment_4047126

    They should be balancing around people knowing what they're doing, you can't just keep babying bad players by showering them with buffs. That's just making the role even stronger than it already is, not helping inexperienced people and only being further utilized by good survivors.

    Agreed 100%.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047154#Comment_4047154

    …wait a sec I think I actually made a post abt this last week. I'm just gonna copy that.

    The issue, I think, with adding very specific counterplay tips is that sometimes the devs intended counterplay and the actual counterplay aren't the same.

    Look at how bots play against Plague. They spam cleanse. And that's bad because most players prefer to vs low-cleanse plague, where you are all injured and shes an m1 killer with very limited uses of her power (outside of iri), instead of high-cleanse plague, where youre all healthy and try and force her power on her by using up all of the fountains.

    When approaching making tips for plague, what do BHVR suggest? To cleanse, like they instruct their bots to do, or not cleanse, like the playerbase agrees to do?

    Of course, some killers would be made easier to vs by adding better tutorials. But honestly? I think most players wouldn't even look at them properly, and those that do risk being given advice irrelevant to the killer, region or mmr theyre playing against/at.

    If they wouldn’t look at it properly they would have no right to complain. It would be their problem if there was a tool to help them learn and they just decided not to use it.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4047315#Comment_4047315

    Why would you balance around a group of players you recognize is a huge minority? Isn't the game meant to try and be fun for most people?

    You should balance around high mmr. He is right. The dedicated players that have played enough to get good should be favored in balancing over the bad noobs who couldn’t care less about learning and just complain and dc instead. And the reality is in high mmr gens DO fly and survivor is massively favored.

  • Agreed but I think she needs even more buffs such as a shorter cooldown after a throw and faster hatchet speed.

  • Chica should be a skin for twins (cupcake as victor), foxy for blight, Bonnie for the spirit, and Freddy for the dredge. That said it probably won’t happen as Scott cawthon has said he doesn’t want the children’s souls in the animatronics to be killers for some reason.

  • It would be great! Chica for twins too!

    @lord_of_dogs said:

    with the FNAF chapter close by, dead by daylight is likely to gain the most amount of new players at once in this, their biggest chapter ever. This is a great opportunity to make skins of the original 4 animatronics for various killers (assuming spring trap is the killer, as anything else would be a disservice). A great fit for one would be chica for twins, with cupcake as victor! This would be very good for the twins themselves too, and would certainly massively increase their pick rate, which would also decrease their kill rates, as there would no longer only be their mains. Obviously this skin would have to be very special, new animations, sounds/ voice lines, new mori, lobby animations etc. cupcakes size would also probably need an adjustment to not be too much smaller than victor, and maybe even add some claws that open when pounce is charged in order to give the survs and killer a visual warning like victor does. Just to be clear the unbind animation would be similar to the movie, cupcake would be in the plate, not in a hole in chicas chest cavity. All in all this is a win win opportunity!

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3926971#Comment_3926971

    What makes you say that, any particular reason you think this'd be too hard of a hit?

    Have you tried playing killer in high mmr without slowdown? It’s not even a matter of choice, if you want to have a chance at winning you need to stack at least 2 slowdown perks, if it’s a lower tier killer you are forced into quad slowdown, otherwise the gens will fly and you will be left in the dust. It’s annoying for killers too because it’s not even a skill issue, people focus on tunneling and slugging without addressing gen rushing: the reason killers use those tactics!

  • NO. DEFINITELY NOT. If you did this gen regression would have to be quadrupled. It would be better if they just doubled base regression and nerfed slowdown across the board.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925487#Comment_3925487

    Potential to kill the game if we add a killer designed to be overpowered? Absolutely. Great way for survivors to quit.

    For the last time, I’m not saying to make him overpowered, just Dracula level!!!! And no, even if he were to be overpowered the game would not be negatively affected, sure some salty crybaby survivors would leave but the influx of killers would be so huge it would drastically offset the negativity.

  • @kit_mason said:

    Overbuffing.

    Most of the killers I went to play are now unhealthily strong. It takes all the fun out of it.

    My hope is that BHVR reins in the killers I main just a tad so I can play them again, though!

    You are the only soul that thinks this way. There are no “overtuned” killers except for nurse.

  • Even if he does get forced into becoming a skin, NOT TRAPPER!!!! Why would you make him a skin for that character of all of them??? The second weakest killer in the game, completely useless and boring to play as and against???

