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GlamourousLeviathan

GlamourousLeviathan

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  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094097#Comment_4094097

    Im iri killer since before killer buffs that allow killers to have free reign. Ya'll are so up your butts about evil survivors meanwhile see a clearly new player something we as a game desperately needs and tunnel them out at 5 gens ensuring they never come back. I'm tired of the us vs them nonsense and put in my work on learning survivor. And Half ya'll are so reliant on your perks basic game sense is out the window. It's ridiculous how little any of you look around or do basic patrol. Or will chase for 2 minutes then whine about gen rush when abandoning chase is the clear answer. I can't even count how often killers will not even kick a gen that's more than halfway. Most of you have clear areas of needing certain perks but refuse because it's not the 'meta' build for whatever your killer is so lose because you need gen regression or pallet help.

    Survivors are the ones that are over reliant on perks. So much so that whenever there is Chaos Shuffle I only play Chaos Shuffle because it is much better getting rid of meta survivor perks than keeping the crappy stuff killers have nowadays.

    But anyways, a survivor main is speaking, so I will just disregard anything you say, in the same way I do with flat earthers.

  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094079#Comment_4094079

    I despise this argument because it's such a strawman and playing obtuse for the sake of playing obtuse. There's a massive visible difference between playing to win and abusing aspects of the game to ensure you're the only one having any fun at the expense of everyone else in the lobby. We already have anti camp abandon bots base kit BT, and these werent added in for the sake of it. They were added as a result of killer players refusing to play fair in any regards. It was so bad before basekit BT you might as well write off the match if hooked because killer would instantly tunnel.

    You know what isn't playing fair? Taking the game hostage, cheating, and sabotaging your team. Tunneling and slugging exist because the game's balance incentivizes it. If it wasn't efficient, people wouldn't do as much, such is the case with facecamping, which is actively a bad idea since it reduces your pressure to 0 when you're doing. As long as it is the most effective strategy, because of gameplay mechanics, it is logical to do it. If killers and survivors were to come to an agreement where "killers can't tunnel and slug, but survivors can't also split gens and pop one in less than 2 minutes after the other," it would be ok since no killer likes to get gen rush just as much as no survivor likes to get hard tunneled. Both situations are unfun for the receiving side, and pretending it isn't is just a bad-faith argument. I will just tunnel every game I can because the game wants me too, and because I don't expect survivors to care about my fun either.

  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094069#Comment_4094069

    You are kidding me, killer has never been easier outside maybe 1% of swfs and the stats already showed they win 1% more than solo queue. Survivor is not easy I dunno where ya'll get this nonsense when they have to know every killer power/add on/perk whereas We killer only have to know perks and have numerous that negate survivor items such as lightborn. We only have to worry about teammate in 2v8 wheras one survivor is enough to snowball 3 at 5 gens. And dont get me started on how utterly useless bots are.

    And I'm tired of this "people have no where else to try hard." As if we got a comp mode where rules apply and 90% of killers wouldn't sit in casual making it still as bad because they don't actually care about integrity. I want to know I'm doing good because I'm doing good, not because I'm abusing an aspect of the game that clearly is unhealthy and likely going to be heavily punished if this event is any indication

    I am the one thinking that you're playing a different game. Killer is in the worst state it has ever been. The perks have all been nerfed to garbage level, while survivor perks only got stronger with time (except OTR). There is literally no killer perk that was ever meta that wasn't nerfed (if you disregard Nowhere to Hide), while survivors have perks like Lithe and WoO, who have stupidly high usage rates and were never toched (not that I think that Lithe needs nerfs, but if the devs applied the same logic of impact in the game they applied when nerfing Sloppy and Mangled effects Lithe would be gone), and on top of that they get new perks that instantly become meta when they release, such as STB, Finesse, Made for This (which broke the game for months before it was fixed), and the new WOT, while killers just got their first remotely decent perk since Knight with Henry (and Turn Back the Clock isn't even that great when comparing to the old Pop, Ruin, Thanatophobia, Eruption and many others.

