Rauy556
Rauy556
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I think just straight up showing the aura is way too strong and essentially kills the perk combo, which is already only ran on M1 killers which are not strong.
A possible change would be to make the perk de-buff icon of Weave Attunement on the bottom right of the survivor screen to fill up 'red' the closer they are to the dropped item that is revealing their aura, similar to old spine-chill that filled up with red gradually as the killer moved closer to you. I think this is the best way to address this synergy as revealing the aura of dropped items will just completely kill the combo.
This way a survivor is able to counter 2/4 killer perks by investing a little bit of time (which is justified since it is half of the killer's loadout) while not getting screwed just because they played solo Q.
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@Droneinthrwind said:
I mean, chases are fun and all, but I sometimes I want to stealth a bit, especially with a lot of maps now having absolutely nothing to work with I don't want to be seen at all times againts billy or Bubba who can one shot you easily.
Do others feels the same?
I would rather play an aura build that gets into chases quickly as opposed to 3-4 slowdown perks. A meta revolving around aura perks is way healthier and more fun than one around slowdown which is why there has not been an aura meta in recent years (no WA + Franklin's does not count). Thats just me though, I like playing the game for the chase aspect not as a QTE simulator for 3 minutes.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764352#Comment_3764352
Did I say that it should be balanced around randoms? No. Also everyone you verse is a random, unless you're SWF-ing. That statement doesn't even make sense.
As for my post, I went in-depth on what should get changed and why on a different discussion already (not gonna regurgitate everything here, for people to respond with "gitgud" again). Don't make assumptions. If you had bothered reading my entire post I said that I'm done playing Survivor.
I cba with giving anything "time" or waiting for people to get used to x/y/z. Give your advice to SWFs, because those are the only people whose experiences matter to the Devs.
It seems you are very hostile and unhappy regarding the game's current state, if so I would highly recommend for you to take a break/play other games and calm down until this game does not invoke this aggressive feeling you seem to carry.
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I still do not understand how a bug like this even happens without anybody noticing before releasing the update, you'd think if they're charging 10$+ for skins at least the game would be decent quality and polished, but no. Sadly it seems that this game is following the Apex Legends route, milk money from cosmetics while neglecting the gameplay.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764193#Comment_3764193
Other boons were never worth running, and you're changing the topic, since the original point is that countering boons was just snuffing them. So make up your mind: is going 30s out of your way to counter a perk a problem or not? At least my argument there is consistent.
Old object was a problem because the aura reading was too consistent, so it was rightfully nerfed. Somehow now, consistent aura reading is now perfectly ok 'because it's the killer this time' in your opinion. Look up "fallacy of special pleading" sometime.
4 Survivors - 1 Killer, 30 seconds spent countering a boon is infinitely more harmful as a killer than for a survivor (in those 30 seconds survivors can cumulatively progress around 90s of a generator assuming 1 is in chase). Survivors have the ability to permanently counter the combo by doing that 30 second action ONCE, as opposed to CoH which would be activated MULTIPLE times per match meaning even more time would be required of the killer.
Once again, I also tell you that WA + Franklin's requires a killer to dedicate 2/4 of their perks, when old OoO or CoH only required 1/16 for a similar or even greater effect. A killer combo should be strong, a singular survivor perk should not be as strong as a killer perk combo.
The perk combo has multiple counters, you can either: a) run distortion b) run OoO or c) drop the item in a corner. It is not that difficult to do that is it? I reiterate, the killers able to benefit from this combo are weaker M1 killers, the fact you are complaining so adamantly about this combo used on M1s reeks of skill issue.
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Don't let people tell you what perks to run. In truth, every single perk is a crutch as it provides a glaring advantage when compared to not having the perk. This game is balanced around 'crutches' and its often said upon that killer perks are crutches for not being able to 'pressure' when in reality all of survivor perks are given for free at the start of the match while killer slowdowns reward a killer for having good chases. However, there are absolutely 'crutch' perks for Killers such as NOED.
In short, you'll always get hate no matter what you use. The DBD community is so whiny and entitled despite this game being a party game with as much mechanical skill as fall guys.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764030#Comment_3764030
The counter to boons was snuffing the totem. That was also apparently too complicated, so boons were effectively deleted from the game to appease killers.
