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Fuglylol

Fuglylol

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Fuglylol
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  • Why would survivors place the turret then? Its absolutely useless anyway. With your suggestion it even gives the Killer a buff.

  • @pizzavessel15 said:

    survivors complained and he got nerfed. I called it in my post the day he was released I believe. bhvr is too predictable with survivor crys. I can't try cool shots beacuase its like the xenomorph has a baby mid chase and gets so slow its comparable to standing still

    You were able to hit almost every loop without any cd or punishment for missing.

    Hes still incredibly strong, has map presence, turrets are pretty useless, he can most of the times destroy them before they get him out of his power, theres no windup so its a lot harder to dodge than for example huntress. He has the antiloop of a huntress (probably stronger) and the mapcontrol of Demo (just much stronger). He also is a killer thats easy to tunnel/camp with, since he can leave hook and then come back through the tunnel the moment you unhook.

    If you think Xeno is weak, who is strong then?

  • @NoHookDC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423516#Comment_3423516

    So one issue that needs solving is that killers cant camp. Easiest fix would be that the hooked sv stops progressing if the killer is nearby without being in a chase or something similar.

    This has been suggested for literal years and ways Survivors could still abuse it have also been pointed out for literal years.

    There has to be a way though, im not a game dev, i spent like 30 seconds to come up with that idea but the concrete idea wasnt the point of my post at all.

  • The objective of a GAME should always be to be as fun as possible for everyone playing. Ofc winning is more fun than losing.

    Camping/Tunneling makes the game unfun. That killers feel like they need to do that to win/have fun is a problem aswell. It creates a toxic environment and ultimately hurts the game and playerbase. Gen rushing shouldnt be rewarded, neither should camping/tunneling be rewarded.

    If Counter Strike was balanced in a way that the best way to win was to camp in spawn, people would do it. But it wouldnt be fun and people would stop playing. If the best way to kill a boss in WoW was to play 20 priest healer, people would do it but nobody (except priests) would like it. You cant blame players for it, its on the devs. If the issue of toxicity doesnt get fixed, DBD will die the moment a better game will get released.

    So one issue that needs solving is that killers cant camp. Easiest fix would be that the hooked sv stops progressing if the killer is nearby without being in a chase or something similar. Also gen rushing needs a fix, preventing that is a bit harder. Make it so that survivors get rewarded for completing other objectives/looping by balancing the game in a way, that gens can only be done effectively after completing other objectives. Fixing the game shouldnt be an us vs them issue, like it currently so often is (as you can see in every thread here)

  • @xAlkarix said:

    You literally made it so we cannot use this perk anymore after falling a distance, the slow/stun whatever mechanic from dropping distances now prevents the use of dead hard for the duration of that animation. As it does for windows and other animations... why

    Its the most used perk in the game, its heavily overpowered often one dead hard decides the whole game. Its also not fun at all to play against.

  • Yeah its the same experience for me. A lot of the games it feels like as a Killer im being hunted. Once you reach higher mmr the game is pretty much unplayable without playing toxic. Gens are flying left and right, you get teabagged at every chance, some loops are so strong that you have to leave or the game is over but then there are boons so you cant really leave a chase anymore and if you do you also lost. You play like 2 games as a killer and then you are pretty much done for the day cause its so stressful and not rewarding at all.

    The kill percentages dont mean anything, even if they are around 50%. The amount of times I dont stand a chance and have like 2 hooks all game until endgame but end up with 1 or 2 kills cause i slug and camp the endgame is really high. Even if I get those two kills, the game itself still wasnt balanced. Most killers are so bad that you cant play them and some maps are so strong for survivor that you basically need the mindset that ending up with 1 kill would be good. Dead Hard and Boons are way too strong atm, if you combine that with an swf you can guarantee a 3-4 man escape with less than 5 hooks all game.

    I played A LOT last weekend, I had 2 games where I actually had a 4k where I had 12 hooks. Every third game is a 4 man escape. Maybe one in 8 is a 4k without slugging, camping and tunneling.

  • If anything noed needs a buff. Its gone within 30 seconds every game if you play against halfway decent survivors.

  • As soon as i hear a boon totem i start tunneling. Only counter tbh

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634722#Comment_2634722

    So, the boons are bad, but NOED is fine? I like your killer-colored glasses, not biased at all.

    Talking about "getting rid of" - it's much easier to get rid of a boon than of a hex, especially the NOED that only spawn at the end.

    I play both sides the same amount and yes NOED is fine. You either just do the dull totems or remember where they are and get rid of NOED pretty much instantly. Even if you dont find it the killer gets one kill max out of it if you arent terrible.