    The game mechanics have also changed to pretty much always favour the survivor, with base BT that guarantees an escape in the end game, gen kicking limit, and anti-camping, while killers didn't get any substantial buffs since Dredge came, making generators take about 10 seconds longer. Survivor has never been easier, and you pretty much don't need to put any effort into actually trying to win. Last year, I even binged every survivor adept in a single weekend, only playing solo queue, with a win rate of about 80%. That's because survivor gameplay is basically, do gens and pray that your teammates do it as well.

    Also funny how you say "integrity", like every time I tunnel a survivor, a panda dies or something lmao. The game literally encourages you to tunnel into its base structure. Why? Because 4 survivors make gens go faster than 3. It is pure math. If you don't like it, go ask the devs to make a system where 4 survivors do generators slower, and 3 survivors do them quicker. Screaming at a killer because they tunnel is exactly like screaming at a survivor because they are splitting gens instead of 3 people focusing on one at the start of the game, it is just mathematical efficiency.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094069#Comment_4094069

    Since we have only one mode and it isnt a official "ranked" mode its by default "normal" mode. So by default when people go tryharding its basically in the casual mode. Generally though when survivors go "killers have to stop tryharding" around 90% of the time its because said killer is playing like their life is on the line…in a casual game with no stakes. Survivors meanwhile can only really tryhard if the whole team goes for it. One survivor going tryhard isn't really going to do much if the other 3 dip around.

    As for your topic, after 3 rounds of pent up toxic survivors trying to vent at me, im making it a personal crusade to show them they're not invincible. And yes im succeeding.

    But if I am a player who likes to play to win every game? Which mode should I play on? There is none. A multiplayer PVP game is naturally gonna have players that want to win, and players who just want to chill, and that is why most games have a ranked and a normal mode, and you can't just ban players because they give their best at a game, so all you have to do is accept that people are gonna play different ways. Also, chill players shouldn't even care about players tryharding because if they don't care about winning, why would they care if the other side just stomped them? When I use a meme build or play a bad killer, I accept that I'm most likely gonna lose the moment I click to join a lobby, and I think that is logical.

    And also, as I said, killers tryhard more because they are the weaker role of the two, so even if they get chill survivors (not the type that is goofing, but the type that is lowkey trying to win), they have to play much more focused because if they are in the same "vibe" as the survivors he will just lose, simply because survivor gameplay requires much less skill overall.

  • @CorgiSploots said:

    I'm going to be the outliner and say this was going to happen, The fact they went this hard for survivors should really say something about how bad survivor play levels were for the last few events outside 2v8. I've said it 1000 times, but killers cannot treat every lobby like their families lives depend on it. We need players on both sides.

    I never really get this argument that "killers have to stop tryharding". If the game had a ranked and normal gamemode, and people were just tryharding every game on normal mode, I would get it, but that is not the case, it only has one game mode, so people who want to play to win will just play the regular mode because well… There is no other option.

    Also, survivors seem to tryhard less because it takes significantly less effort to play optimally as a survivor, but ultimately, survivors don't care about the killer's fun, and neither should the killers. It is a PVP game, not a coop experience with friends.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094002#Comment_4094002

    I see your point, but given the state of the game, I'm still left asking the same question: what do the trials look like? Because personally this doesn't feel very different from how unplayable the game becomes when a new Killer drops (minus the fact that the event isn't producing wipe after wipe). It just affects one side over the other this time.

    Now that's not to say that you have to like it and you're not allowed to call BHVR out. I just don't see how it's the end of the world either.