  • The design is good, too bad the perk itself is completely useless and not at all worth a slot…

  • @RpTheHotrod said:

    At the end of the day, this is a game for all players to enjoy. Balance would need to trump realism/lore. We should strive for proper balance for all parts of DBD.

    Not for this chapter. Do you even realize how much potential it brings?

  • @Ace_Main said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925133#Comment_3925133

    Ah, so now you’re the resident lore expert? Thanks for the 'lesson,' but I’m well aware of how Springtrap works, and you’re missing the point. The whole situation with him and the night guard isn’t some well-crafted, complex plot twist; it’s an example of how FNAF is built on a mix of convoluted mechanics and luck rather than actual intelligence or strategy. Sure, the security guard had a 'child voice recording'—that’s not exactly a deep, well-thought-out escape plan, just a gimmick to drive the story.

    And your whole ‘he didn’t outsmart him’ argument is just another way of excusing the reliance on cheap, convenient plot devices to get by. You’re talking about 'tools' and 'circumstances' like they somehow make the story more meaningful, but really, it just makes the narrative a bit of a mess. It’s not complicated, it’s just messy. But hey, I get it—FNAF is all about weaving as many twists as possible, even if they don’t always make sense. You can keep holding onto the lore as though it’s some masterpiece, but let’s be real: it’s full of holes.

    Sure but that doesn’t even have anything to do with this post lol you are just clueless about the lore (and yes I happen to know a lot about it) it’s not perfect but that has nothing to do with the post.

  • Even if they could I doubt they would. Balloon trash is probably the most hated character in the FNAF franchise (for good reason 😡) nobody would buy him.

  • @Ace_Main said:

    https://forums.bhvr.com/dead-by-daylight/discussion/444848/springtrap-needs-to-be-very-strong-a-at-least-and-pizzeria-map-needs-to-be-killer-sided

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924747#Comment_3924747

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925001#Comment_3925001

    FNAF fans talk like Springtrap would dominate in DBD, but the guy literally got outsmarted by a night-shift employee making $4 an hour and a door button. That’s not a killer — that’s a security system glitch.

    That tells me you know nothing about the lore. Its ok, imma explain: After William was trapped in the suit for 40 years, fazbear fright was re opened. Spring trap was found and assumed to having been part of the attraction. He hunts donwn the night guard, who only survived due to being able to lure him the the rooms away from him (with the child voice recording that overrode his consciousness due to the animatronic programming and forced him to go to whichever room he thought children were in) it’s complicated but the security guard definitely did not outsmart him, he just simply had the perfect tools to deal with him.

  • @ShanoaLegendaryPlz said:

    We alredy saw what that did for kaneki. They nerfed him twice after he became one of the most hated killers next to skull merchant. If most of these players coming into the game are new, it doesnt matter if the killer is super strong because their mmr will be at 0 giving them the newest easiest survivors to play against as well unless they lobby dodge, so they should generally have a good time for the first little while.

    I am not saying to make him release kaneki level (that would be s tier), rather Dracula level, a perfectly balanced killer, and be as difficult to pick up as him.

  • @smurf said:

    It would make no sense to release the FNaF chapter with an overtuned killer who then gets nerfed. I know you said to just make it an OP killer and not nerf it, but most people do not want to see another Kaneki released into the game, and especially not when that killer doesn't get nerfed. However, something requiring a little more skill, a la Dracula, might not be so bad.

    Also, people coming to BDB for the FNaF chapter will be new players. You could play an m1 killer with no power and stomp as a <100 hour player on killer. Killer only gets challenging when survivors outpace your own skill level. But some brand new survivors barely know that running to a pallet helps them. Ultimately, players brought in by the FNaF chapter do not need a Blight-level mess to enjoy the game as killer. For a while, they'll be able to just down survivors because they have a left mouse button.

    THATS why I said he should not be nerfed. And I’m not saying overpowered I’m just saying singularity or twins or Dracula level, they are not OP they are perfectly balanced. I’m just saying to not make him weak. Obviously he would also need to be as difficult to pick up as those killers.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924783#Comment_3924783

    Your post! And this comment too now. It's my sincere belief you're trying to bait hugely negative reactions with this post rather than making a statement that wants to make material improvements to the game.

    No, I am saying for the long term health of the game, for this specific chapter only, survivors should be disregarded. I know it is a controversial opinion but it’s not a rage bait.

