Avatar

Maverick_74F

Maverick_74F

About

Username
Maverick_74F
Joined
Visits
0
Last Active
—

Comments

  • @TheycallmeLix said:

    Just asking, cuz I saw A LOT of people complain on Reddit that it’s more annoying then Dead Hard where you get the same distance as using DH and it’s ‘braindead holding W with speed’. You miss the old DH or are you more used to see Lithe and Sprint Burst every game?

    I still use Dead Hard and it still gives me a lot of value! Does anyone else also still use Dead Hard?

    There's just something about not dealing with DH. maybe it's because when I see lithe or sprint burst I don't feel like I got completely FU**ED

  • @Blueberry said:

    Boring to play as and against as well as all her perks being terrible. She honestly already needs a full rework. She's got so many design flaws that tweaks aren't going to fix her. Probably the worst chapter they've ever released.

    I'm sure instead of a thoughtful balanced rework to her power BHVR will just make it so she can't place drones near gens and not touch her for 2 years leaving her useless

  • Me and my friends have the most fun on this game rn. Sometimes games suck but you gotta learn to laugh at things and not go in with the win every game mindset

  • @fussy said:

    There were only two things I cared the most about in this update: DH and CoH.

    DH: so one rescue gives two activations at once? Wow, so we keep seeing this ######### perk in every chase except first two? You know what, BHVR? I'm not sure that you thought about it, but the killers for 7 years of the game have deserved the right to swing at a injured survivor without being afraid to give him a third stage of health. That's was the biggest problem with this perk and it is now still here. To justify this buff by tunneling is very stupid, because it does not work and has never worked this way, but with this update I'll be tunneling a lot more on killers.

    CoH: You make healing as it was (imo all healing should be 20 sec, but ok, i don't really care much about this revert), but still decided to buff CoH? 8 seconds to one survivors to be healed? 16 seconds on two? You're a little late with April Fools' jokes, to be honest. Well, two CoHs on the map and now hits doesn't matter even more than before lmao

    Yeah, and "but when you crunched the numbers, Circle of Healing rarely provided any benefit." Yeah, you know what? CoB NOW SAVING YOU 4 SECONDS provided that no one touched the generator for a whole minute. How about this numbers? Yeah, you don't care.

    PR "buff" still garbage, too situational and pointless. 3 times more weaker than old Pop. And this is if you do not remember that you have only 4 hooks on the map, the spawns of which do not allow you to use this perk the whole game sometimes. At this point, 10 times more weaker, than old Pop.

    So lets most boosted survivors perks stay as it was with minor adjustments. Lets revert healing, because before ptb we see problems with it, but now every problem magically disappeared and began to look balanced again lol. Lets destroy all killers regress perk to oblivion and one more time buff survivors genrush perks. (29% Resilience + Overzealous (with cleansed hex) still do nothing about it, wow, really balanced. My new build btw). A small nerf of medkits, which will hardly be noticeable, because 2 CoH on the map and you will be better than before the update. Back to meta, yeah, cool.

    Words can't describe how this news turns the whole update upside down. This is absurd and ridiculous. Well, I'll continue to sit on survivors much more and win matches with one button with my swf.

    The update was good except for dead hard. They need to kill that perk like they need to kill nurse.

  • @WeakestNurseMain said:

    I'm definitely not the first person to think this, but let's say hypothetically that the following changes were made:

    After being unhooked:

    You can not interact with the killer or their power, this is deactivated when you perform a conspicuous action, or when another survivor is hooked.

    Of course a lot of killers would need buffs to compensate, but assuming they were brought up to the level of being able to 12 hook everyone to death, would this be good for the game or not?

    I'm thinking maybe this would remove an element of strategy from the game, but for casual players(the majority of the playerbase) this change would be very welcome after everyone gets adjusted.

    Well we have a PTB to test things like this risk free but for some reason they Wong do any major changes in the PTB

  • Like a actual fire arm with bullets or something like slinger? Because if it's just a gun then no that would be impossible to balance. If it's something like slinger I'd be curious to see what they come up with

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223378#Comment_3223378

    Not really honestly. I'm above average for sure but that's about it.

    If your winning 99% of your games your not just above average your one of the top players

  • @Edilibs said:

    In before the overall "balance changes" that will directly effect killers like Twins!

    This is where i think the game is right now.

    https://us.v-cdn.net/6030815/uploads/67P6HS46BQ4A/image.png

    This is definitely a tier list of all time

  • @gatsby said:

    With self pickup becoming base-kit and Unbreakable’s rework, I don’t see Exponential getting enough value to justify a perk slot anymore. Here’s my idea to rework exponential to make it something worth bringing into games.