    Because when a new killer drops, the game doesn't necessarily become unplayable. It gives the impression that the new killer is harder on SoloQ because of how the game is structured in a 1v4. In typical 5v5 games, when a new character drops, it doesn't feel as impactful because, since you're gonna face them alongside 4 other enemies, the game isn't dictated by how much you and your teammates know how to counter the new abilities. On DbD its different, since the game is dictated by the killer, so your random soloq teammates, not knowing what to do against Jason (because they likely haven't watched videos about how to counter him), are just gonna be at a great disadvantage. This is, however, the structure of the game as a 1v4, and there is little BHVR can do about that unless they just never release a new killer again. But objectively speaking, none of the killers BHVR released since OG Legion have been OP, to realize that, you just have to use Nurse as a standard, which is a killer that is VASTLY superior to any other killer to an absurd degree, and yet on competitive, she just doesn't stomp every game, even when survivors have guardrails to them.

    That being said, the difference between new killer releases and this mode is that this mode has a severe balancing issue, while new killers make the game harder because it takes time for survivors to adjust, which is understandable.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093857#Comment_4093857

    Exactly lmao I get that one-sided events suck, but it gets old always having to pretend that Killers are always the most affected by everything.

    Most modifiers tend to give stuff for the killer side, or at least you can make an argument that it's even. Lights Out is the one that favours killers the most. Chaos Shuffle is balanced, but you could make an argument that since survivor meta perks are stronger the ones killer current has, this mode makes killers stronger than on normal game. 2v8 is massively survivor sided, but having an 8 person survivor lobby makes it so that the odds of one or two bad survivors being your team very high, so it is not as bad. Last year's Halloween event was very even, survivors get a smoke bomb and a different dimension to bring the killer on chase, and killers get a projectile that *damages*.

    This anniversary event survivors get universal heals, endurance on command, Sprint Burst on command, full invisibility on command, the ability to fix broken pallets, immortal pallets, haste that makes you Huntress speed, universal action speed buff, and other stuff. Killer gets a projectile that slows. Dude, it is just not comparable.

  • @Mr_bowtiedttv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093663#Comment_4093663

    All we can do is hope. and if we don't give constructive critic then, they won't change anything

    Are you new around these parts mate?

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093458#Comment_4093458

    My god, this is delusional, man. Survivor get god mode with so many buffs and killer get half of clown's power. Also, most of the casuals will be in the event - as it is always.

    Really?

    I just think he is ragebaiting tbh

  • @pidgeon said:

    I like abusing the poison on Springtrap, Legion, ect. And killers like Jason, Artist and Springtrap can stop people using cakes mid chase.

    But like, the poison doesn't do anything unless the survivor eats it, and if you're on a SWF it becomes pretty easy to track which food has poison, in which case you just put it on the table or eat it while the killer isn't around, so the slow doesn't matter.

    Idk, it all just makes me feel like you actively have to make an effort to lose as a survivor in this mode (in normal mode too, but that's beside the point)

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093452#Comment_4093452

    Fortunately its a timer of 60 seconds but still. You could just run to one of the god pallets on one of the doors that open if a gen near it is completed, run to the corner against an m1, get injured or have some form of endurance and drop the pallet leaving them in that area for a while.

    In Midwich there is also a spot where you can trap the killer. Regardless, even without these spots, having places where you can't break pallets just means that you won't be able to get the survivors ever, unless you're Nurse or Henry. And that is only one of the banquets, the other 2 are also broken af.

  • @Brimp said:

    Yup. Either instant event queues or 5 minutes regular mode queues. On top of cakes being rarer for now… its just insane. Still waiting for people to abuse the unbreakable pallets on gideons to trap a killer behind one of the god pallets for 30+ seconds.

    Yeah, I just noticed that with unbreakable pallets, you can literally trap the killer forever in the basement and therefore hold the game hostage if you want LMAO

    10 years of dev experience btw

  • Have you ever seen a Freddy skin get release?

    It does make everyone think the license holders simply aren't that open about making any other collaboration with BHVR.

  • @SoGo said:

    I agree.

    Also, Pig, Freddy and Bubba need some too.