  • @kit_mason said:

    truly immaculate bait.

    What are you talking about (I can sense you are a survivor main, your opinion is not necessary)

  • Blight is fine as he is, he is very difficult to bat value from, he is the most fun killer in the game. Do not touch him again. Survivors need to learn his counterplay and get good.

  • @Spaceboi_Scaphandre said:

    As time has gone on and we've had so many killers added to the game, there's one killer who stands out from the rest of the roster: Blight. Next to Nurse, he's the best killer in the game, with both a high pick rate and high kill rate, as well as a massive power disparity from every other killer in the game that it makes me ask: Why?

    Despite being one of the two best killers in the game, Blight has a low skill floor. His power is stupidly simple, just press the power button to rush and bump off walls. His skill ceiling then comes from map knowledge, how you can reliably bump off walls to catch survivors. But despite this really strong power, he can do normal chases just fine so even if you're still learning how to effectively use his power you can still chase survivors like you were a regular M1 killer, then just easily go into rush once you caught them in a bad spot to quickly get them. Compare that to the other best killer in the game Nurse who is the slowest killer in the game moving slower than normal survivor speed to make up for the fact she can go through walls. But Blight doesn't have such a weakness, he's just a direct upgrade compared to other killers, and his addons make an already overpowered killer even more powerful.

    Because of this, he has a high pick rate and high kill rate, as despite this high skill ceiling with map knowledge anyone can pick up and play him and get good results with him, even if you're a survivor main. Which begs the question: Why? Why is it he's as powerful as he is, when all these other killers even Nurse have glaring weaknesses or counters to them, some of which are baked into their kits? Why is it that Xenomorph has to have flame turrets that knocks him out of it's power, but Blight is fine as he is? Why does Dredge have locks on the lockers to counter him, but Blight is fine as he is? Why can't Legion see scratchmarks when using their power, but Blight can?

    The power disparity from Blight compared to the other killers is so high that it makes me question why all the other killers in the roster are designed the way they are with their big weaknesses or low power level, but Blight gets a pass with having little to no weaknesses other than pallets. If Xenomorph didn't have the flame turrets he'd still be weaker than Blight. If Vecna didn't have the treasure chests, he'd still be weaker than Blight. If Dredge didn't have the locker locks he'd still be weaker than Blight. If Pyramid Head could send survivors to cages without needing them tormented he'd still be weaker than Blight. Hell give the Pig 10 reverse bear traps and she'd still be weaker than Blight.

    Why bother with all these weaknesses for the other killers when Blight's been virtually unchanged for years? It just seems unfair that all these new killers that have all these interesting kits have massive glaring weaknesses, when Blight's over there being a direct upgrade.

    What I'm about to say will probably make a lot of people mad, but Blight should probably be nerfed. He is just way too strong and has been left overtuned for years compared to the rest of the killer roster. His power has no downsides to using it, and he can chase just fine without needing to use it, so why is it like this? There's three avenues that could be done to nerf Blight while still keeping him strong:

    • Take away two rush charges capping him to three. Does he really need five charges, with some of his addons increasing it to seven? He already gets a lot of distance and has a normal run speed. I do not think he needs five charges. Kaneki is limited to just three charges with his leaps, and he has to damage someone with his power to get it to three so it's at two normally. But Blight just gets five from the start and they recharge quickly.
    • Decrease his base movement speed to make up for the fact he can rush. Nurse has her base movement speed at slower than base survivor movement speed to make up for the fact she breaks the rules of the game going through walls and obstacles. But Blight has no such weakness, he's just a direct upgrade over every M1 killer
    • Remove scratchmarks when rushing. This would increase his skill floor as you would really need to know where they're going and how loops work, and give survivors more counterplay to Blight to fake him out. Spirit's power is super powerful but she cannot see survivors while in it to make up for that, which gives a high skill ceiling when using her as you gotta rely on sound to hit them. Legion cannot see scratchmarks when in Feral Frenzy and can only see survivors with killer instinct after hitting someone. But Blight can see scratchmarks when rushing just fine, making an already powerful killer even more powerful.

