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Adaez

Adaez

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Adaez
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  • Ignore everything that person says, if killers we're nerfed so bad that it would be impossible for killers to even get a 1k, they would still defend survivor side and say everything is ok 😂.

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732926#Comment_3732926

    PLEASE, enlighten me; what is there to get BETTER AT???

    Looping? Learning how to sit through thanaphobia + Pentimento Legion and chug through an agonizing game? Learning how to simple say "better luck next game" After getting tunneled off hook at 5 gens? Perhaps learning how to be a better team player in solo q, where communication is non-existent?

    Or perhaps, Watching your generator immediately regress because someone used Surge + Pain Res

    Newsflash, there isn't much we as survivors (ESPECIALLY SOLO Q.) can do to get better at the game because in every opportunity we get, we have killers (like you for instance) screeching about how broken survivors are but REFUSE to open their eyes.

    And if the picture STILL isn't clear enough for you, which I doubt it is; allow me to introduce to you a killer that is STILL disgusting to this day.

    Skull Merchant.

    Because in my experience of playing and watching Dead by Daylight content most survivors feels like they dont get better over time. From content creators winning 95% of their killer games because survivors dont play nowhere close as good as them and make rookie mistakes to when watching content creators playing survivors where they either dont play seriously or give up on hook most of the times. Recently I saw a content creator that played survivor when eating and just killed himself on hook effing their team over, treating the game as a joke. Stuff like this is way too common on survivor side, easily giving up. The truth is playing survivor is nowhere as stressful as killer and they dont really care about dying, feel like some people play survivor actually want to be killed, I dont know if its something to deal with their emotions but overall survivors dont take the game as seriously as the killer side this is why I think there's a skill gap between the 2 sides generally.
    Also I rather face Skull Mommy than go against about half the roster of killers, if your teammates are on the same page with you, she is more than manageable but what can you do when survivors just give up so often when they see Skull Merchant.

  • This update feels like someone played survivor and killer played really good so they decided to make changes based of off that. This game will never be balanced if instead of incentivizing survivors to get better you instead make unbalanced changes that only benefits one side and nerf the other.

  • Nerfing the best gen regression perks while the gen speeds perks and items are untouched is just how BHVR babysit survivors. That's why most survivors don't get better at the game unlike killers, which create a false sense of killers being overpowered when in reality it's just survivors not wanting to get better at the game and instead ask for nerfs for killer side.

  • The fact they nerfed the best gen regression perks while not touching gen rush perks and items or change gen speeds tell you everything you need to know why this game is considered the most unbalanced game in the world.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660332#Comment_3660332

    I mean if they do that, it will be Self-Care but weaker. You can use SC anywhere while this perk is only working in basement.

    No it wont, the speed is obviously faster, sigh, no need to downplay.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658208#Comment_3658208

    I never thought I would defend Feng but when I do play her I play very wholesome. For some reason playing her just brings that out in me.

    I never played Feng because i'm scared to become a Feng main, i'm happy with Dwight, he's all I need.

  • @MikaelaWantsYourBoon said:

    I doubt.

    First look why Feng is so popular and you will see it's just not possible.

    1. Feng is pretty popular survivor in China and Japan since she is cute Asian girl.
    2. She is gamer girl which is loved by gamers and another reason of her pick-rate.
    3. She is free character on consoles with decent perks.
    4. Also Asian characters are simped in west so much from what i saw on internet.

    Sable will be popular. There is no doubt about that but i don't think she will be on that level. I can see she will be popular as like Yui, Mikaela, Kate, Nea. But i highly doubt she can dethrone Feng, Meg, Claud or Dwight.

    Dwight is best boi for real!

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657961#Comment_3657961

    Yeah though I do hope he comes back not as just a dbd streamer but playing other games I did like his Outlast play through but mental health comes first.

    Yeah, there's a lot of games out there that dont mess with your mental health so much, especially offline games, just look at Insym, he's having a blast everytime he plays because he switches games and players what he enjoys at the moment.

  • @jamally093 said:

    Mainly Monto and No0b3 does anyone have any info on what happened to them? Since I kinda miss their old dbd content Monto with his builds and Noob with his well just overall quirkiness.

    They probably just didn't wanna play dbd anymore and that's what the content people we're watching them for, No0b3 would still be around if dbd was less toxic and unhealthy to play, that's why he quit, he said he had issues with depression and I think this game just made it worse for him.