I can not bring an item at all, but all it takes is one teammate who didn't get the memo and suddenly the killer has wall hacks on me mid chase. You can't seriously be suggesting that I grab their item and drop it in a corner mid chase? That's ridiculous.
We already determined with old object that constant area reading was not a good thing for the game. Stop defending it.
Killer aura reading compared to survivor aura reading is entirely different, the latter being way more oppressive as survivors can actively act on aura by making distance consistently while killer aura is still pretty strong but not as strong as bringing slowdown perks.
I'm not sure why you refer to 'boons' being deleted when only CoH was nerfed, the others have not been touched.mean CoH was way too oppressive for only requiring a SINGULAR perk slot (1/16) and had larger impacts than even some meta killer perks at the time. The truth is that a strong survivor perk CANNOT be as strong as a strong killer perk, its not rocket science, 16 perks on surv - 4 on killer, essentially meaning that a single killer perk must be equal in power to 4 survivor perks, you cannot tell me that CoH was weaker than some meta killer perks in a 1 to 1 comparison, let alone a 4 to 1.
OoO was busted, this combo is NOT COMPARABLE at all. For starters it only required 1/16 perk slots to benefit and this was not some meagre advantage it was constant map wide wall hacks. A killer dedicating 2/4 of their perks on this means that it SHOULD be strong but it is also an easily countered combo if survivors think for a second of HOW the perk works instead of babbling online about how its broken.
I will admit that in solo q it is VERY rough since some survivors are just oblivious on how game mechanics work which makes the combo seem way stronger than it is. I will also say that a nice change would be to make finding other survivors' items easier as this would minimize the power gap between SWF and Solo Q when facing this combo as a decent SWF can EASILY invalidate this combo which leaves the killer with only 2 perks for the entire match.
Also, the combo only benefits M1 killers AKA the weaker killers in the game (barring a few), so when you face it you wont be facing a nurse or blight. Also, if the combo bothers you that much, just run OoO for a hard counter.
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Im sorry, but if you cannot counter this extremely straight forward perk combo that's on you as a survivor, its VERY SIMPLE. Place ur items in a corner/deadzone and leave them there. That simple, you do that and 50% of the killer's build is useless. Just because you do not know how to counter something does not make it broken or overpowered, instead of complaining I suggest to try and think of or look up counter play because most often than not there is a glaring one in this game.
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As a former Oni main on console (P26), my biggest gripe is the inability to perform flicks on controller. Oni without flicks is TERRIBLE! Granted when you're going against baby/low MMR survivors flicks are not really necessary but higher MMR survivors that are aware of the limited demon strike angle will destroy you as a console Oni. Its frustrating because on PC basically 80-90% of loops are outplayable with his power using flicks which is why he's such a high tier killer, but on console by removing flicks you straight up are unable to get downs even with power due to the absence of flicks which lowers his strength by a lot on console. I can only hope they add oni flicks to console one day.
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@ReverseVelocity said:
I really do think you're overblowing it a bit. His cooldowns are annoying but he's still very capable.
You can still double chase, you just have to zone from slightly further away. The patrol length minimum isn't a big deal either, it still doesn't take that long to drop a guard.
He might be capable at BEST but that can be said about all killers imo, the baseline is that with this rework they removed his most effective albeit 'unfair' gameplay and replaced it with a more linear and predictable gameplay (spamming assassin and hope it gets a hit on unaware survivors). But even then, your guard gets a hit, now what? Knight has no mobility to capitalize on the potential injuries the guards can give him and even then small pathing 'techniques' from survivors will make the guards never catch them. Knight still is absolutely a noob stomper and I don't think that will ever change due to the nature of his guards, but even average players that know their distancing can easily run the new knight since he is unable to have fast chases by design now.
He's objectively a worse killer and it seems BHVR cant ever nail a rework of newer killers: Trickster, Skull Merchant, Twins, and now Knight. Just overall very disappointing.
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@The_Yosh said:
I'm a 60/40 killer/survivor player since 2016 and this change is braindead. It WILL lower the skill floor, there isn't any other objective way of looking at it. Hook management is just as much a part of macro as generator management.
I've played thousands of hours of both killer and survivor, and out of the thousands of games there has been very few where a survivor has had to be bled out because they ran to a deadzone. Does it happen? Yes. Is it worse when they have perks that go with it? Yes. Do I care? No, because they used their perk slots to give them THAT ADVANTAGE.