    Boons on the other hand, especially on indoor maps completely counter several killers. And turn the game towards the survivors side even more than it already is. It also encourages tunneling. You have all 4 injured and think you got some time to breath? Hell no within 10 seconds all of them are healed up.


    Talking about "getting rid of", you can get rid of NOED. You cant get rid of boons, its gonna be up again within 30 seconds.

  • Sure but only if they remove DS

  • I think many people need to understand is that the first thing that needs to happen to stop tunneling ist to stop the gen rushing. As killer in many cases the only way to even have a chance is to tunnel one player out of the game because if you dont, you dont stand a chance. (unless you play blight or nurse)

    Killers are running 4 perks to slow gens down and theres still 2 gens popping before the first hook, its absolutely insane and not fun at all. The boon totems now encourage it even more, cause everyone is healed up in no time. You cant implement stuff that buffs survivors even more before fixing that issue. Only after the gen rushing stops we can talk about ways to stop killers from camping, slugging or tunneling.

  • This change would make the boon totem even better. I think this would only be an okay change if they nerf it to the ground.

  • You arent wrong, currently this game is more like the survivors hunting the killer than the other way around. Playing against a decent swf is not fun at all, they will bully you and they will try to make the game as little fun as possible for you. Sadly thats the current state of killer gameplay.

    There is a reason why so many killers tunnel and slug at the moment, cause a 1v3 is atleast doable. I've been playing this game for like 2 years now and its never been less fun than this. Killer seems like a task against bullies and as survivor you get camped and tunneled half the games (and I dont even blame the killers). The balance sucks atm.

  • I dont think NOED is a problem at all. The killer basically plays with 3 perks until all gens are finished. There are also several counter perks for it aswell if it annoys you so much.

    Worst case if the survivors dont play the endgame stupidly but cant find the hex is that the killer gets one kill out of his perk.

  • They have to buff like 80% of the killers. All those slower killers are really underpowered.

    Then they need to rework a few maps, some are just incredibly survivor sided.

    They should nerf dead hard in some way, its just so frustrating to completely outplay a survivor just for him to extend the chase for 2 gens with dead hard. Also boons should be reworked in some way, on small maps with swf its completely OP.


    To balance that out they need to have a look at punishing camping, tunneling and slugging. Right now, from an aspect of kill rate this game seems as balanced as never before but A LOT of those kills come from tunneling, camping etc. So statistically the game seems balanced but while playing it, it doesnt feel balanced. If you play killer without tunneling or camping and arent playing one of the S tier killers, you are so often without a chance. And from the side of survivor... yeah games where 2 or 3 escape happen regularly but 1 or 2 survivors dont have any fun at all cause they get camped. Atleast thats my experience.

  • They should just make hook progress stop when the killer is within 10 metres, easy fix. Id say about 75% of the killers in my games tunneled

  • Hatches arent a problem at all for me. Maybe they could change that it only appears for the last survivor so camping is impossible but thats as far as I would go.

    Keys are a problem, they ruin matches where you play completely fair and outplay the survivors and then they just 2 or 3 man escape and on the other hand often completely screw over those who arent part of the 3 man swf cause then suddenly the endgame started while you were still trying to do gens and you are alone vs the killer.

    On the other hand I think Mori is just the same, happened way too many times that you get hooked first just to get immediately tunneled after unhook and mori in the face, no chance to ds, nothing, dead after 2 minutes with 3k points. Should imo be removed or changes that you can for example not mori anybody who has been hooked in the last few minutes OR you cant mori anybody who wasnt healed to full health in between, which would also mean survivors can decide between healing and risking a mori or not healing, which would imo be a fun added aspect.

    In the end (for me) the game isnt really that fun on either side atm. As killer you get gen rushed way too many times and it often feels like you didnt even make a mistake but a good survivor can just loop you for long enough so that 3 gens are done when you get the first hook or many survivors will just dc if you get them fast or if you play a killer they dont like which gives you a no win situation of playing against 2 or 3 survivors where you can either farm with them or kill them and get flamed for it. On the other side, especially in red rank, killers are sweating so hard (I think to some degree because getting gen rushed is annoying as hell), 80% of the game you have either mori,a camper or a tunneler. And playing fair as killer often feels unrewarding.

    In the end like I said the hatch isnt the issue that the current dbd meta has, who even cares if you have a 4k or a 3k and the last guy escaped through hatch, you know you won either way. But maybe the killer should be rewarded for a hatch escape, similar to like a dc is handled.