    Considering how Freddy's license holders are, I don't think we will get a chase theme for him ever.

  • Myers got a rework. Before he would apply exposed to all survivors when reaching his evil incarnate mode. Now he doesn't apply exposed, because exposed implies you can instadown survivors with your M1. The new Myers only instadowns with his new dash ability, which is not a M1, hence why there is no exposed.

  • I think the three main things that I would change about the update is first to make the base kit Pop be based around total gen charges instead of current progression. It makes no sense making it so underwhelming considering it is the main balancing point to make up for the nerfs killers get.

    The second thing that I would change is to remove the range restriction to the base BBQ. BBQ works because survivors never know when a killer has it, so they always have to guess before trying to counter it. If they expect it single time, than this supposed bonus becomes basically non existent.

    The last thing that I would change is to block pallets while picking up survivors. Since they are adding an anti-slugging clause, the bare minimum that they should do is to add a system to prevent the new survivor buff to be abused, because with the new basekit unbreakable, SWFs can easily try to hard focus on getting saves without getting punished since the downed survivor now can infinitely pick themselves up. Flashlights and flashbangs can be dealt with by looking at wall, so it is not the biggest deal, but pallet saves have no counter unless you shoo the survivors away and hope none of them have background player.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995523#Comment_3995523

    WOO should get nerfed but having huge dead zones is equally skillless. Am I supposed to feel like I outplayed a survivor because a gen spawned next to a tree and 2 rocks?

    I think that having dead zones is bad yes, but I think that loops should have a bigger distance from each other, so survivors can't chain them together and make an infinite. Also, make it so that throwing a pallet down actually punishes a survivor.

  • WOO are gonna be very happy. See yellow, go to yellow, drop pallet, run, repeat. I don't know why BHVR insists on rewarding a gameplay that has no skill to it. Pallets should be a limited resource you know.

  • @Zeidoktor said:

    I don't think basekit Pop should be stronger than actual Pop. The max I'd imagine it being is 10-15%, maybe a bit higher if it's current progress over total.

    The OP notes we don't know if there's a time limit to use the basekit pop. If there isn't, then there's no way to justify a total 30% damage you can use at will.

    Nah, if it is only 10 or 15% then killer is dead. The whole for tunneling is to control gen speed which is absolutely insane at the moment and makes the game unplayable. If base Pop isn't a big value, then removing tunneling altogether from the game will be a mistake.

  • @TimberGoingDown said:

    If you think this gen kick is going to be more than 5-10%, then I have a bridge to sell you.

    It is important to have hope at least.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454889/hear-me-out-i-actually-think-that-the-update-is-good

    On the other side, if the value is 10% of current generator or something stupid, then the game will become more unplayable for killer than ever. I think that the minimum should be 20% of total generator charges to compensate for the other killer nerfs.

    I mean this really depends on how big the gen speed boost is. If the speed boost is small, and the pop bonus is small, the game will probably play out mostly like it currently does.

    Yeah, that is true. I honestly think that the killer experience has reached rock bottom, so the only way now is up.

  • @terumisan said:

    bbq base is useless it only helps with killers with mobility since they are the only ones who can capitalize on that information unlike an m1 which takes far longer collision removal also doesn't do that much and is wayyyy worse if you're facing a swf

    survivors should have never gotten any buffs they honestly should have been nerfed into the ground and making otr base means they can swap it out for some other perk like when bt was originally made base

    1 pop is garbage and has always been since 6.1.0 so having a buff to survivors where if a survivor dies to early you auto lose you do realize that survivors can just pre drop and extend chase right not to mention while all this is happening other survivors are doing gens so if you take to long you lose so you're going to get punished for not playing the high tiers exclusively a

    also with this base pop it's probably going to be trash because the 8 kick regression still exists btw and survivors can keep pressuring a gen and you lose on top of these changes

    honestly reading this you sound like you're a survivor main or haven't touched high mmr

    Also, about the BBQ and Chilli, they did not mention if there is a minimum range limit to revealing a survivor. So it might be that it will reveal even the survivors that are close to you, making it useful for low mobility killers.