When I pick up, I always look around to plan my hooks. Where do I want them? Is it defensible? Can I zone them after rescue? If they die will this cause a deadzone? Planning is a huge part of the game, and is something more to think about than just "me chase survivor, me down survivor, me hook survivor".
I get it though, many players don't want to have to think when they play the game. They don't want to think about whether a chase is bad, they don't want to think about what areas to chase in, they don't want to think about where to hook a survivor.
There is no doubt that the skill ceiling of the entire game has been lowered over the years. There are consistent removal of techs, there are consistent removal of game mechanics, and there are now consistent removal of meaningful choices.
Chasing a more skilled player? No worries, you get Bloodlust.
Getting run at shack? No worries the window will block.
Survivors running into a deadzone?…What deadzone?
So I reiterate, playing killer now is actually braindead.
- Complaining about bloodlust in 2024 is crazy, if you loop a killer for 35 seconds only for them to then get a single health state you already have a cumulative 116% total gen progress (35s *3), not to mention only WEAK M1 killers utilize blood lust to any degree. If a killer relies on bloodlust for every chase they WILL LOSE the game unless the survivors straight up do not do gens for an insane amount of time.
- No way you think windows should not block? It is VERY hypocritical how you say bloodlust is braindead but want windows to not block after a certain amount of vault attempts considering there are many god windows that the only most effective counterplay is to force the block. Windows not blocking also only punishes the very weak killers since a nurse nor a blight will care about vaults since they can easily catch up, but a freddy or myers? Kind of crazy how you have played since 2016 so you know about the infinites that existed due to this mechanic not being implemented, yet you claim it is braindead for an anti-infinite mechanic?
- What "deadzone"? Seriously what do you mean by this? If you mean a hooking deadzone then thats problematic game design, there SHOULD NOT be a specific area in maps where a survivor can get downed which prevents the killer from hooking them when they are not using any anti-hooking perks.
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@jezebelthenun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745684#Comment_3745684
Y'know what? Yes. The best killers know not to commit to fruitless chases. They don't chase a survivor into a dead zone. They don't waste time chasing the clicky clicky lithe megs. Knowing when to let a person go is just as important in a killer's skill set as anything else. If you do commit to those chases, you wasted your own time. You got baited into losing gens and hooks. Pay attention to your surroundings.
You=anyone playing killer.
That is not the point I am arguing, ofcourse dropping chase is a CRITICAL skill for killers to learn in order to improve, im referring to the following:
The situation where a killer is stuck in a situation where the last survivor just constantly runs to a corner of the map knowing the only reachable hook is destroyed out of spite and wants to waste the killer's time for winning the match.Obviously if there are multiple survivors alive it is pointless to commit to the chase of the survivor that takes you to the unhookable zone and instead try to down the others, but the problem is when the last survivor does this constantly and you MUST wait 4 mins/EGC if hatched is closed.
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@mizark3 said:
- Nearly all maps have 2 hooks easily available from corners now, and 5+ hooks possible from most locations
- You are right, it shouldn't be a complicated mechanic. Good thing it isn't, if you kill Survivor they kill the hook. Super simple.
Attrition is a mechanic suffered by both sides. Killers have gens and hooks, Survivors have hook states (most comparable to gens), breakable walls, and pallets (both of these most related to hooks). I honestly think auto-replacing hooks is the equivalent of auto-replacing pallets, so in general, a bad idea. I know this might reduce some bleedouts, but I've recorded Killers staring at me under a hook and still refusing to pick up, so the deplorable people who frequently bleedout are jerks to their core.
Hook removal provides a disincentive for tunneling and camping. If a Killer tunnels someone out, they lack that hook in the area, which slightly impacts their ability to win. If a Killer is camping, that area is a little less defensible if they have to go to a further hook. This was especially bad back when PR worked on every hook, and you could camp into hook trades on the same Scourge hook over and over.
I think this is a bad change individually, but it probably will help baby/average Killers (which constitute 75% of the playerbase), more than it hurts the integrity of the long MMR games (top 25%). Because of that, I'm fine with this change even though I think it is bad. Anyone who previously was resting their laurels on "don't remove skill expression" should be morally opposed to this change, otherwise they prove themselves to be a liar instead. So I guess that's a good unexpected consequence, it will reveal the bad actors also.
