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OmegaXII

OmegaXII

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OmegaXII
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  • @Mortimer said:

    Because they don't play their own game and they never take survivor feedback into account.
    ​I mean, look at the Myers and Trickster reworks, where the only counterplay is pre-dropping pallets like NPCs because there's no other effective way to interact with them in chase.


    ​This killer is pure idiocracy. A guy who spams beams from across the map every 6 seconds while knowing everyone location 24/7, whose totems are impossible to cleanse, and who can defend a 3-gen while practically standing still—not to mention the exit gates, which are impossible to open if you end up in a 1v1.


    ​Obviously, at first it was balanced by the fact that using the power actually took a bare minimum of effort. But as usual, people want everything handed to them on a silver platter without having to lift a finger, because god forbid they put in a tiny bit of effort—and voilà, we get this completely brainless abomination.

    Typical example of never played the killer even once. I bet you don't even know what the buffs actually do, calling her "braindead" to play.

    I bet you're one of the guys that agreed "beam should be nerfed because streamers reading chat", because from what you've described, you clearly didn't pay ANY attention to what killers are doing.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117641#Comment_4117641

    Well I'm sure not. I'll continue to run PR, Lethal, Nurse's, Surge, and TBtC until they get nerfed. I'm not trading sure value for novelty.

    they already nerfed all of the slowdown perks multiple times by now

    Yet they're still the most popular perks and I promise you they're staying that way. And the last changes to Ruin and Pop were buffs.

    So what do you suggest? Nerf PS to 10%? Surge and TBTC to 5%?

    The current numbers are already pretty low, and totally fair because you need to work for it use these perks.

  • I think it means if multiple people runs it, the 30s duration is so forgiving that Killers cannot find anyone when patrolling, and then proceed to go back to the hook and camp.

  • Honestly, I think you should ask why there isn't any sound QoL update for Spirit players.

    Currently to track survivors, you need to turn up the volume, which makes the blasting chase music, screams, and explosive notification ABSOLUTELY NIGHTMARE.

    That's why I stopped being a Spirit main few months ago, because I really don't want to go deaf because of a video game.

  • @cogsturning said:

    The dev notes for the Fast Track changes look like this:

    https://us.v-cdn.net/6030815/uploads/8ACWUX6319TS/screenshot-20260428-144449.jpg

    Some people argued the permanent progress was too much, others said it punished killers for completing their objective. The first part stayed, the second is gone. According to these notes—despite the criteria for activation being the same for years—Fast Track was changed because the survivor should have to perform a useful action to gain a benefit instead of acquiring it through their opponenet's successes.

    But what about other perks that activate not just through passive inaction, but through opponents moving their objectives forward, like Fast Track did with hooks? Is it really fair to be rewarded for failing? Coup de Grace, Fire Up, Rancor, Deadlock, Wretched Fate, Batteries Included, Bitter Murmur, Cruel Limits, and Dark Arrogance are all perks that activate from survivors completing generators. Is that fair? Should you gain things like vault blocking, aura read, and action speed increases because opponents did things correctly? Or is it somehow fine when a perk is weak or unpopular, like Fast Track previously had been?

    Because Fast Track PERMANENTLY speeds up Survivor's Objective by doing NOTHING.

    This is a serious problem because the faster the Gens, the higher the chance you escape. So bring Fast Track = More Escape.

    All those perks you mentioned do not speed up your progress to win the game, that's why they're fine.

    PS: Seriously, I can't imagine anyone with decent hours actually defend Fast Track.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072852#Comment_4072852

    DMS is bad after pain res is gone. So at that point you have a suboptimal perk that blocks gens when you are already chasing survivors off of gens. And at higher levels, good survivors will just let go of the gen just before you hook, so that you can't block the gen from the pain res.