  • @terumisan said:

    bbq base is useless it only helps with killers with mobility since they are the only ones who can capitalize on that information unlike an m1 which takes far longer collision removal also doesn't do that much and is wayyyy worse if you're facing a swf

    survivors should have never gotten any buffs they honestly should have been nerfed into the ground and making otr base means they can swap it out for some other perk like when bt was originally made base

    1 pop is garbage and has always been since 6.1.0 so having a buff to survivors where if a survivor dies to early you auto lose you do realize that survivors can just pre drop and extend chase right not to mention while all this is happening other survivors are doing gens so if you take to long you lose so you're going to get punished for not playing the high tiers exclusively a

    also with this base pop it's probably going to be trash because the 8 kick regression still exists btw and survivors can keep pressuring a gen and you lose on top of these changes

    honestly reading this you sound like you're a survivor main or haven't touched high mmr

    1. They never mentioned if the base Pop will have a time limit to use it.

    2. They never mentioned if the base Pop is gonna be total generator charges like pre 6.1.0 or current generator progression like the current version. As I said, it will all depend on how the set the base Pop. Imagine 30% or more of total generator charges. That could actually compensate for the other nerfs.

  • I think that the thing that will decide if this update is the best this game has ever received or the worst is the Pop Goes the Weasel effect after each fresh hook. If it is like 10% of current gen progression, then killer will be unplayable, but if it is like old Pop with 25% of total charges then I would overall label it as an excellent patch.

    Also, the worst killer in game just got an entire rework. I do think that the dash is uninspired, but the other abilities seem top notch.

    I am in shock, but... This actually seem like a good patch.

  • Be careful, this might trigger BHVR by remembering them of a previous game they killed within a year.

  • Merciless Storm was kill switched in the past for much less btw.

  • I think that Unknown can be made much better by just making it so that UVX pops on a direct hit. Also, his add-ons are kinda bad, so he could do with an addon pass.

  • Can't we just revert the last batch of nerfs while we wait for the rework? She was not even strong, people just hated her for pure prejudice against her OG kit. Keeping a killer that people payed money for essentially kill switched for a year is just crazy.

  • I was about to open an issue on this exact matter lol, only that I am stuck at 43. I also got screenshots. I hope they manually give us the banner to compensate.

    image.png image.png
  • Now that you're at it, please do also a tracker for OTR timer and Pig's trap timers, since technically these can also be tracked by just looking at the HUD.

  • 1. Orphan of Kos

    2. Midra, Lord of Frenzied Flame

    3. Any Outlast killer (preferably Mother Gooseberry)

    4. Pennywise

    5. Fiddlesticks

    I'm kinda scared of having one of my dream licenses in game though, since Chucky and Springtrap were once my dreamies, but I ended up loathing the former's kit and not caring about the latter's power.

  • @IrisLP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958686#Comment_3958686

    TBH, I need them to nerf the Knight more, add a CD or something because ALL the Knights I face play the same thing: slugging. Playing soloQ against a Knight like that is annoying and a pain, and it's learned over the internet (ty choy 🙄). If they have to nerf it more so they learn to play something other than slugging, then they should.
    And to be fair. The rest of the things you talk about in other killers are moved that way because most of those who play those killers abuse the system. It happened with the pig and the cages (when they blocked one), it happened with the clown who practically had no end of bottles with certain addons and perks, it happened with Pyramid who abused the zero immunity of cages to tunnel... etc. It's not about "improving the game," it's about preventing the abuse of certain mechanics that the players themselves have generated. It happens on both sides; in Survivor they did the same thing several times. Basically, those who play well pay because of those who abuse the system.