Except hooks are the only way for the killer to progress their gameplay, pallets are not THE way survivors progress their gameplay objectives, they help them in achieving this but are not the pivotal part of it as a survivor team can escape without using a single pallet but a killer cannot sacrifice without hooks. Hooking is the only thing killers can do to progress their win condition, so comparing this with pallets is not an appropriate comparison, also hooks by themselves do nothing to affect gameplay, they are only used when the killer has already chased, downed and picked up a survivor.
Also, I really disagree with the claim that all maps have 2 hooks easily reachable from a corner, there are many maps that I have played on that have only 1 hook in a corner as a result of a hill and the basement spawining within close proximity, a good example of this is in the Crotus Penn Asylum realm. There is also the case of Badham, mothers Dwelling and others I cannot recall. This change is necessary to address bad map and hook layouts. Granted it is a 'bandaid fix' but I would much rather have this than have to wait 5 years for them to individually address the problematic maps.
Do you seriously believe this change will lead to more tunneling? Please explain, because I would tell you that every person that tunnels would laugh at the suggestion that the 'hook destruction upon sacrifice' mechanic deters them and makes them thoroughly think before tunneling due to the punishment it can have.
This change is really not that big of a deal, it is not like it provides immense free value for killer like an automatic down, as opposed to your comparison of respawning pallets which essentially provides free chase time extensions for no input from a survivor. A respawning pallet mechanic could work if survivors had to waste time in order to 'respawn' it, like a rebuild action, this would be the equivalent of a killer needing to chase and get a down to then make use of the hook.
Also, ofcourse people that want to slug will still do it, but this mechanic just minimises the situation where a killer is stuck in a situation where the last survivor just constantly runs to a corner of the map knowing the nearest hook is destroyed out of spite and wants to waste the killer's time for winning the match.
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I agree that in some situations you could hook more centrally, which is also beneficial for a killer as they can more easily manage paths to the hook. The issue is when a survivor goes down in a CORNER of a map and there is only ONE possible hooking location from the spot when they went down, meaning that if you sacrifice a person on that hook after they get downed in that corner and then another survivor later in the match gets downed in that corner aswell (with the broken hook) it means they are essentially unhookable, at no fault of the killer player.
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@BbQz said:
Your claim of it not being comparable to 3 genning is wrong. That simple claim destroys your entire post. Survivors running killers into dead zones isn't a new concept by any means good killers realize that players do this so other players can work on gens in the area your currently patrolling. Your your job as killers to break chases or prioritize targets when end game gets close.
It's understandable why you would want respawning hooks it would make playing killer easier to justify this fact you made a essay to explain why it should be easier for killers is wild
So if a survivor goes to a deadzone with no hooks due to them being broken by sacrifices, if I do not break chase due to the wild reason that there are no hooks nearby I am considered a bad killer player because there are no hooks in that area due to poor map design? What happens when every player does the same? Your reasoning of breaking chase due to survivors going to unhookable areas as a result of broken hooks is an issue of game design not of killer skill.
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@Nazzzak said:
Honest question, are you new? This playerbase does nothing but complain
No, I have been playing dbd since 2018, I know they complain about everything balance related. I thought this change would be different for some reason given it has basically little to no effect on gameplay and balance, so I am just a bit surprised that people are even complaining about a change as innocent as this XD.
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Auto-aiming for the biopods was necessary for console players, they made it so overclock duration is now consistent instead of reliant on how many slipstreams are active (a good change). They are trying to make every killer a lucrative choice to want to play and singularity is a very unpopular killer. There is still an massive skill gap in terms of game sense and knowing where and when to use your bipods. The only thing this update aims to do is improve his logistics and ergonomic feel. Stop gatekeeping for the simple reason of wanting to feel superior due to having more hours in a party game.
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issue with FTP + Buckle up is that 2 perks on the survivor side being that strong is so much more oppressive since it is only 2/16 total perks for survivors so it should not be extremely strong. For killer it is fine for 2 perks to be strong since it is half of a killer's build. FTP + buckle up was problematic not only because it was a free uncounterable second chance, and also since the survivor running it could also have anti-tunnel or an exhaustion perk. If it took 3-4 perk slots on survivor to recreate the same effect of FTP + BU then I think that would be balanced.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743592#Comment_3743592
Gonna take more than a few seconds.