    Boon Exponential - Whenever a Survivor heals a full health state within the range of the totem, all injured Survivors with in range gain a health state.

    This perk would follow the similar rules as Renewal. So it wouldn’t work for 99ing heal outside the totem and finishing it in the totem. It needs the full health state. It activates from self healing and teammate healing.

    With the right squad that would be the most broken perk in the game

  • VHS is unfortunately on it's last legs and it's barely even been released. I wouldn't be surprised if they cut their losses and cease development

  • @SuzuKR said:

    In no particular order:

    1. Player attitude: People being toxic to each other just for playing the game (doing gens quickly, tunneling, bodyblocking, camping, using Discord, using certain killers, using certain perks/items/add-ons/offerings, etc). Quitting the moment something doesn't go the way they want. Taking out frustration from one match on another. So on and so forth. Seriously, grow up.
    2. The gap between solo queue and SWF: Trying to juggle balance while both are as different from each other as can be is how the game ends up with situations like things that are useless for/against SWF, things held back so they aren't overly oppressive against solo, so on and so forth. Solo queue does not mean bad at the game. SWF does not mean good at the game. SWF only means the ability to tell each other information that SWF cannot. So solo should be buffed to have the same level of info and communication possible. For instance, a ping wheel with preset messages on a short cooldown to prevent spam: "Killer nearby"/"I’ll go for the unhook"/etc. Then, all survivors will be "SWF", meaning no more juggling balance between solo and SWF.
    3. Map design and tile spawn logic: Some maps are far too large. Some maps are too small. Gideon has too many pallets, all of which are way too safe, but basically no good windows at all in addition to being too small. Midwich has basically no good loops and is a pure hold-W benchmark test map, and probably has the worst gate positions in the game for survivors. So on and so forth. Tile spawn logic allows for absurd generations such as two long wall jungle gyms connected into shack, which is horrendously overpowered. It also allows for absolutely giant deadzones where there's basically nothing for a survivor in any capacity. Both bounds need to be condensed so it can't be so extreme in either direction.

    The gap between solo q and SWF is way bigger than people think. I can't imagine the meta if you couldn't group up with people or if they added voice chat. It would be entirely differnt and some perks would be either better or useless

  • @Raccoon said:

    https://youtu.be/X_nsrd1IZiQ

    What do you think of the current state of Generators/Repair Times?

    This is a hard one. I feel bad for the devs because it's going to be hard to get right. We always heard about camping and tunneling being cheesy and a unfun tactic but people bringing 4 BNP + Prove isn't talked about nearly as much as camping and tunneling. Same goes for 4 insta heals or styptics or 4 purple flashys +map offerings. Probably a hot take but I don't think BNPS or styptics are healthy for the game anymore. All these things buy a TON of time for the gens to be done or drastically decrease the time to do them with little to no counterplay or way of knowing about it.


    I think its a bit absurd that some matches you can literally find a survivor within 20 seconds and down them in under 40 then hook them and your already down a gen and a half, That 1 hook state doesn't apply nearly enough pressure to justify losing a gen and another being almost done. Early game seems to be where the problem lies the most and some killers (Hag,myers,trapper,pig,onryo,freddy) will lose 2 generators and sometimes 3 and only have 1 hook no matter how good you do in chase or setup due to the limits of their power and how much you control the chase.

  • It's probably more up to the license agreement and not BHVR alone.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/344914/do-you-think-legendy-ultra-rare-skins-are-worth-it-15

    I have a few and they're good characters. Most of them need a lot of work being 3 times the price of a normal character

    Definitely not worth 15 but what are we gonna do

    Not buy them lmfao

  • @Canas said:

    He has far too much counterplay while suffering from severe handicaps at the same time. He feels like a mix between Nurse and Blight in terms of mobility yet he's not even HALF as good as them. Hitting his power feels like a feat of luck, there are only a handful of maps which support his playstyle.

    You have too little control over the distance of his dashes which makes it extremely hard to chain his two dashes properly with each other just to barely make contact with a survivor. The cooldowns are also far too high, he gets punished superhard for missing his ability.

    The slowdown is ridiculous and the time it takes to regain his tokens is too great as well. And to make matters worse you've placed an overabundance of first aid sprays (which happen to have TWO uses) on the map just to immediately invalidate any advantages he might gain from infecting someone with his extremely hard to hit power.