    This. 35s blocking the gen that you chases off is borderline useless, unless it's last gen. Turn back the clock is much better.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067831#Comment_4067831

    Ah, tricky. I didn't know that was taken very seriously, since it only pulls form previously submitted Steam users. That cuts out a massive chunk of the playerbase. It would be nice if the official stats would add a global leaderboard.

    Sure, but that's the best leaderboard we have.

    I brought it out just to show I'm not someone who's completely new to him when I judge and review him.

  • There's a steam ranking in nightlight.gg or https://dbd.tricky.lol/

  • I'm currently World Ranking 35 Henry, and I'd say... Probably, but ultimately it really depends on survivors skill.

    Against low/mid survivors he's pretty broken, because you won't miss most of the time. And we all know how strong he is if he doesn't miss.

    But against high end survivors who knows how to dodge/losing LOS, he's pretty average TBH. His power to injure has time-limit, and it's pretty short after the nerf. And if each activation can only get you one down, he's going to lose hard.

    I'm playing at Hong Kong server where majority of survivors are SWF, and some of them are extremely good in dodging attacks. So I only got 62%KR even though I'm World 35 LOL.

    PS: Another reason is I don't really camp/tunnel, so I lose a lot of games that I could've won.

  • Meanwhile, the bound-off window on vaulting survivors gets EVEN WORSE than before.

    "We fixed Wesker"

  • That would be dead of Vecna.

    If survivor sticks and run circle right around you, you cannot hit them with your power at all, because you can't aim directly at your feet.

    PS: I'm currently world ranking 39 Vecna :)

  • Oh, and one more thing, Cheaters are EXTREMELY common in this server too.

    I was a Spirit Main for some time, and I was accused of hacking because almost every Spirit Mains there are hacking, especially if they're good in getting hits.

  • @ImWinston said:

    • I follow a lot of Asian streamers. In general, killer does much less tunneling than European and American servers, and (this is really generalizing) I've noticed that Asian killers are generally worse than those in other parts of the world. Additionally, survivors tend to play "altruistic" much less, so you'll rarely see hook exchanges or a chain of hooks due to altruism. You'll rarely find two survivors healing each other... because many are self-sufficient, so you can never pressure two survivors at once. Give priority to generators, open the exit gates, and escape. In large numbers, this really makes a difference. DBD is exactly the same, it's the way you play that changes

    You misunderstood 'Asian' and 'Hong Kong' Server.

    This stats is Hong Kong Server, and it's full of China people playing the game, not just Asian. If you want to watch streamers in this server, you have to go to Bilibili (https://www.bilibili.com/), not YouTube.

    I almost exclusively play in this server, so I can share with you how these survivors play.

    • They have their own voice comm called Kook, so every SWF are fully coordinated. (I was even invited for some games too)
    • They have full meta builds, and each Survivor has a 'role' (Chase Build, Repair Build, Unhook Build, Totem Build, etc.)
    • Shoulder of Burden is EXTREMELY common, even in Solo Queue. (I see it almost every game)
    • If gen is almost done, they always finish the gen on killer's face, even if they're going down.
    • They always assume killers have Pain Res, and let go when killer is about to hook so they don't scream.
    • They play to WIN, not meme. Meme SWF are really rare here.

    As for how killers play.

    • Players here commonly agree if killers don't tunnel/camp, he lose. Even survivor mains agree this.
    • Killers that go for '12 Hooks' are considered 'Good Samaritan' (大善人)
    • 4 Gen Slowdowns are mandatory, otherwise gen go too fast.
    • Playing anything other than S tier killer means torturing yourself, unless you're extremely good
    • Wesker is considered weak here, if you believe it.

    Currently I am World Ranking 43 Vecna (The First), and I only managed to get 65% Kill Rate.

    image.png

    I lose games very pathetically even at this level. (This is full repair build, with EXTREMELY good players)

    image.png image.png

    This match is those I actually won, and just see their perks. This is VERY COMMON here.