Assuming you aren't being chased, you need to do the following:
Remember where your teammates dropped their items at.
Run to that place on the map.
Pick up the item.
Run to a corner.
Drop the item.
Travel back to do something useful.
I know that we are only allowed to exist in incredibly biased niches, per DBD law, but I do think a lot of Killer players really underestimate more derived forms of slowdown. That's not insignificant and it will happen a couple of times during a match.
Couple that with some very good aura-reading and you've got a very nice build, especially on Killers like Vecna, Huntress, DS, etc etc who get value from aura-reading.
Yeah I rly dont know what these guys are on about it being weak, I have used WA + Franklins, Pain res & NWO on Vecna since he came out and it is such a good build I win 90% of my matches even without tunneling, information on killers that can act on it like Vecna is arguably more powerful than a slowdown perk like pop.
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The perk combo is definitely not weak by any means, anyone saying it is weak is a) incredibly biased or b) not very good/experience at the game.
The issue with the perk is that it absolutely destroys Solo Q squads but is easily counterable by a team on Comms, the counterplay to this combo is VERY simple, take all your items to a singular corner of the map and thats it, just like that 2/4 of the killer's perks are obsolete. Also, another very interesting counter to it is to use Object of Obsession since you get permanent aura reading on the killer within the radius of the dropped item, this is notably strong on tiles such as shack where it is extremely difficult for the killer to down you despite having aura due to seeing the killer's aura being way more powerful on survivor.
I will say maybe what they can do to 'nerf' this combo is to make the perk debuff icon of Weave Attunement on the survivor screen to fill up 'red' the closer they are to the dropped item that is revealing their aura, similar to old spinechill that filled up with red gradually as the killer moved closer to you. I think this is the best way to address this synergy as revealing the aura of dropped items will just completely kill the combo, with my proposed fix it also requires some 'detective' work from the survivors to counter 2/4 of the killer's perks, whcih I think is completely fair.
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@GhostsCore said:
This is a very unfortunate
https://forums.bhvr.com/dead-by-daylight/discussion/417805/why-is-blight-so-hated
The fact you claim Blight takes skill but Survivor is "some of the easiest gameplay in the mainstream" is disheartening.
You are completely dismissing that survivor can, arguably, take more skill than any single killer takes to learn. Not only do you have to learn how to optimally counter 36 killer powers in this game. But also learn a majority of the add-ons as they can drastically alter the killers power.
Blight is hated simply for the fact he doesn't offer a whole lot in the way of counterplay. We can see this by the fact that Billy, a killer who requires skill comparable to Blight (if not even more since they get screwed over by map collisions more) is incredibly loved and respected.
Just ask Survivors what 3 killers they hate the most and you'll see for yourself. Most people would answer at least one of the following: Skull Merchant, Knight, Clown, Blight, Nurse. All of them have either little to no meaningful counterplay. Or their counter play is incredibly boring (drop pallet or run to next tile till you get cornered and die)
I did NOT intend that comment regarding survivor skill as a dig or attack, it is simply my personal opinion, since imo I think dbd is quite an easy and simple game to pick up, learn and master. However, between both sides I do think that being a good survivor is infinitely easier than being a killer player of equal skill since there are less things to consider when playing as survivor (except in Solo Q, being a good solo player is equally if not a bit harder than being a good killer player due to the sheer amount of game sense you need).
I made that comment as to be even a decent survivor individually you do not need much game sense or even be able to optimally loop. I'd disagree with the claim that there are a lot of add-ons that drastically change a killer power since it is mainly only Myers, Skull Merchant, Knight, and Vecna, all other killers do not receive a massive game-changing effect from their add-ons that it is worth learning each and every one, but I do appreciate that you are considering this aspect as part of a survivor's skill regarding game sense that is something I did overlook.
Regarding killer counterplay, imo I do think that most if not all (barring Skully and Nurse) have some sort of counter play that can help in prolonging chase and stalling for time, this is what I think a chase should do and I feel a lot of players easily dismiss this aspect when they get downed and feel that they should be entitled to being able to loop the killer for multiple gens. 'You ran a knight for 60 seconds but went down after he zoned you' , that is still a really good result that will contribute to your team escaping.