    Knight is already a mediocre killer. There is no point in nerfing him just because you can't play against him. He is not even a popular slugger since you kinda have to depend on survivors being incompetent and getting downed by your guards, which almost never happens against decent survivors.

    And no, the rest of the killers aren't abused, or aren't anymore. Pig could only bodyblock jigsaw boxes before they made the spawn default be 5, and that's was a good change. But there is NO reason as to why they nerfed the other aspects of her kit further, even though she was already a bad killer.

    Pyramid head tunnels survivors who leave the cage's because that's the point of that mechanic, so they are not abusing it, it is working as intended. Also, you have to walk on the trail for him to send you to a cage, so if you really want to get the base BT then you should prioritize not walking on it. Hence why the best players prefer to go down a bit quicker than to step on the trail. Finally, even if the survivors gets sent to a cage, their teammates can still bodyblock them if the Pyramid decides to tunnel. Come on, there is so much the game can hold the survivors hand without them having to have any skill to play the game.

  • Pyramid's changes feel more like a huge nerf overall. Being slower while charging your power really hurts since ideally you have to wait for survivors to be locked in animation to use the punishment of the damned and survivors tend to bait it out once you start charging. But the thing that really hurts is the added endurance to his kit. The cage's whole point is making survivors tunnel free, hence why good survivors prefer to go down rather than step into the trail. This is what makes Pyramid so good, and the fact that it now gives the basekit BT effect basically blows up the killer's ankles. It is kinda still worth it for negating DS and OTR but the range buffs does not compensate it since the add-ons already do their job on that.

    Clown's changes don't feel either like a nerf or a buff. The change the focus from the purple bottles to the yellow bottles, which feels weird since you're supposed to use them in conjunction and the purple bottle's hindering isn't that great to begin with. I think this will just centralize his playstyle around the add-ons that buff the speed up even further.

    Knights changes are just a nerf. You should never use Carnifex to chase survivors to begin with. Instead, you should save it for when you are chasing them yourself to break pallets quicker. Assassin and Jailer are the chasers, so the fact that their banner spawns quicker is basically all banners spawning quicker since Carni functions different from them. The patrol length and the drawing speed are decent tho.

    Finally, for Pig they have been trying this for years. Buffing the dash and ignoring/nerfing the bear traps to pander to survivors who can't deal with macro mechanics. It has never worked, and I don't see why it would work now. The main asset of her kit is the RBTs, so leaving them as a second thought (and you know, making jigsaw boxes auras invisible for her) while buffing the ambush is like breaking a professional runner's legs and saying "oh so you have a really strong arm now, therefore you can play basketball just fine". No one plays pig because of the dash, otherwise they would play Chucky.

    Overall, changes that feel that come from someone who doesn't play the game. So no news in here.

  • I am all for killers receiving basekit buffs and nerfing their add-ons so they don't have to run the same ones every time to function (looking at you Deathslinger). That being said, some addon nerfs that we had in the past were confusing as they were not considered problematic. You know, did we really had to nerf Unknown's Vanishing Box and Blurry Photo?

    Sometimes I feel like BHVR's balancing team does these changes only to fill the patch notes, because they don't feel necessary.

  • I really hope they simply bring back the original Skull Merchant. She would not be able to do half what she did back then, now that her perks are gone and there is a gen kick limit. We don't have enough map control killers in the game and she was really unique in that aspect.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956264#Comment_3956264

    The problem, my old friend, is that the design preview for her next iteration looks awful.

    I hate dash / mid range killers, I don't want to play those characters, and that is basically what the design preview showed us.

    They shouldn't happen, but if they do then that means the time to play her is now.

    I agree with that. It pisses me off that every killer nowadays has to have a dash or a projectile because otherwise they are going to be unpopular. Some characters are going to be niche and that's a good thing. There should be many characters for the majority, but there should be some that attend a specific demographic that enjoy other playstyles. Every game has that.