    At this point he'd be better off if his power dealt damage 100% of the time, it's ridiculous to make it rely on further map collision (making the survivor hit a wall).

    I fear Wesker/The Mastermind is suffering from Trickster syndrome - he might look and sound great but his actual gameplay is dreadful and downright dysfunctional. Without his ridicuously hard to use power he's just a 115% killer who doesn't look at the ground after getting stunned, at least that's one advantage he has over the other killers. Now if only he didn't have his absurdly large terror radius...

    His power is so busted I've "missed" 4 people today just by them crouching infront of me

  • @EvieSimpsForCrowLady said:

    I honestly even forgot it's in the game that perk isnt just bad its worse than bad because you need to set it up essentially wasting your time on a boon with no effect.

    I think the minimum should be at least 4%

    7% would probably be an overkill but it would be interesting to see.

    How far would you go with the buff?

    BHVR has got to stop adding perks that are either going to be Broken or OP. 2%-4% would be to useless and 5-8% would be to broken

  • @ICrowzI said:

    Am I the only one who thinks this change should happen??

    They want you to use OTR. It's basically DS but it activates twice

  • @VexTheHex said:

    I remember all the hype and interest in us getting some neon late night city alley way map or some night club/performance map. Even the Devs... even the Trickster haters all seemed on board with the idea of how incredible this chapter was for map potential. And the devs said it wasn't out of the question like they had shot down Blight and Twin's hopes of ever getting maps. But alas they wanted to finish reworking the maps first.

    And instead we still haven't even gotten the reworked Swamp or Red Forest.

    But Dredge got a map for some reason. It's cool. But I mean... it didn't really feel that needed since it's our most abomination/mindless looking cast member.

    But ya, I know it probably won't even happen now cause it doesn't earn the $$$ at this point. But I'd still like to see it. :(

    I don't know if I want to see the abomination of a map bhvr will come up with

  • @syain said:

    Just before someone comments about it: I'm not talking about every Nurse and Blight hit as a lot of them do look right.

    'Pokos', as the comp nerds like to say: A hit that just doesn't look right but lands anyway.

    Nurse is the definition of that. Doesn't matter if you and the Nurse are in the same state with the same ping, they can hit you at the very end of her swing, when you're far enough away that any other killer's swing wouldn't hit, and it does. Like a short range Huntress hatchet BS hit. Not to mention the times when the Nurse blinks close to you and literally just swings while spinning the camera around because the odds of it landing are quite high.

    Blight literally has a cone in front of him that allows him to land hits whilst looking like 45º away. Nothing much to say, it just doesn't feel right.

    These killers are strong enough as it is. I think the minimum they should require from them is precision in order to actually hit.

    I think they would like them to be fixed to but I don't think they can fix them if they wanted to 💀

  • @gatsby said:

    I think there should be a base game mechanic where each hook gives +5% slowdown that stacks until the end of the match.

    This would incentivize Killers prioritizing hooks and reward them for trying to hook as many people as possible. Less slugging and less camping because Killers are rewarded for their progress.

    If the Killer hooks everyone twice (eight hooks), that would equate to 40% slowdown without anyone even killed yet. Sounds like an easy way to get Killers to play “nice” to me.

    Thoughts?

    Maybe not 5% maybe like 2% if they are going to so this but I doubt they will. Killers aren't really rewarded any pressure with a hook and you usually lose 1 or 2 gens after the first chase no matter how quick it was so they need to add some incentive to not tunnel

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143569#Comment_3143569

    You could argue it wouldnt have taken much for old-old (manually putting people to sleep) freddy to be better than any of his other iterations. Imagine if all they did was make the falling asleep period slightly longer, but it made the survivor exposed for the first 20 seconds they are asleep or something like that. Would make survivors respect the hell out of the falling asleep mechanic, while only rewarding freddy if he is committing to the survivor he is putting to sleep. It would certainly need a pass over his addons and other mechanics to go with it, buts its an example of an idea on how they don't need to continuously reinvent the wheel with these often questionable reworks.