But to finally end it off, I do still think that playing dbd in general and more-so survivor is a VERY easy gameplay loop when comparing it to other games (but thats not a bad thing), as there is very little mechanical skill needed to be even decent at dbd, the main thing a player needs is game sense and that is very easily obtained if you indulge in a bit of dbd media outside of the game for both survivor and killer (YT vids).
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743024#Comment_3743024
In a perfect world, matchmaking would create more balanced matches, but that doesn't mean certain killers/perks aren't strong or overpowered. You mention Nurse, saying she's "beatable if players know what to do." This is surprising because many/most pepole in the game reagardless of killer main or survivor main agree that Nurse is fundamentally unfair and overpowered, because her power is basically a cheat. Just because people have won against her doesn't make her any less oppressive, as is the case with Blight. These killers have winstreaks in the thousands, and I feel it is unreasonable to say it is only because of facing unskilled survivors due to poor matchmaking. Assuming they only win because of bad matchmaking and not because they are just inherently strong shows a strong bias.
The issue with survivor skill not matching killer skill is significant. To have a chance at winning, all four survivors need to be equally skilled to match one killer, which is inherently imbalanced. The game is designed for killers to be stronger to make the 1v4 dynamic work, so the killers "skill" is already higher by default. Expecting the entire opposing team to lose (excluding hatch) if even one of them is a "weak link" which again, just means a player who makes a mistake, is not indicative of a "balanced" or "fun" opponent.
If your argument is that a more skilled player should win, it depends on what you mean by skill. In a 1v1, the killer always wins. In a 1v4 with no perks, items, or add-ons, the better skilled player(s) should win. However, this isn't always the case due to other factors in the game that can change outcomes drastically: maps, perks, add-ons, items, "playstyles" like slugging or tunneling, and perk synergy all impact game results. Combining these factors with a killer who is already strong without any of those things creates an oppressive opponent that can feel unfairly matched.
Personally, I think Blight is in a decent spot, but that doesn't mean he isn't strong. He often tears apart teams rather than struggling against them, as shown by stats and winstreaks, and many players' experiences support this. This is why people may not enjoy facing a killer who feels very punishing. I usually like the challenge, but I'm not surprised other people may not.
Basically to end this, your question was why people "hate going against blight" and your position seems to be that blight isn't that strong and it's just bad matchmaking. I disagree, I feel there is plently of evidence to support that he is strong regardless of matchmaking, and I was just explaining why I believe people don't enjoy going against him. You can disagree, that's completely fine. I'm not trying to sway minds here I'm just trying to give a little insight as to why people really struggle with this speedy boy.
I wish you fun in your future matches! gliyn gamer
I by no means meant that blight is not strong, he is arguably the 2nd best killer in the game (maybe 3rd cos of Billy), my main point (and rereading my post it was definitely not well developed by me) was that balancing and complaining about a killer's strenght solely based on how counterable they are at 'low' skill levels is just not logical or reasonable imo. Since if he is easy to counter but requires a lot of input from the player then it is just not rewarding to play him and dedicate time.
The main issue I fear is not due to the killer design itself but due to DBD matchmaking and how poorly it judges a player's individual skill, this leads to (as you mentioned) blights being able to easily deal with lower skill survivors who find themselves in higher MMR brackets than they should. If this mathcmaking system was improved, then that aspect of both blight and nurse would be severely minimized (noob stomping), this would also mean that 'better' survivors would match up against these 'skilled' blights and then it would be a more even playing field for both sides.
One can only hope BHVR improves their matchmaking system tho :(
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The new hook feature is not a talking point for balance, it is not in the core game and it is only there for 2 weeks in a separate queue.
Also I think saying "Blight is pretty easy to get good results with" is extremely ignorant as he is by far the hardest character in the game to pick up and learn and also to master, yes I am also talking about survivor being easier to learn as opposed to blight.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743187#Comment_3743187
I still don't really see where this is supposed to be over tuned?
OK so the Blight player used the strongest stuff, just like the people trying to end his stream, both sides were really good, Blight made mistakes and lost because of that, sounds fine to me? I guess if the survivors were even better than those they might have gotten more people out, or broken streak earlier... Saying it required a comp squad when the killer player is basically also playing on comp level does not really add anything...
