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Breadn

Breadn

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Breadn
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  • There's absolutely no correlation between his ability and tunneling. My theory is that people playing newer killers tunnel more, because casual players are more likely to play the new killers, and casual players tend to be the ones tunneling.

  • A map isn't OP just because the RNG can be insanely strong. Most maps have the possibility of chaining a ######### ton of loops into one another, with a good example being Cowshed or Suffocation Pit. Groaning Storehouse in general is pretty neutral.

  • Yes, and they should completely remove the map. Say it with me boys;

    F. U. C. K. R. P. D.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156582#Comment_3156582

    ??? You asked couldn’t they make her lunge shorter, and so I was letting you know it already is shorter than a default lunge.

    And why couldn't they make it shorter than it already is? It's already quite forgiving for a killer that can literally go through walls at 300+% speed.

  • You can change your profile picture to a character or perk icon in the "Edit Profile" section, in the sidebar. Not sure about name though, you may need to contact support and have it changed manually if you want so.

  • @SuzuKR said:

    This is less of a Nurse/hitbox specific issue and more of a latency + high-speed movement result that’s not really avoidable. It’s the same principle as Huntress hatchets. The hatchet hitbox is a perfect sphere the diameter of the hatchet. Every survivor has the same hitbox (which does not match the visual model) for balance purposes. Factor in that a full-charged hatchet goes 40m/s and even 60ms ping is a 2.4m difference. Nurse goes up to 13.333m/s, which is less extreme, but has a standard swing hitbox (which is more or less across the screen of a hit). So any part being in the minor difference will count.

    https://us.v-cdn.net/6030815/uploads/H1A9VJ2XY9GM/image.jpeg

    Couldn't they bandaid this by simply making her lunge shorter? I mean, she's already so strong I don't think anyone would complain. Maybe just a 20% decrease?

  • Yup, I agree. But there's so many survivors now that there's no way BHVR would find a way to make them all unique without it being very unbalanced or uninspired. I think a perk point system could work where they have discounts on their own perks, but I dunno.

  • Though I will admit there's equally as many killers it does next to nothing against. But I don't think that's a good justification for a perk that's situationally very strong.

    It doesn't really do anything against;

    Trapper, Doctor, Freddy, Pig, Clown, Legion, Ghostface, Myers, Deathslinger, Trickster, Pinhead, Onryo, and Dredge.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/340340/new-dead-hard-is-even-stronger-against-a-lot-of-killers-than-it-was-before

    As a killer main, and respectfully, just leave it alone. The new dead hard is completely fine. It’s not broken, annoying at times yes, but not broken. It is even easier to wait it out once you learn they have it.

    I feel like you play entirely M1 killers if this is your take on it.

    Against Hillbilly it's literally by far the strongest perk possible because it effectively gives him speed limiter after the first down of the match.

    Against Huntress it almost guarantees she has to throw three hatchets to down.

    Similar issues with Hag, Pyramid Head, Bubba, Demo, Oni, Nemesis, and Artist.

    Against Nurse and Blight it's extremely strong, though that's forgiven due to how busted they are.

  • @Ikalx said:

    The amusing part of the opening post was: It isn't healthy for a player's skill to be invalidated by "good timing" on a survivor's part.

    You literally just said player skill shouldn't be countered by player skill.

    I was never a big user of DH and I have to say, since the rework, I definitely find it something that requires some skill. The few times I've used it, I've just ended up on my face, on the floor. 0.5s is not a lengthy window.

    I put good timing in quotations because I don't believe that is at all skillful. Like I said, I was able to use it just fine while being a horrible survivor player. The timing is forgiving, especially against chase killers, and invalidates THEIR skill significantly as there's nothing they can do to outplay you. With old Dead Hard you were barely given any distance, but now you get nearly an entire sprint burst to get to another loop or hide.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124858#Comment_3124858

    3s? Ever since 6.1.0 (when Dead Hard Was nerfed) its been 1.8s, down from 2s. Where did you get 3 from??

    The speed boost when being injured is 3s, is it not?

  • @Teslaboi said:

    Insert Legion or death slinger completely invalidating the perk. dead hard in it's current form is fine.

    So because one or two killers counter it, it's fine? I don't get that logic.

  • @Nirgendwohin said:

    They still have to get thier timing right.

    Timing is not hard at all. I played half a dozen survivor games with it and only missed like twice.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/340340/new-dead-hard-is-even-stronger-against-a-lot-of-killers-than-it-was-before

    how is this any different from pre-rework dead hard? all these situations happened with old dead hard.

    maybe survivor should stop d/cing and suicide on hook. dead hard is not dead. it just has higher skill-cap and the killer can properly counter it by waiting it out.

    Because old Dead Hard didn't give you a massive speed boost after being hit. You dodged it, but still were stuck in your old position. Now you get a 150% speed boost for 3s. That's the same as Sprint Burst or Lithe.