    The only other option would be giving every other killer massive buffs to get them closer to power to Blight, but I know that's not realistically possible so nerfing Blight is the only other option. But hey, I guess we should nerf Kaneki right? After all he can quickly injure you and dash around the map just like Blight, only his power cannot down survivors but Blight's can, and Blight has more dash charges than Kaneki. (Now I await the replies that say I'm dumb, stupid, and dumb)

    NO. HELL NO. NO WAY. DO NOT DO THIS.

  • They should also add a priority system that lets the auto blood web and bulk spending prioritize certain Addons or perks chosen by the player.


  • If that is true it’s a big problem. They should buff the weaker killers to the same level of the stronger ones.

  • Singularity was NOT over buffed. He feels great to play now.

  • @lord_of_dogs said:

    What would you guys think of a system working like this: ( one or the other)

    1- After the first match of a survivor or killer playing as/against a specific killer, they are forced into an unskipable video on the specifics of how to play as/ against said killer. The videos will also be available to see in the tutorials section.

    2- a little ai crow will follow you around in your first match of a survivor or killer playing as/against a specific killer. They will give you tips as you play.

    I am more inclined towards the first one, what do you guys think? How could this be made better (did I miss anything)

    any opinions??

  • @SoGo said:

    So, Hag is one of the two least changed killers in DbD, alongside Myers. She got some smaller changes last year, but I'd really like her to get more.


    • First, most people want to make her a 4,6 killer to make her chase better even without the traps. My opinion is slightly different: keep her as a 4,4 killer, but give her a 10% or even a 15% Haste boost for a short time after she teleports to a trap. This could solve the "S tech" that keeps popping up and make her better overall.
    • Another thing that is a bit annoying, is the teleport range. Even after her more recent buffs, the range add-ons are still needed, especially on big maps. My solution to this is increasing the teleport range to 54 meters.
    • Also, the fact that traps don't give you a Loud Noise Notification when they get wiped away, but do when they get triggered, is odd. So, I would like to see these swapped, so the Loud Noise Notification triggers when a trap is wiped away, not triggered.
    • The next thing is to make it just a bit harder to proxy-camp by making it so traps cannot be set up in a 8 meter radius of a hooked survivor.
    • The next issue are most of her add-ons:

    Waterlogged Shoe (Buff):
    • Increase the movement speed bonus to 10% resulting in 120% movement speed.

    Scarred Hand (Bonus effect):
    • Now it also sets your trap count to 12.

    Grandma's Heart (Rework):
    • Teleporting to a tripped trap grants you the following effects for 7 seconds:
    - The attack cooldown after a sucessful hit is decreased by 10%.
    - The attack cooldown after obstructed or missed hits is decreased by 40%.

    Disfigured Ear (Rework):
    • Any survivor that comes within a 10 m range of a trap will become Oblivious. This effect will not announce itself in any way and will linger for 3 seconds after leaving the 10 meter radius.
    • Hitting a survivor after teleporting to a tripped trap makes them Deafened for 30 seconds.

    Bloodied Mud (Rework):
    • Whenever you hit a survivor right after teleporting to a tripped trap, gain a token.
    • If you have more than 15 tokens before the gates are powered, the following effect triggers:
    - If a survivor trips a trap in a 16 meter range of the Exit Gates, the gate loses 25% of progress.

    Dried Cicada (Rework):
    • After teleporting to a tripped trap, all survivors in a 16 meter radius will scream and reveal their location.

    Cracked Turtle Egg (Rework):
    • For 6 seconds after teleporting to a trap, your lunge is increased by 35%.

    Swamp Orchid Necklet (Rework):
    • If a survivor sets off a trap in a 12 meter radius of you, it will stay up even after the Mud Phantasm dissolves.

    Half Eggshell, Powdered Eggshell, Dragonfly Wings, Cypress Necklet, Rope Necklet (Buffs)
    • All of these add-ons will recieve the former effect of an add-on one tier above them.

    Bog Water (Change):
    • Increases the traps trigger range by 20%.

    Disagree with the first change. She needs 4.6. Range req should just be removed too.

  • Survivors are just crybabies. Get better. The only changes ghoul needs is his range back to 16m and a nerf to enraged vault speed.

  • The worst part is that that is likely intentional. After they destroyed houndmaster’s knotted rope and made it the most useless addon in the game (literally invisible effect that doesn’t affect gameplay in any way) they said the new effect was more in line with their expectations for “that kind of addon”. They want the majority of Addons to be unusable. It’s enraging.