The game has no unranked mode though, it has a ranked mode where it matches people according to their mmr... You fail to point where the issue is Blight as a character and not just matchmaking... Did the Blight face survivors on that level every single one of his 1900+ games so that it would have been reasonable to assume that he could lose the streak? If not then it is a matchmaking issue... If you put Serral against your friends plat 1 friend in Starcraft 2 he is going to win 10k games in a row, and nobody would say something about balance... It is just that Starcraft has proper matchmaking so dumb stuff like that does not happen, but dbds matchmaking is trash. That's why such streak have so little meaning, because the grounds are uneven because one side is just way more skilled then the other one for the majority of games.
Well sure it must have felt like a waste of time for most survivors that went up against him, but once again, that is a matchmaking issue, because they were not of equal skill as the Blight player. And also an issue with the gap between solo and swf when it comes to the gap in information, obviously.
But tome Quests also make killers goof around? I would not blame that one tome Quests... Both sides don't know how the opposing side will play, so if you want to make sure you win you need to play in a certain way, that goes for killer just like it goes for survivor... Ofc it sucks for those on the receiving end, but this is also not an issue with Blight, but with the general design of the game, because everyone is in the same queue you don't know what you will get. But once again, the issue is that matchmaking puts people against this guy that are a. Nowhere near his skill for the vast majority of the games (which gets further benefitted by the game not having communication) b. That don't take the match seriously, because their only goal is not to just escape for a streak. However none of this points towards Blight being overpowered... This all just goes back to matchmaking being unable to give the guy a 4 men comp squad every single game and the game itself limiting solo players in their coordination...
I think you completely hit the nail spot on as to what I was getting at with my discussion, I truly dont get why lower skill players complain about a character that requires considerably more dedication to be able to use and be proficient at as opposed to a low skill ceiling killer that should obviously weaker. I think Blight is the perfect killer and I wish they added more like him, strong but difficult to get good at and even harder to master on individual maps.
Also as you mentioned, the issue is not Blight as a character, it is 1000% the horrible matchmaking system of dbd that makes lower skill players blame the character for their loss instead of realizing that the player they played against is simply better at the game and wants to win more. I think its very unreasonable that a team of 4 solo Q players not running meta builds and not being very good at the game have a chance to win against a competitive player running a meta build and playing optimally. It seems most players want to be handed free wins against clearly more skilled and dedicated opponents which sounds absurd if you consider the situation in any other video game scene, you would be clowned and told to get better, however within the dbd community it is baffling how widely accepted it is that worse players should be able to compete and maybe even win against considerably better and more skilled players.
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I agree with you that a lot of perks actually do way too much and impact the match way more than a 'perk' should, however we are way past the point of fixing that since it would mean that over 200 perks would need to be rebalanced due to having overtuned effects. For example, in an ideal world I think that gen regression perks could use an overhaul and be overall nerfed, but that is IF AND ONLY IF survivor chase perks and defensive perks (lets be real survivors use defensive perks for offense always anyway) such as Lithe, Sprint Burst, resillience, OTR, DS were nerfed aswell. T
The issue with this game is that the concept of 'perks' as a personal choice to help you win matches in different ways has been completely overriden with broken meta perks that are just SO much better, and BHVR consistently kept on adding more and more to combat the previous batch of broken perks up until I think the release of MFT where they started releasing mid perks that will never see the light of day. Sadly, the game will always be balanced around both sides using broken perks because it is too much effort for BHVR to address and fix the underlying issues of the gameplay loop which will in turn allow for perks to not be as drastic as they are currently.
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As someone who upgraded last December: I believe it is just the PSN transfer process, at least for me I did not have to do anything extra. Also regarding the performance and sound, it is ASTRONOMICALLY better on the PS5, honestly the difference between loading the shop menu and switching tabs in-game is so much faster and smoother. Not to mention the increased fps, its so much easier to not whiff a basic attack while on PS5 as opposed to PS4, trust me you will not regret the upgrade.
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I totally agree, they always set the community goal extremely high while limiting the number of individual contributions to said challenge. Like I dont think they even thought out the logistics behind the challenge requirements, needing 2 million of the invitations while each player can only contribute up to 5 is ridiculous, asking for 400k players to not only play the game but complete the challenge is so crazy, dbd probs has at most around 100k-150k peak active players.
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I dont want to sound condescending but why do DBD players (both killers and survivors) IMMEDIATELY want something that's new and that the counterplay is not already pre-defined to be nerfed, instead maybe dedicate some of this energy to think on possible counterplay against it. It is becoming very exhausting to read 'Vecna is too op', reminds me of how so many overreacted when the unknown was released and people started to realize that you could hit through walls and immediately called it op. Its a never ending cycle with this community.