  • LOL I didn't noticed earlier because I was playing the First exclusively…

    Damn. I'm gonna stop playing until it's fixed.

  • I'm trying to main him, and I'm going with no addons and aura perks just to get familiar with him.

    So I can see why not many people play him.

    The biggest thing I've faced is if survivors KNOW how to dodge, it's extremely hard to hit them especially in open place, where there's 360 DEGREE DIRECTIONS for him to dodge. Unless you predict EXACTLY where they're going to dodge, you're not getting hit, which is really hard with so many directions.

    Btw, holding your power doesn't work either, because you move so slow, so you're not gaining distance at all. It's like nurse keep holding her hand aiming her power, except you don't teleport.

    Last, that underground attack is so damn slow that UNLESS you're right on top of them, and predict which way they run, otherwise you're not getting hit. And even if you do, they gain SO MUCH distance away that you spent ages catching up. Most of the time I just have to drop the chase because that's too damn far to chase.

    So yeah, compared to any S tier with mobility, he feels so sluggish to play

  • I play in Asia Region, and I almost see it every game especially against SWF, which is quite common here.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038568#Comment_4038568

    I have no idea why it doesn't seem to happen directly to me as much as it does to others but I do see it happen frequently to people I unhook. If I'm not the one getting tunneled then all I've done is reduced myself to playing as if I only have 3 perk slots.

    Just because a survivor isn't psychic and doesn't want to waste a perk slot on something that counters a situation that hasn't happened to them in more than a handful of matches doesn't make it their fault if they get tunneled. If you insist on painting it as someone's fault then you might want to start with the player who chose to tunnel.

    I can't imagine killers actually want to see all survivors start to run DS. With as much as they doom posted when the last PTB made hard tunneling slightly more inconvenient I'm pretty sure this is just about shifting the blame onto survivor players as if they were asking for it.

    PTB antitunnel is "slightly inconvenient"? Is 30s endurance + haste +wallhack useless for you? Surely you're not going to tell me every single match you play is against 1000 hour sweatlord nurse/blight mains.

    Anyway what I mean is Survivors now have DS being made for free, so less reason for you not to bring it, if tunnelling is so common like everyone says. It has nothing to do with what killers want.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038568#Comment_4038568

    If you meant what you said, then tunnelling might not be as prevalent as everyone says.

    Even with 100% tunnelling rate between matches, tunnelling specifically happens, by definition, to one person, not everyone. Assuming even distribution, that means the perk has only a 25% chance to do -anything- in any given match. If you're not a complete newbie, you can assume the chance decreases a bit as you're less likely to be identified as the weak link and thus the killer might prefer to tunnel someone else.

    The perk is going to be free, so there's no reason not to bring it if tunnelling is such a common thing.

    Aside from the fact that this argumentation runs counter to the very concept of buildcrafting and just completely obliterates player freedom, you might have something of a point if the perk that only and exclusively works to punish tunnelling had not been absolutely gutted at its ability to punish tunnelling.

    If DS was still a 5 second stun, and actually costly for the killer to headsmash the spacebar into, then yeah, bringing DS would actually be a meaningful counterweight to tunnelling. However, killers complained that if they ungabunga tunnelled, they would sometimes lose a match by playing head-first into a counterperk, so it got neutered.

    Now the perk runs into the issue of likely being dead weight the majority of the time (Even if the killer is tunnelling), on top of being entirely within the opponent's control, on top of being very mediocre in the event that it does fire.

    If the killer decides not to tunnel at all just to counter antitunnel perks, then these perks have already done their job. ANTI-TUNNEL. Even though it doesn't get activated. That's not deadweight at all, because it already does it's job.

    Btw I always play SoloQ Survivor without any antitunnel perks, and guess what? I have over 60% escape rate. My most successful build is full totem build and genrush build.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038568#Comment_4038568

    "DS is a powerful perk, even if it doesn't get activated."