  • @jotaro said:

    Sable isn’t goth. Smh

    Inb4 she gets goth skins.

    Also saying she's not goth or giving goth vibes is straight up wrong.

  • @Nebula said:

    For me personally, all these killers look more goofy than scary.

    I can't lie either, I'm super disappointed in the Unknown's design based off the teasers, I really thought he was going to look way different than what we got. I know people like him though, so they definitely didn't completely miss, but for me I think he's the worst looking original killer they've released (besides Skull Merchant, everything about her sucks). I think there's a fine line between scary and too much and I think they tried way too hard to make him look scary and ended up with something that just looks super goofy.

    I agree, at least Skull Merchant is not off putting and if her kit wasn't so bad at the beginning, she would be one of the most popular killers, I think she looks great and her skins are great, the new killers is just off putting because of the way he looks, gross in a way that makes me not wanna play him or againts him, this is by far my least favorite chapter especially after those teasers made the dissapointment even bigger after the reveal

    @GloomySpooks said:

    The Unknown is a silly little guy imo.

    When they showed that still of half his face in the camping teaser, I already knew I wasn't going to like it. I really dig the creepypasta vibes of the teasers so I see where they got the "big smile, no eyes" look from but idk with all the twisting and his head seeming so small, he just looks goofy lol. A little less twisting and more just deformations and disproportioned limbs would be creepy, and make him look less like Dwight lol, give it some longer stringy hair and make its head a little more of a proportionate size, idk. But yeah, he is creepy but I am def going to laugh more than be creeped out by him. His floppy nodders crack me up.

    Imagine you're a new killer joining the fog and all everyone thinks of you is that you're a silly and goofy little guy, yeah the design is a miss in terms of scary and cool.

  • @Xernoton said:

    Dredge: Not really. I just see a turkey.

    Singularity: Meh. I guess it's kind of creepy that it's a cold and ruthless machine that literally tries to enhance itself by absorbing your body but I keep thinking it would look so damn funny to trip it. Like, run up on it and kick its legs to make it trip.

    Unknown: It's more goofy than anything else. I saw the ingame portrait and started laughing. It only got worse when I saw the actual thing. The worst is the pallet break. How am I supposed to take this thing serious? I just wanna poke it with a stick and see how it reacts. Or throw a pebble at it to see, if it'll fetch.

    Dredge: Turkey

    Singluarity: Meatballs

    The Unknown: The first word I think about when I see The Unknown is goofy

    Like I dont wanna play this killer with his default skin in a game where bullying and toxicity is so rampant especially from survivors.

    Imagine playing this weak killer and being taunted by suvivors, look at that goofy looking killer, he's so bad, no thanks, survivors will neither find him scary or strong, they'll use that againts him, to me he just looks really off putting, I dont wanna see that deisgn on my screen when I either play him or againts him, but I wont play him anyway since I find his power to be just a combination of powers already in a game that doesn't fit him at all, he has a sci-fi type of cannon and an axe, the new chapter needed more time in the oven.

  • And I just realized I botched that comment like crazy 🤣, fixed the spelling errors.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655764#Comment_3655764

    She could not have followed survivors with her hatchet up that well. That's my point. Lying that it was like that is crazy. What's the point of lying?

    Oh my bad, I didn't really know what you we're reffering to without context, and I agree, I think that change should be reversed, at a loop survivors should be able to have a chance dodging her hatchet but like this I feel like there's pretty much none if she's just as fast as when she's not holding a hatchet.

  • @zarr said:

    I agree to an extent, playing for a gen cluster is still very potent. Now, the regression limit wasn't meant to make 3-genning unemployable, it was more specifically aimed at preventing a killer from being able to indefinitely stall the game - playing around a gen cluster in and of itself should still be a viable strategy as well as something the killer can capitalize upon should the survivors 3-gen themselves. But it arguably is too potent still on some specific killers, and the buffed 5% instant regression on kicks as well as the requirement of needing to put in 5% of repairs before the regression stops are de-facto buffs to 3-genning.