    I hope they go back on those changes and keep Skull Merchant as a killer based on map control and passive effects which was what made her so unique.

  • Well, this is basically the worst time ever to play Skull Merchant as she has been basically kill switched and has no power. I liked her first iteration A LOT, but then they reworked her and she was still somewhat enjoyable to play, although kinda dull compared to the original design. Now she has basically no power until they release her second rework, which imo is such a deviation from the original design that feels like it will completely take her uniqueness. Regardless, anything is better than a M1 killer with no power, so we can at least hope they release her third iteration ASAP.

  • I feel like it is because the game is a 1v4. Not only you have more pressure on yourself, since you are the only one on your side, but also when the survivor side behaves toxic it feels worse overall because it is a gang being mean to you. Don't get me wrong, the killer being toxic to you as a survivor feels bad, but it isn't as horrible since you got buddies at your side. We are a species that is made to live in groups, so being outnumbered and being ganged up on does trigger some natural instincts.

    2v8 kinda solves this issue since you have a friend to pep you up (insert power of friendship speech in here).

  • I think that this is an achievement that only Springtrap mains who binge play him 24/7 are gonna get, as it is something that very rarely happens. I think that the devs should also count the times you grab the axe out of their backs for this achievement since you're also jumpscaring them.

    I guess if you're really desperate to get it, you can try signal the last survivor to help you farm when everyone else is dead and then give them hatch once you're done.

  • I feel like Nightlight stats are a better way of capturing players with high MMR. BHVR very rarely releases stats based on MMR, so we generally don't have a view on how the top players perform overall. The thing is that people who normally link their accounts to Nightlight are players who are really inside the community and basically breathe DbD. So although people generally disregard their stats, I think that on some discussions it is valid to use it.

  • @SoGo said:

    So, 110 killers are:

    • Huntress - an excellent zoner with great anti-loop, that has infinite range and very generous hitboxes
    • Hag - a killer that can lock down areas and down survivors without a need for her to chase normally
    • Spirit - has one of the strongest powers in the game, is completely invisible and can outplay almost every loop
    • Deathslinger - tbh, he is kinda too eh to stay 110
    • Chucky - has a much smaller hitbox, which means he can loop tighter, and is difficult to see and outplay.
    • Springtrap - only when he has the axe, which is even better at zoning than Huntress, and also can hit over loops.

    Idk about you, but the 110 killers (except Deathslinger) seem all fine.

    Nemesis, Dracula, Xeno, and Pyramid all have good zoning and can hit over loops just like Huntress and Springtrap. The only difference is that Huntress has more range and can snipe survivors, which when it happens it is always the survivors fault since you can react and dodge her her hatchets. If her shot was a hitscan then it would be ok, but it isn't so basically never gets to snipe survivors at long ranges unless they are oblivious. Also, Dracula, Xeno, and Pyramid have other qualities to their kits which make them instantly better than Huntress without considering their movement speed.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951381#Comment_3951381

    "Spirit because her power is a universally good antiloop"

    so is blights.

    huntress is 110 because her range makes it so she doesn't need to catch up to a survivor. same applies to slinger.

    we can go over why any character being 110 or 115 is better. but I doubt it's an argument that will end.

    I think hag could be 115 because she needs to set up to use her traps and that takes time. you can't just put a trap down mid chase and expect it to work if the survivor is not asleep. she really depends on her power, but it's nowhere near as reliable as nurse or spirit.

    But if range was the justification then Springtrap wouldn't be 110% since his axe doesn't go far. On the same argument, Unknown, Plague, and Artist are killers that have big ranges and they aren't 110%. Also, Huntress hatchets are dodgeable at short range, much more at long range, so it shouldn't justify her low ms.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951381#Comment_3951381

    I'm sorry, if Dracula, Vecna, Blight and Billy get to be 4.6, there's no reason Spirit should have to be 4.4.