    Please, enlighten me. Killers can usually ignore DS, since it is always better to power through it and just tunnel. So how can it then even be a powerful Perk if it does not even get activated?

    The "DS is a strong Perk because Killers have always expect it" is such a weak argument and was maybe true a few years ago. But not now when

    a) The stun is less 4 seconds instead of 5.

    b) The stun was way more valuable a few years ago because Survivors could do way more after using DS.

    If killer is going for 8 hooks without killing anyone, that's already better than any survivor perks/builds you're using.

  • It was more popular because survivors are using it very aggressively, forcing the killer to eat the stun and get away for free.

    In fact, DS + UB was extremely popular back then because it eliminates the risk of slugging when playing aggressively. Now it's even easier to do it with Plot Twist, Convictrion, and 15 seconds unhook protection.

  • @MDRSan said:

    I'd say the fact that I'm not psychic and I don't know if I'm going to be tunneled prior to a given match is a perfectly valid reason to not mindlessly run DS in every build.

    Perks are not valid counters to things you need to be clairvoyant to see coming.

    If you meant what you said, then tunnelling might not be as prevalent as everyone says.

    The perk is going to be free, so there's no reason not to bring it if tunnelling is such a common thing. And if you choose not bring it, then you have no one else to blame but yourself if you do get tunnelled. That's the risk you'll have to accept.

    DS is a powerful perk, even if it doesn't get activated.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037491#Comment_4037491

    This is a big problem I face so often myself only on the other side because i mostly play Survivor.

    From time to time I see the Killer mirroring my exact movements and my first reaction is "Well he must wallhacking" but the thing is it still could be possible that he is moving exact this way without wallhacks, by skill or comeplte randomness.

    A friend of mine gets reported regulary because he uses hyperfocus and most of the time hits the skill checks. (some people are just that cracked in the reaction time) But he gets called hacker.

    It is hard so see the subtle cheaters and BHVR needs to do something against them or every missplay can be blamed on cheats of the other side. Lost chase? Must have teleported. Can´t hook? Must be sabo cheat and not the survivor crouching behind me. and so on you get the drill.

    Even good survivors have to watch and react to Killer's movement, and they're bound to make mistake.

    But not for this guy. I can tell every single time he moved exactly the opposite of where I'm heading, and I can't even see the backside of him unless I brute-force the loop 3 circles. Then, he ran into the walls for no reason, and that's how I actually got him.

    An extremely good survivor who can predict every single moves of killer won't ran into walls. And add to the fact he hide his name, it's really suspicious.

  • Just had a match as Dracula where an Ace knew exactly where I am behind a wall, and no matter what kind of mindgame fakes I did with Wolf Form, he always made the right choice. I couldn't even initiate the chase with because no line of sight LOL.

    But on other moments this Ace ran into walls for no particular reasons against me, who looks extremely newbie.

    After match he had SINGLE Hyperfocus with 1234, and that's why match gens were done with extreme efficiency. And he hid his name as well.

    Easy report, and let's see if he got banned later.

    Honestly subtle cheats like this are extremely common, and you might not even know it if the player is any good in hiding it.

  • I just had a game yesterday where Survivors are clearly friendly towards killers, so I decided to play around and let them all escape.

    But after the match after I typed gg, all I got was ez.

    So much for being nice.

    Same thing happened when I gave the last survivor hatch, either intentionally or just didn't slug for 4k. But most of the time either I got no reply, or I got ez at the end.

    I should probably stop being friendly for real, because no one appreciates it.

    PS: I don't camp/tunnel/slug/use anti-gen perks, but people still act like **** if they survived, especially when I'm playing a weaker killer.

  • I don't think these changes to Skullmerchant makes her playable in any way. She's still in absolute dumpster as before, so makes sense no one plays her, to be honest.

    I've played few matches with her, and she's just boring as hell to play now, with basically no power at all.

  • Wait.. another Vecna? Are they the same Vecna or just same name?