    Most importantly, the regression limit does next to nothing to alleviate issues where generators simply spawn too close to each other for survivors to be able to contest them. In these instances, killers can feasibly stall the game for an hour even without kicking gens at all, just by walking from one to the next. The regression limit is not a band-aid for this, BHVR still has to do something about spawns like this:

    https://us.v-cdn.net/6030815/uploads/XQ9OZPGUU7VO/tresgen.png

    Then there are killers like Skull Merchant, Singularity, Knight, Doctor, Hag and Trapper that excel at 3-genning and could do with adjustments to account for that. Singularity even in tournaments after the implementation of the regression limit has had various instances of winning against top teams by playing around a 3-gen setup, with players like Wispy and Knightlight essentially never not at least "4k1"ing (killing everyone at 1 gen left, because they can't get one of the remaining gens done).

    Apart from remedying ridiculous cluster spawns and adjusting some of the most egregious killers in terms of defending gen clusters, I think it could be beneficial to change the regression limit system such that it only starts applying once the last 3 gens are left, but then having a much lower limit.

    This, even if this chance was not meant to fix 3 gens, the game absolutely needs a change and fix for 3 gens, they should never spawn that close of each other in the first place, a good killer can guarantee a 3gen even if the survivors try to break it, as you mentioned in tournament, even the best players cant stop that from happening most of the times.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655764#Comment_3655764

    Agreed. Throwing on hook doesn't get that information regardless, however.

    BHVR clearly keeps track of the kill rates between MMR, but I'm not sure if they do for each killer. At least, they don't show that. Worst case scenario, they do massive changes to appease the survivors throwing on hook or giving up (like they did with Sadako, said as much on a developer stream) or slightly bad, they ignore the criticisms because mid/high tier survivors aren't struggling and SoloQ low MMR is full of players giving up and dragging their teams down.

    Either way, feeding kills to the killer doesn't reflect well on what the killer can do to their personal best against survivors at their personal bests. At the very least, Sadako is in a better spot, but I fear if that trend happens every time a mass amount of survivors throw on hook BHVR will end up nerfing a killer worse than they originally were at.

    Then again, Skull Merchant still exists so she's a good argument against my own. Only time will tell.

    It feels kinda unfair for killers to be punished just because survivors are giving up, most of the times too easy and for nothing, just because they're in a bad mood and dont feel like playing because of that, but play the game anyway and make the experience bad for the others.

    And if survivors give up and dont wanna play againts a killer, its not always because they're too strong, but because they are unfun to play againts, so its not nerfs that they need, but making their power more fun for survivors to deal with.

    Take away from the unfun parts, but compensate on others that are lacking.

  • @mikewelk said:

    It's not to skew the data, they just realized how busted Huntress is and there's no denying it. I would do the exact same because I didn't play the PTB to experience huge buffs to an already balanced killer that came from the devs having a brain fart or something along those lines.

    https://twitter.com/RNIN_St1v1/status/1759992506056425727?t=YZtjl7BtrgqQfmgcCkML9w&s=19

    Try to justify this video.

    I'm sorry but what is this supposed to prove, I believe Huntress could of done that in the past as well, your point?

    @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655607#Comment_3655607

    I'm sorry but this mentality is the real problem.

    Claiming it doesn't skew the data, but doing it anyway to inflate the kill rates even more is exactly what skewing the data is. If Huntress, or any killer, was getting massive amounts of kills then it should be reflected by the pure stats. This is why stats are usually taken with a grain of salt because even 5% could be contributed to things like survivors throwing on hook or killers letting all 4 survivors free.

    Players spread this stuff like wildfire because they lose a few matches and don't put in the work to test these things heavily, just demand reverts and changes, nerfs, buffs, etc without letting it have a chance. And to clarify, I do think the Huntress changes are a bit much, but throwing games isn't the way to go. You want BHVR to see accurate stats? Then play the matches to your best ability.

    The balance in this game is a huge problem and the fact BHVR relies too much on raw data that's skewed by things like that, and the only way BHVR can get effective data is to play a killer at different ranges of skill from survivors and see how they perform.

  • @GoodBoyKaru said:

    the visuals of this chapter genuinely devouring like i don't think there's a single bad thing going on there (let's not talk about the gameplay)

    I agree, they really nailed it with the visuals, the gameplay as always is lacking.

    But who knows, there's always a chance for BHVR to surprise you and fix the gameplay issues and see a chapter health out of nowhere, I dont have much hopes for this but its there.

    Wish they would take the next 3 months before the anniversary to do just that but that's too much to ask I guess.