  • What would you guys think of a system working like this: ( one or the other)

    1- After the first match of a survivor or killer playing as/against a specific killer, they are forced into an unskipable video on the specifics of how to play as/ against said killer. The videos will also be available to see in the tutorials section.

    2- a little ai crow will follow you around in your first match of a survivor or killer playing as/against a specific killer. They will give you tips as you play.

    I am more inclined towards the first one, what do you guys think? How could this be made better (did I miss anything)

  • @Memesis said:

    …what? I get lich and sadako, but dredge? It's my impression that noobs play against each other, and noob dredges don't stomp, they GET stomped

    Nope! The nightfall makes noobs hide in fear. 65% kill rate in low mmr.

  • @Daniel_Silva04 said:

    The Lich is definitely not weak, most people just don't know how to use his spells correctly. But regarding Sadako and Dredge I agree.

    When saying weak i mean high mmr standards, in which even his correct usage is.

  • @Retro_Gamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916798#Comment_3916798

    The Nurse's blinks is already broken on a huge number of maps.

    Thats what I said… she needs changes.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916425#Comment_3916425

    The funny thing is I know Freddy is most likely just because he is new, the others have been around for a long time and do need dealt with, they have more consistent data.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916782#Comment_3916782

    You're just outright wrong, people only complain about S-Tiers, which we've had a lot of recently. They have the data and they must have been performing really well so they took action. Said killers have more interaction (Bar skully who is the only one I'd agree is not in a great place anymore), if a killer is performing super well across the board, they are S-Tier by stats and facts, not by your favourite content creators opinion:

    -Dracula is still strong and is in a much healthier place, my secondary killer
    -Chucky doesn't win at pallets anymore, as it should be, only punishes greed/bad positioning, before he just got hits for free
    -Wesker is still strong and fun to use (but needs QoL for controller and needs his techs removed)
    -Nurse is flat out broken and needs dealt with
    -Blight is flat out broken and needs dealt with
    -Xeno's tail tech needed dealt with, and they are still fine to play, even strong on some loops, people were once again getting free hits with their tail drag. People like me who played them casually havn't been effected by the change.
    -Ghoul is still flat our broken and needs dealt with so he has interactivity because they have been designed boring.
    -Clowns haste stacking has been dealt with, zero interaction.
    -Houndmaster is getting more bug fixes and works just fine, I play her all the time.
    -Unknown is in a good place, they are my main they have tons of interaction
    -Freddy's rework was successful, fun to use and effective too.

    Killers acting like the killers are nerfed into being useless, you just don't have unfair techs to grant you instant wins at loops. Saying we have to learn to play? Survivor gameplan has barely changed for 8 years and you still don't know how to chase them with anti-loop powers? I think that says more about the killers crying about survivors complaining than it does about survivors who have to deal with NEW POWERS every chapter.

    Skully mains are the only ones who have a right to complain tbh, and there rework is on the way so…. /shrug

    No you are just simply wrong and biased towards survivors. lol you are saying chucky and skull merchant were s tier, no, they got obliterated for survivors complaining (they want every killer trash tier like this) while survs get OVERPOWERED perks like shoulder the burden or duty of care every patch which killers need to adapt to. So don’t start with the survivor victim complex here.

    Blight is FINE. He doesn’t need to be dealt with, the terror radius change already gives survivors a greater warning. It’s ok for him to be strong, he doesn’t break the game like nurse. Maybe make him recharge ONE token after manually breaking a pallet.

    Clown DIDNT NEED the indirect nerf, it just made a very weak killer even worse.

    Ghoul is FINE, he only needs his range back to 16 meters and instead nerf the pallet vault speed.

    Wesker techs are some of the most fun parts of his kit, and need to be KEPT. HE IS FINE.

    You are asking for killers to be butchered when they DONT NEED CHANGES out of nothing but spite when that would destroy them. Only nurse needs to be changed.

  • It would be fair if maps like badham, garden of joy, eerie of crows and red forest didn’t exist, but they do, so it’s not. Especially with the vast majority of those problematic maps being survivor sided.

  • @Retro_Gamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443572/so-if-we-are-aiming-for-60-percent-kill-rates

    How many more strong killers do we need to nerf before survivors finally stop complaining?

    Instead of studying assassins and their weaknesses, people keep saying they are having a hard time.

    Strong killers win because most of the survivors can't and don't want to learn anything.

    EXACTLY!!!!!!!!!!!