  • @まうっす said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032895#Comment_4032895

    On the Asian server, tunneling is considered a weak tactic. It's easy to counter tunneling. All you have to do is repair a generator while one survivor is under attack. From the perspective of Asian server players, I don't understand why North American server players get so upset about tunneling.

    I play in Asian server, and personally I don't find any problem with tunnelling, sometimes even want the killer to tunnel me because I can last pretty long in chase.

    Btw hardcore tunnelling at 5 gen is quite rare here. It's only when it's at 2 gens left, and killer only has 3-4 hooks, then they'll start tunnelling to have a chance to comeback. I see no problem to it though.

  • @THE_Crazy_Hyena said:

    https://us.v-cdn.net/6030815/uploads/UE6TP01D8QZT/myers-game.jpg

    Had an easy time myself after the update.
    No tunnel/camp/slug, 8-hooking before going for sacrifices/kills.

    Is this how the games are supposed to be as killer?

    I can't help but feel survivors in your match messed up extremely hard. No pallets can save them from huge misplay.

    Here's how it looks for me when going for 12 hooks.

    image.png There was an error displaying this embed.
  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031724#Comment_4031724

    before this update, m1 killers didn’t have to break every single pallet. there were a lot of mindgameable pallets and a couple of god ones where you had to break but not every single pallet was a must break. idk where everyone was getting that concept of the devs adding 30 god pallets and calling it a day.

    You probably didn't play the asylum map.. 4 god pallets in main building, with tons of safe pallets around the building.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031576#Comment_4031576

    30% faster recovery hardly renders all status effect perks 'useless'. If you insist on calling it useless though, how many downsides would the killers like? Maybe it should only activate once a trial. How about it requiring totem cleansing or chest opening to activate - that old chestnut never fails to make survivor perks useless.

    Since the game is being designed around the killer's rulebook for survivors these days I figured we should just cut to the chase here.

    The strongest part of this perk is when paired with Sprint Burst/Dramaturgy, which makes it braindead to play. Go and use this combo for 10 matches, and see just how easy the game becomes.

    Countering status effects are just bonus effects, and they're very strong too. I don't think a single perk should be this strong.

  • It's definitely too powerful.

    A single perk that renders all Status Effect Perks useless, while making Sprint Burst / Dramaturgy extremely powerful, all without any downsides. Not to mention it gives Aura to nearby survivors too.

    IMO it should only work on ONE status effect at a time, not everything. And it shouldn't work against Hindered/Exposed.

  • That's because over 80% of killer rosters are low tiers.

    How much time do they need to buff these killers? 2 years? 3 years? 5 years? Just so you know Skullmerchant is still not getting her rework ready.

    People aren't gonna wait that long. Either they change to play S-tier killers, or just uninstall the game.

  • @random1543 said:

    I think now we can objectively say the game is killer sided with this years changes.

    - Fog vials complained about until basically useless
    - The Ghoul is unchanged even with numerous complains about how unfun he is to verse
    - anti slugging and tunneling changes not coming to the game meanwhile killers keep buffs from it like seeing hook counter
    - Healing nerf coming again
    - off the record nerfs (even tho we not getting anti tunnel)
    - Slow down buffs to killer (Grim , Ruin)
    - go next prevention (not allowing survivors to attempt on hook and go next that only effect the survivor side, not if for example killer gives up and afks )


    What buffs have survivors got in 2025?

    - pallet density that is being reverted but just wanted to mention it as its the main one I see complained about on here
    - Abandon feature that only works when you have lost (as it should but its not really a buff just a get out of match faster)
    - I Think faster sabo speeds but cant find a source if it was this year or older change
    - (adding this even tho its just a new good perk) Conviction the perk
    - nothing else that I can think of.

    The bias is real.