  • I dont think i've been more dissapointed with a killer before after feeling betrayed by the teasers.

    The only redeeming factor from this chapter is that the new map seems pretty balanced and good looking and the new survivor is also really cool, incoming one of the most popular survivor because finally cute goth girl.

    The way he looks is really off putting but not in a scary way and I dont wanna see that on my screen when playing as him or againts him.

    His power is too early to make a real opinion on but at first glances its not that interesting or fun to use so overall, not really interested in the new killer.

    Also Skull Merchant was really dissapointing at fist, but after her rework she's fun to play as, and I think she is pretty manageable if you try to counter her powe, she's definetly not more than a mid tier killer.

    Maybe a few tweaks to make survivors counter her power more intuitive and fun.

    I like killers where survivors can interact with their power.

  • @Dwight_Fairfield said:

    The Game has a basement. All maps have a basement.

    Nvm, I was thinking about shack.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654445#Comment_3654445

    Yeah sadly I can’t really see them ever going through an Operation Health chapter as new content is what brings people to/back to the game and a large chunk of their revenue besides skins. They unfortunately, as most big businesses do, have metrics to hit every quarter and I can’t imagine a health chapter would go over too well with the higher ups. It’d be pretty cool though…

    This is not true, most people quit, and dont come back to the game after hearing how bad and unfun the gameplay health is.

    Its like advertising a food product that looks good on the poster, but when you open to eat it, it tastes awul even if it looks so good on the outside.

    I guarantee you if the first Residen Evil chatper would have been released today, after BHVR fixed the corse issues with an operation health chapter, that 100k+ player online at the same time would have stayed instead of plummeting almost immediatly.

    Now the steam player count ranges around 30-40k or even lower.

  • BHVR making a change nobody asked for and most community disagree with, they still have not realized they should make changes the community wants to keep current players and bring more players in but oh well, BHVR just does whatever it wants, such is the curse of having no competition in the genre.

    @CarlAlc7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653138#Comment_3653138

    What a dumb argument, by your logic they should nerf exhaustion perks cause should why should you get a free sprint burst of 3 seconds for doing your job as a survivor of trying to evade the killer by running away/vault a window/drop from a landing ?

    Survivor main moment, I can smell the bias.

    They just happy they can bully low tier killers that actually benefited the most from mangled, easier.

    Also BHVR catering to survivors 4/1 ratio moment.

    They make mangled change to not be such a big deal when its actually is!

    @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653327#Comment_3653327

    I think it's the status effects combined in one package that's the problem, not either individually. And what sucks is it seems like Sloppy's not getting nerfed in that regard, and rather, being reworked to account for the reworked status effect with each tier likely applying a longer duration of Mangled.

    I don't actually mind the Mangled rework though since it seems like it'll remain useful for hit n run killers while no longer being as good as just generic slowdown for killers who commit more to chases like Spirit and Slinger. Of course though I'll have to see what the actual duration is like on all of these perks and addons before I really decide if I like it or not. I'm also not sure if I agree with it counting down while hooked which is how I assume it's going to work.

    Mangled on its own is meh, its a strong combo but not strong enough to warrant a nerf, why should killer be punished by tracking survivors down and try to slow them doing generators?

    I would frown at it if it was good on good killers as well but I literally never saw a Blight or Nurse run sloppy, just make killers that are too oppresive attacks be special ones and dont nerf a perk that's viable mostly for low tier killers to the ground because of a small scenario.


    @UndeddJester said:

    I'm not inherently against conditions beimg limited time... Although for mangled does this include time on hooks, carried, or time on the ground?

    Cause that would be a little poor if Sloppy Butcher for example was 90s... a hypothetical:

    • 10s to ensure no saves or flashies
    • 3s to pick up
    • 8s to hook
    • 30s to rescue
    • 15s to get to safety and hide to heal...

    We're then less than 30s left to go on a typical Mangled, give or take with variables above. Maybe this fine really I guess? Vigil would be good... stacking Vigil would be 🤓

    60s Mangled effects seems like they'd be a little pants....

    They didn't mention this but I doubt they took that into consideration and by the time survivors have to heal the mangled effect would be already good, rip.