    I think that out of the killers that are 110% she is the most justifiable one since her power does allow for free movement and high mobility, so her chase is better than the others. That being said, I wouldn't be against making her 115% , but the others should be a priority.

  • @cogsturning said:

    I'd take it further. I'd like a completely perk free mode.

    A mode without perks or add-ons would be interesting, but a mode without only hinder, haste, and aura wouldn't be that much of a change to regular DbD in a way that would make me engage with it.

  • @Lexilogo said:

    I personally really like Killers being 110%, it makes them more unique.

    I think Chucky is probably the most unjustifiable 110% in the game at the minute, but personally, I kinda want to keep him that way. He's got little doll legs, of course he's slow. Let's buff him in other areas except the most boring one imaginable.

    I feel the same way about every other 110 in the game. Why is Springtrap 110 while he has his axe and 115 without it? Maybe instead of arguing about it in terms of Killer strength, we can just say "because switching movement speeds midgame is interesting for his gameplay"?

    I think that the only killers that make sense being 110% on a gameplay perspective are Hag and Spirit. Hag because she doesn't need to chase in the first chase, and Spirit because her power is a universally good antiloop. Deathslinger, Huntress, and Chucky should not be slower, specially since they don't have any map pressure in the first place and their chase powers aren't that crazy in the first place. I guess Chucky made some sense when he has Scamper, but since they removed that his chase doesn't justify the slower movement speed anymore.

    I guess if they buffed these killers in other ways the 5% reduces movement speed wouldn't be that terrible, since I suppose that if they had as good of a chase and macro as Artist or Blight they would be viable regardless, but as it stands it feels like an unnecessary hindrance.

  • Unknown is both a solid killer and very fun to play. Also, his design is top notch.

  • I am just kinda sad that they don't show the modifier stats, although they do save your matches on it. Since, they started doing modifiers, I have been pretty much only playing them and completely ignoring DbD's regular mode, not even playing the game while there is no event, so my stats for last year or so are basically non existent, outside of adept games for the new killers. I do wish they start including modifier stats soon.

  • I have been playing Springtrap a lot since he came out yesterday and I still haven't caught a single survivor using the doors. He is not a much threatening killer, so although there are benefits for using his mechanics, it is entirely optional as you can pretty much always beat him just with survivor's base mechanics. RIP the achievement though.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943013#Comment_3943013

    Could you imagine nurse/blight/spirit/huntress/oni/wesker/plague/etc. only having to patrol 4 gens for 2 minutes, while also snowballing hooks? Corrupt has always been designed for setup killers. The reason it got nerfed was because it was completely broken on the killers that don't require setup. Even AFTER its nerf, it's still used on anyone going for kill streaks. People need to understand that most games are won/lost in the first 60 seconds of a match based on killer performance/survivor gen progress. If the survivors cannot progress multiple gens in that first 60 seconds right away, they will probably lose.

    I'm sorry, but if people are losing to a Huntress in the first 2 minutes in 2025 they deserve to lose. Also, Oni and Plague are killers that escalate at the mid/late game as they require some setup, so they wouldn't snowball either. Mind you that even Nurse and Blight are not that oppressive when having to patrol only 4 gens, otherwise they would have 100% win rate since no survivor would be able to pass the last 2 gens threshold. As it stands, the game basically always start at 3 gens left, since the survivors have to be REALLY incompetent to not do two gens before the first chase, Corrupt normalizes this so you actually play with 5 gens every game.

  • Before the perk overhaul some years ago, it was kinda agreed on that Corrupt Intervention and Borrowed Time should be both basekit, since they both fix gameplay flaws on both sides and allow for more healthy games. Then BT became basekit and Corrupt got nerfed in the same patch because logic I guess.

    The devs have also talked about an early game collapse of sorts some time ago, since the early game is really rough on killers as they start with no pressure. However, they seem to have forgotten about that idea. It is just like some other people said, survivors are the only ones allowed to have meta perks as basekit.

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