  • @GoodBoyKaru said:

    Except old Dead Hard would've done the same, plus being able to be used for distance, plus they wouldn't have to mend afterwards. Plus the fact that old Dead Hard needed to be much less we'll timed than current Dead Hard, and that it could be used for distance- like babes DH is a minor inconvenience now rather than the literal gamebreaking perk it was before.

    It's weaker in every sense of the word, especially as the speed boost + successful cooldown both got reduced.

    But old Dead Hard doesn't give the 3s speed boost after being hit. Even for killers with movement abilities, that's massive. It's the difference between Dead Harding in a deadzone and still being stuck there, and being able to use that speed to get to a different loop. Remember, that's the same exact speed boost you get from Sprint Burst, Lithe, and Balanced Landing. It's massive.

  • @PapiFelixPSN said:

    No, there's an issue with the community. No one is really playing solo because survivors keep throwing matches. The game is fine.

    And why do you think they keep throwing matches?

  • Coming from a killer main, I agree. The increased generator speeds don't combat the core issues, and just make the game more boring for both sides. Camping and tunneling are still far too effective.

    Also the 15+ minute queue times for killer and lack of matchmaking incentives as survivor are unacceptable. I don't understand how it broke on day 1.

  • I agree. Even something as small as 1000 shards or 50 auric cells per prestige. Just.. something.

    Hell, even a charm! I don't care about a barely noticeable icon that someone will see AFTER the game.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015726#Comment_3015726

    ..... Then you've wasted a lot of time and won the chase. Killers are intended to eventually catch any given survivor.

    No, a killer should not win a long chase unless they actually outplay the survivor. Whether that be forcing them into a deadzone, mindgaming them, or using their power to catch them.

  • @anarchy753 said:

    They're completely irrelevant to realistic gameplay, nobody hits bloodlust tier 2 anyway because in the time you almost certainly HAVE to break a pallet to not lose out on time regardless, and then bloodlust is gone.

    I don't think you've played enough survivor against ######### killers, then. There are so many killers who will refuse to break junk pallets and loop around the pallet until they hit bloodlust 3 then there's nothing the survivor can do. It's never deserved, but it is realistic to how a lot of people play.

  • @ShinobuSK said:

    Tier 1 stayed normal? So this change doesnt matter at all

    I'm saying remove all bloodlust tiers except for tier 1.

  • I could not agree more, though I do think that DH is infinitely more annoying when used well. If all 4 survivors use sprint burst and just hold W, it would be unwinnable for most M1 killers. But that would require all 4 survivors to agree and not get cocky.

  • @MikaelaWantsYourBoon said:

    Prestige rework will make grind less but we'll still have to grind characters to p3. And plus new players are joining game, they'll also need those perks for grind.

    Removing bp bonuses will destroy those perks. Both perks are meta but fine.

    Prestige rework will make grind less but we'll still have to grind characters to p3. And plus new players are joining game, they'll also need those perks for grind.

    This is why I suggest they add a basekit multiplier to bloodpoints for doing actions in-game, like hooking survivors as killer or healing teammates as survivor. It would also be nice for them to make the bloodpoint gains between both sides more even. If both of those are done, then you will essentially have basekit BBQ / WGFL.


    Removing bp bonuses will destroy those perks. Both perks are meta but fine.

    BBQ is good on its own. Many people run it out of habit and their game sense relies on those auras after hooking. WGLF may be situational but it's still good in those situational / meme builds. And it could always be reworked from the ground up.

  • Yeah, this is common knowledge that the MMR system is unfun. Even good killers are suffering from unfun survivors, even when winning. The developers don't seem to care, end of discussion.

  • Very little has been officially said, and I don't think discussing datamined information is allowed, but here goes.

    lowest possible - 1100

    starting - 1300

    cap - 1900

    survivor : +- 20 points per match depending on if escaped and time survived

    killer: +- 20 points per match depending on how many kills

    MMR does not decay

    this is old datamined information, things may have changed, but it's a good general idea

    the mmr system rewards escaping as survivor and getting kills as killer, that is literally it

  • No, it's not. Check the wiki or look at any gameplay and time it yourself.

  • @Mat_Sella said:

    STBFL can make it impossible to perform a save, can make hits in small loops render the loop useless, and throws survivors muscle memory off.

    They can no longer properly perform flashlight blinds, reach windows they thought they could etc. etc.

    How could STBFL make it so they can't perform flashlight blinds? Half decent survivors will only blind you while in animations where you cannot move your camera (pickup, vaulting, etc). And if they do try to blind you while you're in attack cooldown... look down?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/2980891#Comment_2980891

    i think you dont know how the hell M1 and distance works my gamer

    Attack cooldowns are 3 seconds long. Assuming you have 6 stacks of STBFL, that drops down to 2.1 seconds. It may seem like a lot, but you're still moving while in cooldown, just at a slower pace. And a majority of W holding is spent out of that cooldown, moving at 115% speed after the survivor. In reality it doesn't even save those 0.9 seconds, it saves more like half that because you still move while in cooldown.