  • @GoodBoyKaru said:

    If I ask nicely maybe I won't be so licenced fatigue and they'll take a leaf out of Paladins' (of all games) book and focus on balacing and helping to expand on all the old content instead of constantly pumping out more new content

    But idk, give us another Felix skin and ignore solo for another few years.

    I couldn't agree more with this!

    @TheArbiter said:

    I would hope for Operation Health, or in this case, Operation SoloQ

    Its crazy that's what most people are asking for and not new content and yet all that we're getting is afterthought bandaids that are not reall fixing the real problem .

  • @[Deleted User] said:

    Skull Merchant will be the new poster woman for DBD's new generation.

    Ahaha that actually checks out. If her kit wasn't so bad at the beginning she would be more popular now.

  • @humanbeing1704 said:

    I’m happy vigil actually will have a consistent counter usage presuming they revert it to speeding up mangled times

    Wait, vigil will make mangled last even less, one more reason to hate this unnecesary change.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652864#Comment_3652864

    it will be huge nerf because the timer keeps going even when your on hook. In essence, the change encourages killer to slug. For example, say mangled is 60 second on sloppy, you get hooked, you stay on hook for 30 seconds, now the timer has 30 second remaining.

    The change also punishes spreading pressure because if you hit 3/4 of people, there is large odds that at least 1 of those player will have their timer expire, so change also encourages tunneling.

    Yeah, they just straight up killed mangled as an effect, probably some dev player survivor and didn't like having to heal through mangled and nerfed it. This change makes no sense to me, especially receiving such a huge nerf, it should have been left untouched, like a lot of people said, this didn't make much of a difference anyway, except on bad killers that actually needed it, now its a dead effect and sloppy is a dead perk.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652026#Comment_3652026

    The core idea with gens and hooks will always come with these issues imo.

    best bet is (finally) another good asymmetrical horror game that doesn’t introduce other more prominent issues - best attempt to this day is still Friday 13th….

    I gaved up on that, so many have come and none of them got it right, dbd is still the only one worth playing, but for me, not even this until they fix those issues that I just cant deal with anymore.

  • @Mooks said:

    Don’t force yourself to like or even play a game you obviously don’t like.

    it really sounds like you need to take a break from the game or at least consume it differently (eg through content creators)

    the issues you describe are obviously there and to some degree problematic. But it’s very unlikely that these issues will ever cease to exist even if directly addressed by the devs.

    Its not that I dont like it, I like the core ideea, I just dont like the issues it has.

  • @Akumakaji said:

    Lot of true words spoken here, fr9m a person who actually has passion for the game.

    There was one such instance that gave me a reality check and ground my excite train to a grinding halt: when Alien chapter was released and I was pumped, someone on the forums said: "LOL I can't wait to get facecamped by the Alien or have the Alien looped and tea-bagged by a cheeky Nea with a flashlight."

    Whatever cinematic scenes went through my head at that time instantly died, and yeah, that's dbd for you. The gameplay loop can be fun, but these days it's only fun if the players somehow try to look out for each other.

    I had a game where I absolutely dominated as Billy the other night, and when I cornered the same survivor at 4 gens for the third time, I nodded at them ,spun and sprinted away, downing someone else.

    I then tried to get 8 hooks before killing anyone and got a 3K with a gifted hatch. Still, the survivors claimed to have fun in the post game chat. I really tried to curb my toxicity of late and take survivor experience into account. Of course, this was an extreme example, because most games you can't effort to give survivors that much of leeway and still come up on top. But if I had just stomped that game and got a 4K at 4 gens, the experience would have been that much more crushing and bitter for the survivors.

    Most games aren't a back and forth and on the edge, most favor one side rather early and put the other in the worst situation. And its on us as the playerbase if we capitalise on that and just stump down and ridicule the losing side, or they to have some fun for everyone. Fact is, the games basic loop doesn't take fun into account, only success and efficiency.

    The only way to have fun as killer these day is to 2 hook everyone and let them escape, I get no satisfaction form sweating like crazy and then be dissapointed, this way everyone has fun and I get a lot of bps and xp as well, and survivors do as well.

    But I stopped and wont be playing unless the issues adressed above are fixed for good, not band aids that dont fix the issue.

  • @KoreWaPantsu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647643#Comment_3647643

    Someone finally said it, but of course you'll be not listened at all, 'cause you're telling them to stop running the strongest perks to loop the killer over and over and over, asking for the entire game to change to let them do it, instead of playing a role in a team and help the survivors follow one of the main objective they have: gen management.