    Well here's the thing. If they revert freddy to old freddy they aren't going to change a thing and if they do it will take another year because of how insanely slow they are doing anything. I'd like to see old freddy with buffs but they'll just butcher him

  • I don't understand how trickster has been out for so long and still cant hold on to his main event its something so basic. then again trapper has been out since release and still doesn't start with his traps.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143404#Comment_3143404

    As I said old Freddy would be the preferred option. But I want to give the devs some ideas on how current Freddy could actually be made a fun and unique killer while still keeping his overall abilities intact

    Why is old freddy preferred? He was arguably the worst killer in the history of dbd (assuming your talking about the pull into dream world freddy)

  • @dugman said:

    In case anybody is curious, Otz just posted his updated killer tier list. While I don't literally agree with 100% of what Otz says all the time his positions are always well articulated and generally worth at least a listen. (Although at almost two hours long it's something I personally just listen to the items I'm mainly interested in versus the entire episode all at once.)

    Anyway this new one includes his thoughts on Wesker. Here's the video and a breakdown of the timestamps. Per his introduction this is how effective he feels the killers are played normally against average to high MMR survivors using typical add-ons and random maps.

    https://youtu.be/whmrILaplk8

    S Tier
    A+ Tier
    A Tier
    B Tier
    C Tier
    D Tier

    --

    I think my own list would be kind of similar to this with some of the killers moved up or down a rank. Just going through it off-hand from bottom to top

    • I think Onryo should be C Tier with Wraith. He seemed to be discounting her partly because of limitations of Stealth against really good survivors, but the survivor bracket he's talking about (average to high) is actually still somewhat susceptible to stealth attacks and this is also evidenced by her slightly above average kill rates on aggregate sites which track that level of player. She's weaker than Dredge though so still not great, I think C tier is the call.
    • Pig probably belongs in B Tier currently. Again, she has very solid stealth and that is a useful asset in the average brackets we're talking about. Also the change to her boxes a couple of months ago seems to have helped her and her kill rates are quite high currently. (And historically she's been one of the highest kill rate killers in the overall brackets of all matches against all players as well, again because stealth is an ability that is most useful against average players.) Given that change and her statistically high kill rates I would put her in B, not C.
    • Trickster is probably a bit high, I would put him in D Tier instead of C. Even Otz in his discussion of Trickster spends a good chunk of it listing in gruesome detail all the problems Trickster has (slow movement, the potential to waste his power if he can't secure a damage state from the daggers, an ultimate triggered ability that is way too tricky to use properly) before getting into what he likes about Trickster which is, if a survivor is in the open, he has the potential to get a quick down. He then loosely compares Trickster to Bubba in how a survivor in the open can be downed quickly, but frankly Trickster is no Bubba. And statistically Trickster always has among the lowest kill rates on both the dev charts and the aggregate site I follow. He really belongs in the bottom tier in my opinion.
    • I personally put Dredge in A tier versus B simply because its map mobility is so strong and long periods of solid stealth are also useful against average survivors. Again, the problems it suffers in terms of the effectiveness of stealth are more at the really high end of the survivor pool versus the average to above average end. And while its anti-loop isn't great it's still something that can get a hit now and then. If its Remnant plays were better I might have put it in A+ but as is A seems the right spot. (And statistically Dredge is quite high in the kill stats as well.)
    • I like Twins well enough but I would put them in B tier instead of A. Victor has good map mobility and a touch of stealth, which is great, but ultimately his lunge is so finicky when it comes to hitting survivors using obstacles for cover and the swap time between him and Charlotte just feels a touch too slow for its own good that I just can't see myself putting them in A tier while those issues are present. And Twins generally have low kill rates at the average brackets as well. At the highest end apparently Twins can be really ruthless, but since this list is about average to above average players I can't see Twins quite making it to A Tier.

    I think I'd probably leave the rest of the killers in their current brackets. I could MAYBE see Doctor being B tier? 🤷‍♂️ But he does seem less effective nowadays so high C tier is probably ok.

    Saying pig is B is extremely generous. I've mained her for a long time and unfortunately at high level she just can't compete. You have nothing to help in chase and the traps are extremely useless except for some rare circumstances. Depending on the Map you may not even get 4 downs to place all the traps on. During endgame if they aren't on they're useless since the gate won't activate them. Her stealth is probably the worst In the game due to its lack of mobility and it takes forever to deactivate. Shack is also free time waster in chase for her because you suffer from lack of chase power.

  • 60% of the maps have this issue maybe even 75% I don't know I'm not doing the math but alot of the maps suck. This map just came out and somehow they still can't make maps correctly after 6 years so don't hold your breath on them fixing it anytime soon

  • @Chocolate_Cosmos said:

    tell me your opinion + why?

    Pig- M1 killer and can't do much in chase so you may not even get all 4 head traps on by endgame

    Onryo- Jack of all trades, master at nothing.