    • You didn't mention they increased the hook timer.
    • Franklin was gutted for absolutely no reason, the only counter to items.
    • Abandon features ONLY benefits Survivor, as they can easily pop out and 'win' by their flawed system.
    • Pallet density is only getting reverted in most problematic maps that don't need it at all. (Double pallets, etc.)
    • Go next prevention is a BUFF survivors by forcing players to play out the match, not ######### on the first hook, dooming all other survivors.
    • Survivor having 5s longer endurance/haste for getting off hook. Anti-camp is still going through.
    • Shoulder the Burden, one of the most broken perk when used by SWF.
    • Ghostnotes pairs perfectly with Vigil/Sprint burst, a perfect braindead build.

    Some of your buffs are not even a thing yet, like healing nerf?

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030875#Comment_4030875

    No it doesn't if you can get every protections scrapped you don't deserve less pallets

    'Deserve' is a good word.

    This pallet update was meant to be QoL that addresses deadzones by switching the tiles arrangement. It was never meant to massively buff survivors, or combat tunnelling.

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030778#Comment_4030778

    they decreased the base fill rate by 50% and made it so you have to stand within that area for 20+ seconds for it to really kick in the anti camp. if you’re just walking past real quick to kick a gen or get to the other side of the map, it will NOT have that much impact on the anti camp. yall still need to remember the bar fills way slower if you’re further away from the hook as to walking 2 inches next to the hook

    Things are not really that simple. There's chance when you go to one side of the map, found no one, then come back passing by the hooked survivor to get to the other side.

    Every single time this happens it's giving me paranoid because I'm scared of triggering anticamp, even though I don't want to camp.

  • Wait.. it lasts 15 seconds in end game too?? Well that's a problem.

    But if it isn't, I'd say it's a fair change, probably the best outcome without drastically change the game. It gives survivors opportunities to reach any areas and loops, which is quite huge.

    But one thing for certain is it's going to make bodyblockers even more annoying, because it'll be even harder to punish those survivors.

    I guess we'll see if aggressive bodyblock will become more prevalent or not... If so, well Spirit main, here I come LOL

  • @Rogue11 said:

    Right? If we're supposed to "loop correctly" as the only defense against tunneling we're going to need more than the barren deadzone maps that we had before this update.

    Except pallet density doesn't only hurts tunnelling killers, but also every other killers that play nicely.

    So no, it has to go.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030784#Comment_4030784

    Go right on ahead and DC. But even if Survivors try to send you to Eyrie of Crows, you'd only have a 20% chance of actually going there. Or more like 10%, since they added that Dead Sands map…

    It doesn't have to be intentional. With current pallet density, any map is the same LOL.

    Anyway, I don't DC, and I don't think anyone should DC because of in-game stuff. It's a PVP game, and DC ruins everybody's experience.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030619#Comment_4030619

    Which is based off BHVR's versions of stats and when they try to establish a tunnelling definition he forgot on stream so I don't consider them to be great either.

    Also the Japanese stats have a lower kill value compared to the rest of the world by a decent margin showing that unless the Japanese player base are just better at DBD then there has to be a better reason for the worlds kill rate on the fault of the surv side.

    https://us.v-cdn.net/6030815/uploads/MSPJK4D44ZJW/image.png

    I play in many Asia region, and in my experience Japanese Survivors are actually the weakest compared to other Asia Regions, like Korean and Hong Kong….

  • @mecca said:

    Survivors need comeback mechanics so you have reasons of finishing a match. For example, A Blight with Lethal Pursuer and wall hacking aura perks is not fair to verse.

    Everything of survivors was nerfed so Distortion is not even a viable option.

    Can I DC when I see a SWF Squad with 4x Toolboxes/Medkits that sent me to Eyrie of Crows when playing as a Ghostface? It's not fair for me either.

  • The problem is the indoor maps with multiple floors, like RPD and Midwich.

    Imagine you hook a survivor at the center of both of these map. At 20 meters It's practically impossible to get around without triggering anticamp that you might as well think it's a free deliverance with that hook.