    But well said man, well said. I'm with you.

    Deja lets you see the gens that are closer together, that does not stop the killer to choose a 3gen and consistently patrol it, also forcing to equip a perk to fix something will never be a real solution.

    Perks should make parts of the game better not be a band aid.

  • @anarchy753 said:

    I don't enjoy a killer whose chase against me is affected by the actions of randoms half a map away.

    She also just lat out has to much going for her. Tracking, area denial, stealth, haste, injuries without even interacting with the survivors.

    Considering how quickly she covers the entire map with drones, hacking them should really break them.

    @jesterkind said:

    Something to remember here is that a fair amount of people still just give up immediately when they see the Skull Merchant, and if the forums are to be believed, more than that number play intentionally badly to be out of the match ASAP. That's going to mess with her kill rate on top of nightlight not being 100% reliable.

    Largely she seems fine to me. I don't mind the idea of hacking a drone removing one stack, though, that seems pretty fair- encourages the power interaction a little more without severely harming her ability to get work done.

    Good survivors can easily escape against a sm, people who complain about current sm can't be bothered to realize her drones are only which is her only anti loop power useful in chase as you can just disable them.

    She doesn't need a nerf at all, let's nerf mid tier killers that are actually pretty balanced so no one will play them anymore and go back to Blight and Nurse.

    Good, because the game should not be balanced around soloq, killers are not supposed to be give survivors an easy time just like I never see survivors give killers an easy time but no one talks about that, it's only a problem when survivors don't like something.

  • People really got stuck with gen merchant, she's fine, her drones are literally so easy to disable.

    That's your own statistic in 400+ games, go take a look at people who get 2k+ winstreaks on Blight and Nurse before complaining about an average killer that has no gen pressure anymore, just a strong chase, Clown h also has a strong chase and he's bottom tier, people are just salty because her stealth can catch you out of position and hit you.

  • @Nick said:

    Just attack both furthest gens in the 3 gen until the killer cant kick anymore. Shift+W instantly when the killer is coming. You win the war of attrition because they will run out of kicks

    Yeah that will fix it.

    Good luck trying to break a 3gen in a dead zone.

    Watch some comp DBD and see it's impossible even by pros and that's after the 3 gen "fix"

  • @UndeddJester said:

    Gonna have to disagree with you there. If the killer can't regress gens anymore, they can't 3-gen. Even if you only get 1% and keep pre-running, the killer will lose. At some point they have to commit to somebody and that's the window to break it.

    Yes the pressure can be high on a 3 gen, it always has been, but 4 survivors who have only 1 or 2 hooks between them (which is what happens if the killer just camps a 3gen all game), if they are remotely working together should be able to get it done unless they make a quick series of bad mistakes.

    Kicks are stronger yes, but what killers have ever been relying on kicks other than when using Overcharge? Most killers ran Pain Res, Pop, Surge anyway instead of kicking... and that hasn't really changed... so the 3 gen system introduces a buff for killers that doesn't really change much anyway, but with a downside if they stack gen regression.

    The big issue being discussed right now is actually hitting the limit on the centre gens happens too easily, as it is disproportionately punishing on the less mobile killers who tend to stick near the middke of the map and rely on perks like Surge to make up for their lack of mobility.

    Bruh, by the time a killer gets to kick a gen 8 times in a 3 gen, game is already over for survivors most of the times

  • I ready like playing Dredge in Lights Out, he's really fun and fair for survivors as they hear a cue when he's coming.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645595#Comment_3645595

    What do you mean by compared to now? What have survivors received besides hud changes and nerfs since 6.1?

    Maps have been a problem since the inception of this game as well.

    Genrush is still a thing, a lot of broken perk combos, the only thing survivors need are soloq information that's still lacking and secondary objectives.

  • @Firellius said:

    25% of 90 is 22.5 seconds, not 15.

    Assuming it's a solo gen.

  • @Rulebreaker said:

    There's pallets and windows in the building...least when we were there.

    talking about basement that only spawned in main so far for me.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645201#Comment_3645201

    First, that's an otz video and we're annoyed at watching what little we saw.

    Second and starting to the point, to get near those times requires both a lot of luck and rigging builds. Not just one, it's plural, builds. As the video disclaimer said (or showed technically) at one point, other factors often apply, and we're going on a limb here and saying that most increase the times.