    Trapper-BHVR PLEASE just let him start with his traps so he doesn't lose 2 gens at the start

  • This took me a minute to relize this is satire

  • @Ivansanchez224 said:

    This game is way too easy for killers it’s insane. I’m a killer main and if I play 10 games 9/10 of those I win fairly easy. I don’t think killers should be able to see the survivors aura at all because that just defeats the sole purpose of what the survivors are supposed to do which is to hide and be stealthy. I also think the hooks are way to close to each other and need to have a cool down after someone gets unhooked from one. It’s ridiculous how I can just throw another person on the same hook without any penalties right after someone gets unhooked. The game has started to get boring with just how easy it is for killers. Also the killers range needs to be nerfed. Too many times I find my self downing someone with hits that shouldn’t have connected. Tell me how I can down someone when they just vaulted through a window or pallet despite me not being close to them at all.

    "I'm a Killer main" no your not

  • @deckyr said:

    i don't care what tier they are! i really don't! and it's not like i can voluntarily equip lower tier levels of perks, so PLEASE, they're all in different places on all my characters and I AM LIVING IN HELL. please make them alphabetical, i don't care about tier, i am on my knees. praying and begging and crying. i am constantly struggling with this. please help me. mathieu cote, if you're out there, i need you

    Man your mind is about to be blown

  • Whole maps a mess. Almost every pallet is a safe pallet you can't mindgame

  • @Yords said:

    It actually is so detrimental to him against better teams. They can literally force wraith into a bad spot when he gets them in the open. And why is the stun so long?

    Outdated mechanic

  • @Devilishly_Rowdy said:

    Hillbilly exists, he has insta down available at all times. Billy can even travel fast using his chainsaw (just like Oni). So why play Oni? When getting Oni's insta down ready takes times. Is it easier to control Oni when he's in his insta down ability? I just bought the Oni dlc and i'm thinking if he's worth it.

    He's Hillbilly with a fuel mechanic

  • @Obelt said:

    Map it is so frustrating it does NOT need 27 pallets 3 god pallets and 24 Safe pallets and 10 breakable walls just cut the number of pallets in half its so unfun and a chore we need a map rework asap

    I played on this map yesterday and recorded it....24 broken pallets and 17 were in 1 chase and they had even MORE. This map is awful for m1 killers. Tbh it needs to be kill switched until reworked

  • @Keyfabe said:

    Hi Guys , after the last update got to be honest the game really aren't fun anymore for survivors every game feels like "World Champ" and the sweat that you need to pull ( only with a swif otherwise you don't have a chance to escape) either one of the surv are gets tunneled because of DS nerf or disconnections.

    will like to hear you thoughts.

    This game survived infinite loops, insta blinds, dead hard, instant gens, keys, OG legion and 5 blink nurse. I think it'll be ight

  • Your about to be shocked when you find out what the point of nightfall is

  • @SaltyNooty said:

    Right, so after my first PSA, I just happened to be scrolling on tiktok and watching streams on twitch and I just HAPPENED to come across this gen.

    https://www.tiktok.com/t/ZTRDfsHgv/?k=1

    Why is this acceptable? What makes killers that running these slowdown perks makes the game fun? Makes the match WORTH playing, muchless the game?

    Once again, I will preach, if perks and ONLY perks had been nerfed. These problems such as DC/AFK/RQ, wouldn't have started to become such a massive issue, but here we are...

    You could make the reverse argument that killers run thoes perks because of BNP and prove

  • @Biscuits said:

    Steam charts are public, might want to go look at them before you claim the game isn't dropping players.

    Steam charts show that the game has more daily players on average than January February March April and may. This is the 2nd best month for dbd this year

  • @Chocolate_Cosmos said:

    If killer wants to 3-gen, you can be hold hostage "forever" or more likely you get 4K.

    If you pick kicking perks (Overcharge, Eruption, etc.) and just patrol gens and down anyone within your area, there is nothing solo q survivors can do. Trying to work on a gen? Too bad, get Eruption for 20 seconds effect where you can just stare into the air and do nothing. Combine this with some slowdown powers (Legion, Doc, etc.) and you can have 30+ min game or just free lose.

    Don't 3 gen yourself

  • @StarMoral said:

    I say bring the tokens back to BBQ and Chili. Make it so the range requirement decreases per stack.

    Generally just buff the benefits of moving to other survivors.

    (But I will say, there are some dumbass survivors who literally run INTO me several times in a match. I usually slug them, but you can only leave em on the ground for so long bedore they bleed out.)