    Survivors keep complaining about every killer instead of even trying to play against them and learn their counterplay! They go next on hook and complain! The worst part is that they actually got some killers DESTROYED! Chucky, Skull merchant and almost xenomorph! The devs NEED to stop catering to the WRONG PEOPLE!

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916512#Comment_3916512

    I don‘t think that is a nerf-buff. It’s just a flat buff and he performs perfectly fine according to the current kill rate in high MMR, so he definitely needs no buff there.

    That was supposed to be an example. Take the ghoul auto aim reduction instead. That was a nerf that buffed him in high mmr.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916505#Comment_3916505

    The devs target for being too strong is more than 65% and he is 4% above that.

    Making him more difficult to play would also be some form of nerf.

    Not necessarily, for example the ghoul reduction of auto aim helps the higher level ghouls.
    A good change would be making snares faster for example. A buff, but you would have to start doing more prediction skillful shots rather than zoning. He would be stronger and more dígito use. (Just an example, maybe not the optimal change)

    Or increasing the cooldown but also increasing the hindered strength.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916417#Comment_3916417

    I don‘t see the difference to be honest. If a killer has a too high kill rate, it needs nerfs. That‘s what balance is after all. I think it is good to give players a bit of time to let them adjust, but 70% (69) is too much. We don’t know what Freddy currently has, maybe it dropped, but if it is still 70% he deserves nerf.

    Edit: I think I‘ve understood your point now, but why doesn‘t trapper overarchieve in the same way (if it is just about m1 skill)?

    They don’t need nerfs, they need to be made more difficult. Freddy is c tier and has an overly high kill rate, not because of his strength but because he is easy.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916449#Comment_3916449

    This is something to definitely consider. While lower MMR does exist, I feel that we should balance the game on the MMR where people actually have good experience in the game. A killer that may seem unstoppable as a new player could actually be the weakest killers in the game once you know how to face them. It's better to balance around experienced play than balancing around newcomers to make the weakest killer even weaker than they are.

    That being said, lower mmr naturally gives killers an unfair advantage due to a lack of survivor experience (many new players will hide rather than loop which creates a lot less gen progress). Due to this, I would propose that low MMR survivors get a boost to gen speed. This low mmr boost would be eliminated once they leave the low mmr bracket. This would give newcomer survivors a better playing experience. As for newcomers killers...well…killers already have the advantage at low mmr...they can deal with having survivors having some borrowed power for a bit.

    This is a great idea! However the ideal would be an in game guide of how to play survivor and how to face specific killers, something similar to the loading screen but giving tips mid match or something. But as a stopgap measure boosting gen speeds in low mmr is a good idea as long as balanced correctly and with caution to not make new killer experiences miserable.
    A guide like that could also be implemented for killer side one day, but new survs definitely struggle more.

  • One thing most comments in this post are forgetting is the difference between mmr ranks. As the game director has stated, killers are favored in low mmr, and survs in high mmr. This is true for 95% of the killers, and the reason some are so popular. For the low tiers, they are only usable at all in low mmr, try using ghostface or demogorgon in high ranks. Even mastering the killer, it’s difficult to compete against swfs unless said killer is strong. Killers like blight and hillbilly need to exist ( they are also coincidentally very fun, nerfing them would spoil that)

  • @RpTheHotrod said:

    I agree. We need to start nerfing the high mobility killers and bring them down and start bringing the no mobility killers up. If something is a decent amount above 60% let's fix that. If something is below 60%, let's fix that. Lets also stop making every new killer with some sort of dang mobility power. I'd like to see the game going back to m1 killers but with an interesting twist to them that doesn't involve a dash.

    A 70% kill rate is bad. Thats almost a 3K every match on average (75%). A killer shouldn't be winning almost every single match.

    I agree 70% is a bit much, but mobility isn’t the problem, its if the killer is easy or not. Take Freddy, the highest kill rate killer. C tier, B tier at best, but too easy to use. Old skull merchant, old chucky, all of them.

  • @dbd900bach said:

    I don't like the mentality of needing to nerf top tier killers to bring them in line with the obviously not top tier killers. It should be reversed. What can be tweaked, buffed or reworked to be bring other killers in line with the top tier?

    Agreed.

  • Blight is fine and pallet breaking shouldn’t go back to an addon. MAYBE do something like ghoul and make him recharge ONE token after manually brute forcing a pallet

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