    Honestly I'll prefer keeping it at 16m, to reduce the chance of false positive.

  • @MoZo said:

    i completely forgot that 5 second ds got taken away in 1 patch because people couldn’t stand the concept of being stunned for an extra second longer. they just need to bring back 5 second ds and call it a day. the only reason it was complained about last year was because it was a previous meta perk that got rebuffed and became super popular again. i guarantee if the devs never reduced the stun to 4 seconds, the complaints would’ve died off like 2 months later. it was new toy syndrome and not the actual numbers that was the issue. same thing that happened with fog vials.

    I would argue people start complaining about tunnelling ever since the constant nerfs to killers, like gutting every single gen-defense perks, so killers are more prone to tunnelling to win.

    I still remembered many posts saying killers will tunnel more because of the change, but apparently many people think those are doom/threaten posts at that time. And here we are, everyone is surprisingly complain about it.

    Btw, while I agree they should buff fog vials a bit, the PTB and release version was literally 'press to win chase' button, which is not healthy at all. Honestly I feel there's just no way to balance this item, either they're too powerful that wins the chase, or they're too weak that they don't do anything. It's either 'Visible', or 'Not Visible'

  • See?

    Instead of asking Devs to buff SoloQ to SWF level, you're asking global buffs to survivors, and justify it by saying you're SoloQ.

    All these anti-everything stuff doesn't really help SoloQ, but massively buffs SWF and decent players, and kill every single non-S/A tier killers.

    Admit, you're just bias.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030227#Comment_4030227

    Tunneling is already too strong, and certainly too easy. We don't need to introduce another mechanic that's a rival in strength.

    Oh yeah, if tunnelling is already too strong, why did you say killers need tunnel to win? You can't be right in both case, right?

  • I hate the double standard.

    Survivors hate tunnelling because the game lasts 5 minutes for them. Killers hate genrush because the game lasts 5 minutes for them.

    And sudden tunnelling is a problem, but genrush isn't.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030227#Comment_4030227

    Tunneling is already too strong, and certainly too easy. We don't need to introduce another mechanic that's a rival in strength.

    Lol tunnelling is too strong. Maybe it's too strong for you with 12k hours in game, and so does survivor's stuff when they have the proper knowledge of how to use everything to their advantage.

    Besides, if tunnelling is too strong for you, you could just stop tunnelling in your own will, you know. NO ONE forces you to tunnel when you have 90% Kill Rates.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030305#Comment_4030305

    The bloodlust bonus was supposed to help the killer get to their next target, not help them during the next chase. Just like unhook protections go away once a survivor touches a gen, this bonus should deactivate once the killer engages their next objective.

    In that case the unhook protection should go away when Survivors start healing, not when finished. Also it should deactivate if they're interacting with killer stuffs like EMP.

    Anyway even if haste don't deactivate, it only lasts for 15s, so unless survivors are really close to the hook, you can't really use that for chase anyway.

  • There's no one but to blame devs themselves, as they're completely out of touch of what players truly want.

    Like, who in the hell came out with the first iteration of anti-slug/camp/tunnel? It was so flawed to the point I feel they didn't even test it before PTB. And kill before 6 hooks are counted as tunnelling, for real?

    And this time around, who thought of giving killers 5% bloodlust that deactivates on literally everything is a good idea? Who thought Wicked should stack with Resurgence to get instaheal off hook?

    Honestly I feel they just don't know what they're doing most of the time. There are tons of other issues that need a lot more attention, like buffing solo queue and fixing bugs, aka polishing their game, but they just don't want to do that for some reason.

  • The anticamp meter is a good start, and I wish they add an emote system that let's players tell what they're doing, and what they're going to do.

  • Honestly, the amount of bugs in this game are far more serious and impactful than slug/tunnel/camp.. So I'm glad they do more bug fixes, if they actually do it right.

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