    Third, you cant do all. You can focus on gen, can focus on healing, but if you hybrid, your never getting near those times.

    Fourth, the things listed by C3tooth DEFINITELY makes playing the killer role easier than before. We definitely don't want to lose them.

    Fifth, we're pretty sure none of this is possible anymore. It's too early to think to hard about it.

    Do you play killer or survivor more?

  • Not a fan of using info and chase perks since they barely make a difference, if you wanna get more pressure you shouldn't waste too much time just chasing 1 survivor and kicking pallets.

  • @jesterkind said:

    That's probably a good thing, to be fair - your objective isn't to defend gens, it's to kill survivors.

    You don't need to go for a full endgame build at all, you can get plenty done with chase and info perks. If you play an M1 or hybrid killer, try just stacking chase perks; I've got a build with Enduring/Spirit Fury/Lethal Pursuer/something like Bamboozle or Cruel Limits, with the goal of just chewing through resources until there's nothing left.

    I'm not saying there's no problems with gens, to be clear, as infrequent as it is a true genrush scenario is truly unbalanced, but in most games you would get more done if you'd forgo the slowdown and focus on your objective rather than your opponent's objective.

    No, that would be even worse, they don't help you as much as you think, you need 1 at most, sadly info perks are just meh most of the times and just lose you games even harder.

    Stacking an m1 killer with just info and chase perks will net you at most 3 hooks against a good team, at least endgame build gives you the element of surprise and can clutch a game to your favor and punish survivors genrush.

    @C3Tooth said:

    Would you prefer to go back to pre 6.1.0 patch? Because its seem that currently the game is alot harder for most killers after 6.1.0.

    Perhaps it was alot easier for killers to play against

    • 5sec DS that activate in end game
    • DH for distance
    • Circle of healing to heal in 12sec
    • minus 50sec extra of Gen
    • 16sec of self healing
    • 3 health stage Medkits
    • old BNP
    • survivors get more distance on hit
    • killers get no progression lost on Gen kick
    • Gen tap
    • slower weapon cool down
    • no Shadowborne basekit...

    So? does that make the current state of the game acceptable? no

    @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404744/im-done-trying-to-defend-gens

    How often do you get genrushed?

    What is your typical outcome of your rounds?

    I don't play killers like Nurse, usually m1 killers since I find the top tier killers really boring to play, especially Nurse, if I don't snowball all gens are usually done within 2 or 3 hooks against good teams, if survivors make big mistakes and I capitalize it's usually 3 or 4k.

  • @solarjin1 said:

    bubba back in his insidious bag....and i don't like it one bit. Game mode fun but u camp to easy. Survivors extremely inefficient because of the darkness which just allow people to camp for free.

    I agree, I'm tired of camping being a good strategy even a killer, fix tunneling and camping bhvr please, it's been 8 years!

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642981#Comment_3642981

    Gen rushing is the survivor equivalent to camping and tunneling. It's doing your objective efficiently. When one side does it, that forces the other to do so as well.

    It's easy to see why people complain about both. Because it minimises interaction. If the game is over in less than 5 minutes, then how much did actually happen during that time? Not a lot.

    The first 10-15 seconds are just the killer making their way across the map and then there is also hooking (let it be 8 seconds on average) and traversing the map again to actually find the next survivor (10 seconds minimum). Now factor in how long the average chase should be (45 seconds and that's pretty fast).

    With all of this, a killer can get about 4-5 chases during a match. This is a loss. A pretty bad loss at that. So they need to focus on playing more efficient too. You can't really reduce the down time much more, so you need to reduce the chase time. However, that means that the ratio between the time spent in interaction with the survivors (the part that is actually fun) and the down time becomes even worse. So the match overall becomes less enjoyable for both sides.

    The alternative is to try and focus on slowing the game as much as possible. This equates to stacking slow down and tunneling / camping to get a quick kill. This is the more enjoyable approach for the killer because it allows them to spend more time in chase. But it's the one that's even worse for survivors because they lose without actually having made a mistake themselves. If you weren't hooked yet but your team mate is dead at 3 gens, then the game is over regardless.

    The healing meta didn't slow down the match a lot. It was minimal because survivors healed so fast and efficient, which became a serious issue. You couldn't really counter a 3 seconds heal and it didn't buy you a lot of time either (you could even say it contributed to faster matches because it was less time spent healing thrice than now once).