    I agree with giving benefits of moving survivors. No matter how many perks they add or basekit additions to prevent tunneling people will still do it as currently it's the strongest way to slow down the game

  • @SOULWARRIOR71K said:

    My experience so far tells me that the biggest change is that I now have to think a bit about my loadout as a killer. However, other than that, I feel like the survivor meta will simply be gen rush (Prove Thyself & toolboxes/bnp) + speed boost chase/exhaustion perks like Spring Burst and Lithe + endurance perks like off the record.

    SWF: when going against a coordinated swf of 2 or more, the game feels more or less the same as prepatch in terms of gen speed. Survivors are using prove thyself to power through the extra 10 seconds + they will play extremely safe by sprint bursting off gens as soon as you get close (making fearmonger a must have depending on the killer in my opinion). It's almost as if the extra gen time is having the reverse effect in that survivors feel they need to slam gens more now even though most meta gen regression perks have been nerfed.

    Good Solos: If the solo queues focus on the objective and don't dc or let the first person second phase for no reason, these matches tend to be the most fun. A good back and forth.

    Uncoordinated Solos: tends to be a blood bath that ends at 3/4 gens. I honestly don't think this is due to the chances to perks or basekit of either side. I think the reality is, most survivors aren't that good without dead hard and/or being in a swf. Too many survivors just weigh their teams down with bad plays, not doing their objective efficiently, or just giving up too soon.

    Overall, I'm doing just fine with this patch, but it really does make me think that "balance" is not something that is truly achievable in this game. Reason being solo queue exposes weak survivors and killers (myself included) don't want to play against coordinate swfs every game. I'll be honest and say that I don't want solo queue buffed anywhere close to swf because i don't like playing against great swfs every game. As such, I'm okay accepting that some games I'll stomp, some games I'll get stomped, and some games will be 50/50.

    I'm a killer main to I won't lie and say I play both sides.

    With that being said I feel like SWF is slightly more balanced. Usually I'd lose 1 gen even if I played extremely optimally. They still will have the upper hand on killers but it feels more balanced and they can't make as many mistakes or take hits like it's nothing. That's what thr patch helped out. It's genuinely possible to play M1 killers again against a SWF.

    Solo queue is 50/50 like you said. Slaughterhouse or pretty fair. I unfortunately don't think SWF and solo queue will ever be balanced at the same time as SWF renders some perks and powers useless and having more inherent advantages. When the builds get adjusted more on each side it may play out a little better. This patch made me relize how big of a problem deadhard was. Having that extra time for free to stall the killer was insanely OP and probably won alot of matches based off the extra time it gave.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086793#Comment_3086793

    Oh wait, sorry, ahem-

    Using any of these perks or items is almost useless in solo-q. Your teammates will probably just give up on hook or leave you to die anyway so you may as well just run Calm Spirit to meme on them and go cleanse every totem to stop the Mikaela from booning a totem with Dark Theory tier 1. Don’t forget to tell the Killer how much of a crutch using sweaty try-hard they are in the post game chat!

    Much better

  • @PBsamichShoe said:

    They nerfed a perk that required literally one brain cell to counter.

    Everyone used it because it was the only perk that could reliably extend chases.

    Now theyve gutted it, nerfed survivors so they have no meta whatsoever and buffed killers across the board in chase and buffed camping and tunneling.

    The new dh is garbage and so is just about every single survivor perk.

    I mean you literally couldn't counter it when it was used for distance. When you could counter it in the open that wasn't really the issue with it. The new suv meta is here it just isn't 4 handicap perks that can extend chases by a minute, try unbreakable they didn't change that. Adrenaline is good still as well as balanced landing and lithe.

  • https://letmegooglethat.com/?q=dead+by+daylighy+july+patch+notes

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081146#Comment_3081146

    I don't deny that being in a SWF makes coordination easier.

    But if you read what OP said, they're making hella false claims and assumptions that need to be corrected. And that's not even getting into the nuances of a 2 person vs 3 person vs 4 person SWF and how the experience differs for all 3 of those scenarios

    Your not wrong. I don't think SWFS are inherently toxic, its alo pretty damn obvious that SWFS are here to stay and it would be dumb to remove them. On my first read of your comment I don't think I fully understood what you were saying so that's my bad. The one thing I'll say is BHVR is In a unfortunate situation with having to balance SWF and solo. I'm almost convinced they can't ever exist In harmony and balance

‹ 1 2 3