As many have already pointed out, the obvious counterplay is to just take your item to a corner of the map and leave it there, if you do that you essentially render 1/2 of the killer's build useless.
Also it is ok for a killer perk combo to be strong as a killer can only have 4 perks, while if a survivor perk combo provides an effect relative in strength to a killer perk combo (FTP + BU) it will always be problematic for the simple reason that the survivors only have to dedicate 2/16 perks for this as opposed to 2/4 for a killer. Also, weave attunement + Franklin's doesnt work on most A tier killers and higher since they use Special M2 attack which don't proc franklin's.
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I have had the same issue with this map aswell a few weeks ago, the deadzone in particular needs the basement to spawn within the chapel and there must be a hill with a hook facing away from that dead zone corner, it is impossible to get a hook in that area. For reference it is the corner marked in red, the hill is in between shack and that corner making it impossible to be able to get around to the ramp of it and hook in time. Due to the Chapel having the basement there are no other hooks nearby apart from the aforementioned hill hook.
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@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/416990/did-they-kill-pop
89 - 4.5 = 84.5 ; 84.5 * .2 = 16.9 + 4.5 = 21.4 charges deducted, nearly 24% total progress removed from a generator with 99% progress. (29.85 charges or almost 33% total progress removed with old Pop.)45 - 4.5 = 40.5 ; 40.5 * .2 = 8.1 + 4.5 = 12.6 charges deducted, exactly 14% total progress removed from a generator with 50% progress. (16.65 charges or almost 18% total progress removed with old Pop.)I'm sorry, but where are you getting these numbers from?
The difference between your numbers and mine are that I ignored the base kit kick effect, since it is not a part of pop as a perk and can be applied to any gen kick perk, if you remove the base kit kick % from your numbers they are nearly identical to mine.
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@ReverseVelocity said:
Nah, Pop is still pretty good. I'm still using it at least.
People were tunneling and slugging like there's no tomorrow even with the maximum amount of slowdown you could stack, so I don't really agree with the argument that a nerf will make people tunnel and slug more.
My point was that it will now be more prevalent as you could use pop+pain res to regress gens, thus give you more time to commit to chases with multiple people and not have to leave them as slugs, but with these nerfs in my opinion I think they have indirectly encouraged tunneling as there is no better way to get pressure than to force a 3vs1. Obviously there will always be people that will tunnel and slug no matter what but the point is that BHVR has made it even more lucrative than ever.
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Pretty good list. My changes would personally be:
- Doctor moves down to B tier from B+
- Clown & Slinger go down to B+ from A
- Unknown goes down to A from A+
- Chucky goes down to B+ from A+
- Billy goes down from S to A+
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I think you do not truly understand what it is to be held hostage in dbd, it is a very common misconception that slugging people for 4 minutes is holding the game hostage but that is not true, this is as the game continues to progress via means of bleeding out. While it is unpleasant and toxic it is NOT holding the game hostage. Holding the game hostage is something like the infamous locker glitch, body blocking the last survivor in a corner while hatch is opened, survivors staying within glitched areas where the killer is unable to do anything.
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@TheArbiter said:
I'm surprised, I think this map is really easy to win as killer on personally. The trick is to NEVER go in the dungeon and make sure they do all those gens first while holding down the topside gens. With how the gens spawn if you down a survivor outside you can hook them in the middle of all the gens and easily patrol
That's the issue, there is no incentive to go downstairs so if you want to win as killer you have to play the gen lock on the top from the get-go and ignore the dungeon all together, that is terrible map design and just makes both sides not enjoy the match as it is not enjoyable to patrol 3 gens above for 15 minutes as both killer and survivor.
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@Rogue11 said:
Try actually chasing survivors around the map instead of babysitting a 3 gen. The pallets are all pretty weak.
That's the problem with the map, if you do not hold a 3 gen from the start of the match you will lose as killer, if you try and commit to chases instead of holding down a top side 3 gen you will lose, the map is designed in such a way so that this is always the case. Pallets dont matter if the survivors just take a portal to the dungeon every time you chase them meaning if you commit you will lose all sort of gen pressure upstairs.