    This is not a strong argument either. 2 things can be a problem at once. For example Nurse is overpowered. Does that mean, that C33 and Alch Ring Blight was fine? I don't think so.

    This is all good feedback, if only BHVR would listen more to the community and people who play their game and bring in money, this problem would have been solved a long time ago.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642803#Comment_3642803

    Killers don't camp and tunnel because of gen rushing tho. We already know this because of the gen kick meta and 3 gen meta, where killers could choose to hold games hostage for 30 minutes to an hour. The amount of camping and tunneling only went up during that window, so it's certainly not 'gen speeds' causing it.

    Coincidentally, you know what the *only* counter to those strategies are? Doing gens as fast as possible so you can break the 3 gen immediately.

    So we already have demonstrable proof for over a year that these 'strategies' cause gen rushing, not the other way around.

    If you ever played killer you'll know that getting a survivor out is the best way to stop genrush and out pressure survivors, just because that was the case then doesn't mean it's not the best tactic to win as killer in general, most killers tunnel to stop genrush, you can't deny that.

  • @Khastrx said:

    More chance of BHVR increasing the time it takes to repair a generator than needing totems to be an additional requirement to escape. Also several killers already have secondary objectives outside of gens, Trapper/Pig/Hag traps, Onryo tapes, Wesker/Nemesis chests etc.

    Maybe but I was suggesting a change that's something else not the same boring objective and it adds more dynamic to the game, no one wants to spend 1 million years just sitting on gens.

    Survivors need objectives that's something else other than doing gens, dull totems are in the game and barely anyone interacts with them so might as well.

  • They don't exist because it's near impossible to win against good survivors without doing any of that, if you watched pro DBD tournaments, all killers hard tunnel and camp and rush to get someone killed as fast as possible, even at the coat of a few gens, this game has a huge genrush problem, tunneling and camping won't go away and shouldn't be fixed since it's the only way for killers to win against good survivors until genrush is addressed and survivors have secondary objectives they need to do before escaping.

  • Both camping,tunneling genrushing are bad for the game, killers camp and tunnel because of genrush and because they are forced to stack gen regression, before saying that killers camp and tunnel you should also ask yourself why, it's the only way they can get enough pressure to match survivors genrush that really need a second objective.

  • @MechWarrior3 said:

    The developers already mentioned that it was a prototype, it’s just a test, an experiment to see how a new game mode would impact the game.

    During that week, they want to see how people enjoy it as well.

    I think it's obvious people want something new and lights out fit DBD really well, I really hope they gonna make the modifier last longer at least until they decide to make it permanent.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641818#Comment_3641818

    That is what you are asking for though. Xeno's pickrate tanked after the cooldown nerf, and Blight's iri is garbage after the cooldown nerf (especially if it's bugged, and if it's intended to be worse than it currently is). And Chucky's nerf didn't really do much, because it's still pretty much a guaranteed hit on a giant cooldown (which I think is super boring, but other people seem to like it).

    If Billy is forced to only make M2 attacks in melee/curve range, and is forced to just walk around and M1 otherwise, it would be super boring. He loses so much distance from his charge times and cooldown times, that if you make it worse, then he's literally better off just walking around most of the time. And if the cooldown gets worse, then people might not even try to M2 unless they 100% know it will hit, which will kill the fun for them. Billy players like to take risks, and go for goofy hits that probably won't work. But that won't happen if they get punished too much for missing. That's not even getting to the point where his power is so obnoxious to control in the curve window, that many players will just botch hits just from that, and punishing them with long cooldowns will kill their fun too.

    Billy is in a perfect state right now, I see no reason to nerf him just because he's a good killer now survivors can't disrespect anymore like in op video not taking his power seriously.

  • @ReverseVelocity said:

    That looks fine honestly? The cooldown reduction is limited-time and isn't even majorly significant without addons. The cooldown addons are likely getting nerfed to not work while in Overdrive.

    You healed in a deadzone against an instadown killer and then ran into a haybale. You made several mistakes in this clip (and still managed to keep him busy for a while considering the situation you were in).

    Survivors should complain about Nurse and Blight, Any decent survivor can have a good chase against Billy but as always survivors mistakes get fun killers nerfed.

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