  • it would technically be a nerf so unfortunately im against it unless they buff him in some way

  • for a moment I thought you were serious LMAO

  • @GreyBigfoot said:

    If anything, I think it's a fairly rated perk. I like to use it on M1 killers still, it can be a very nice QoL perk.

    Like 2 years ago when Otzdarva loving STBFL and recommending it in every build was a bit of a meme, maybe then you could make a case for it being overrated.

    I dunno, it still seems like people are putting it in a lot of builds even when they're trying extremely hard to win. I see it a LOT on Doctor and honestly I don't really see the synergy, and that's coming from someone who plays a lot of Doctor.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/326294/save-the-best-for-last-is-by-far-the-most-overrated-perk-in-the-game

    Have you heard about snowballing? Show me one snowball that happens because of brutal strength. Show me how enduring makes unhooking from basement impossible even as a healthy trade. Holy what a take

    And how many of those snowballs were TRULY given because of STBFL? Does that ~1 second of less downtime give you an entire team wipe? Not very often. The killers that can get 4 man slugs even 10% of matches, are killers that would not benefit from it (nurse and blight)

  • @Crowman said:

    Is it overrated?

    You really don't see people even talking about the perk outside a few select killers whose powers synergize well with it.

    I've seen many people talk about how it works well on M1 killers that it doesn't make sense working on. Otzdarva and Tru3 specifically, who are also looked at as some of the best pub killers. Doctor, Clown, Freddy, etc.

  • @GoshJosh said:

    I've had this perk singlehandedly hand me 4ks I had no business getting, due to overaltruistic survivors in the end game.

    Don't you think that you would've gotten those same kills if you ran another slowdown in place of it, or NOED? (as much as I hate it, I must admit it's strong)

  • @Brimp said:

    I'd still like to know how back bumping is still a thing when his look at vector got put in front of his face instead of being in his face.

    Likely because he still has 2 hitboxes. The raycast in his face, and a traditional one in his torso.

  • @StarLost said:

    https://us.v-cdn.net/6030815/uploads/2DX3Q6TKII59/sweat-tier.png

    From what I've seen over the past while - the only tricky ones were Spirit and Cenobite, who can range all the way up to 'A'.

    as a blight main i can confidently say most of us are at least B

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/325695/why-do-some-people-say-that-dead-hard-is-a-fair-perk

    Here's why DH is fair:

    Nurse can stack 2 recharge addons and basically give you 0 distance to gain. Without DH, you're not really gonna last.

    Nurse also can use an addon for 3 blinks and use the best recharge addon to compensate the negative, which basically gives her 3 blinks, aka, give you 0 distance. Without DH, you're not really gonna last

    Blight with Alchemist Ring. Without DH, you're gonna be downed fast. That's not even talking about hug tech.

    That is not even talking about perks, as a lot of these killers either build to slug or build to slowdown the game. As long as those exist, DH must remain in the game.

    In any other case, DH isnt really a fair perk, but the same logic goes behind DS. You dont know what the killer is or what they are planning to do. You dont know if the killer is gonna tunnel or not. But if they do and you dont have DS, then you're screwed for no real reason. Since you cant know if it's a Nurse with double recharge, it's always best to equip DH just in case.

    As for counterability, well, technically yes? Blood Echo practically negates any exhaustion perk for some time, and if you really hate DH you can stack Blood Echo and Fearmonger. It's quite the scary combo for killers who dont really need gen regression, but only lose due to DH. I'd imagine Oni would love Blood Echo and Fearmonger these days.

    Don't get me started on hug tech if you think it draatically improves his viability. It is equally as powerful if not less viable than playing normally and forcing down pallets.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974311#Comment_2974311

    Because those are not the big Killer Echo-Chamber like the Forums.

    If I wanted to have a circlejerk about how bad Dead Hard is, I could. I want an actual answer to understand the other side then I may stop complaining.

  • @sulaiman said:

    But why dont you discuss it there, then, because then the people saying this can answer? Why go to another plattform to ask about something someone on that plattform said? Unless they use both, you wont get an answer, right? Because everyone else can just guess.

    Because it's always met with no answer or something like "ok killer main." I figured people on the forums would have an actual reason.

  • @sulaiman said:

    Who ever said it is fair?

    Various people on Twitter, in Discord servers, even on the DBD subreddit. Of course I can't name names, but there are people out there that I'm fairly sure are serious.

  • I think as long as survivors have stupid, unfair ways to survive, killers should have stupid, unfair ways to kill. Once those obnoxious tools are taken from survivors, then the tools should begin to be taken away from killers aswell.

  • @Annso_x said:

    The website says this: "For now, note that each prestige level will modify your Character-specific Prestige crest, which other players can see in the post-game tally screen. That way, you can proudly showcase your commitment to your favorite character."

    So I think the reward will be like a special crest to show everyone that you P3ed your character before the rework, which would be very disappointing to say the least, I'd literally take bps over that.

    So like a new version of prestige, but only in the post-game screen? Interesting. Would be nice to see that combined with some kind of iridescent shard / small auric cell reward. But alone, yeah that is disappointing.

  • I feel like they can't decide on it. The only non-cosmetic rewards they can give are bloodpoints, bloodpoint modifiers, iridescent shards, or auric cells. And the latter two hurt them as a business, especially because dedicated players are most likely to buy cosmetics and DLC.

  • They don't need "hard nerfed" there simply needs to be a delay between pressing the flashlight key, and it activating.

    I have the same concerns about epilepsy, but dlashlights themselves are mechanically fine, if not underpowered.

  • It's so popular because they struck a goldmine with the gameplay, not because they're extremely competent developers.

  • @Lynxx said:

    You say so you don't accidentally kill the person while many would use it to 'accidentally' tunnel the one on death hook.

    Really though as a killer you should easily be able to recall how many times you hooked someone. There's only four survivors.

    Really though as a killer you should easily be able to recall how many times you hooked someone. There's only four survivors.

    Could the same argument not be made for survivors? I mean, killers arguably have more to keep track of than survivors. So why do survivors need it so badly?

  • @Crowman said:

    Well survivors have to mend against legion whereas survivors don't have to heal. Plus heal speed can be increased while mending speed is static.

    Also the pin can be avoided by another survivor finishing the mend.

    survivors have to mend against legion whereas survivors don't have to heal

    i mentioned this

    Plus heal speed can be increased while mending speed is static

    i mentioned this

  • @FlurryMage said:

    You can turn off crossplay on PC, i think you can also do so on consoles as well! It's somewhere in the settings.

    The queue times are definitely improved with crossplay on, and i think you get a good balance of skill that way as well. I do understand the frustration with being on console and going against players who can use more accurate aiming or different techniques, because I used to play on console only.

    There definitely is a lot of misconceptions about how both console/pc operates, and there's definitely some judgement and toxicity from both sides, but I think the devs did a pretty OK job making most matchups fair with crossplay.

    i wish you luck! oh and i guess before i forget, i crossplay SWF with my family, who all use Xbox while I use PC! It's more common than you might think :)

    You can turn off crossplay on PC, i think you can also do so on consoles as well! It's somewhere in the settings.

    You can turn it off, but next to nobody plays with it off. Queue times end up 10+ minutes, atleast on console. Maybe it's due to people not knowing you can turn it off, or due to people wanting faster queues. Either way, not viable.

    There definitely is a lot of misconceptions about how both console/pc operates, and there's definitely some judgement and toxicity from both sides, but I think the devs did a pretty OK job making most matchups fair with crossplay.

    I've put more time into PC at about 1300 hours, and about 600 on console. I've got a good understanding of the strengths / weaknesses of each side, and I can definitely say PC players have it much easier. M&KB, filters, graphics settings, fps, and the versatility of PC gaming as a whole.

    The queue times are definitely improved with crossplay on, and i think you get a good balance of skill that way as well.

    Queue times were perfectly fine back in ~2018 when crossplay wasn't a thing. The overall player count would be lower for each platform, but the ratio of killers and survivors was good and there were enough for the matchmaking to not be affected. And we've seen that MMR doesn't work even closely to as intended, even with crossplay on and ideal circumstances. It isn't really an excuse.


    Though I will admit it's handy for people wanting to SWF with friends. I suppose I only play killer and solo Q so I haven't ever put much thought into it. Thanks for responding.

  • @Pepsidot said:

    I'm not really fond of the idea for a few reasons.

    Firstly, I think gaining a total 20% movement speed buff just from using NOED (in the best case scenario) is much too fast. You can also imagine PWYF used along with this. And imagine bloodlust tier 3. Killers would be ZOOMING across the map by just tapping W.

    Secondly, because the "duration stacks with every down", just imagine high mobility killers like Blight (especially with 2 speed addons or with an insta down addon) using Infectious Fright and No Way Out. Or Spirit with STBFL added to the build too. Nevertheless, even without those builds, it'd be silly.

    I do like the principle that cleansing totems reduces the effect of NOED, compared to how black and white it is now. Because currently you can cleanse 4 totems and still be faced with the full force of NOED. But as I suggested, your values are much too overtuned.

    What would you suggest? I want to keep it at around the same general strength, not a flat out nerf. Numbers are probably overtuned, but it's hard to change a perk such as this while keeping the original idea.

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