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Tsulan

Tsulan

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Tsulan
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  • Just take a break. Most DbD Vets take breaks from time to time.

    If you don´t want to take a break, then at least ignore the archives. They really kill the fun for me and always pushed me to take a break earlier, because it became so tedious to play.

  • It certainly seems like survivors that use those offerings get a huge red arrow that points at them with the words: "kill me first!"

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665955#Comment_3665955

    You literally don't know what the word balanced is if you think 60/40 is more balanced than 50/50.

    So you think a survivor should have the same strengh as a killer in a 1vs1?

  • Boil Over is one of those perks where i think that it should get a buff, since for a solo player it has little to no value. Or has anyone ever tried using it on solo queue? Meanwhile on SWF it guarantees a terrible match for the killer. Which would mean its ready for a nerf.

    Maybe its time to introduce solo player effects on perks. So that perks are stronger for solo queue, but won´t be OP on SWF.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665042#Comment_3665042

    Are the people who claimed that they loved Billy, the ones that are now disconnecting after his rework though? I don't think the people who are disconnecting against him are the people who once proclaimed love for him. I think they are the people who have always disconnected against challenging opponents or when things go poorly.

    I think because Billy players were so rare, people actually forgot or never had any real experience with him. He was like some mythical creature that half of the playerbase had no experience with, and when they did meet one, he would be focused on fun and style over efficiency.

    The over-saturation of Billy combined with how strong he now is has definitely frustrated many players. There's no denying that. But there's plenty of weak killers that people hate. Legion would be a good example. Onryo has always been considered trash but people hate her regardless. Larry is the game's version of a unicorn, he's very rare. Given how strong he is when he focuses on protecting gens, I'm sure players would hate him almost as much as SM if they actually played against him regularly and his skill floor was lower.

    TLDR: Killer strength does play a part in their perception by survivors, but it's not everything. Over-saturation, the killers kit and how players tend to use them also plays a role.

    Oversaturation is a good point. Whenever a new killer releases or one gets a complete reword. The pick rate of that killer increases and survivors grow tired of facing the same killer every match. Which is one of the reason i play less during release weeks.

    Which in turn shapes the view of the survivors that constantly face the same killer. Maybe its best to wait a few months to see how the perception of Billy changes

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665029#Comment_3665029

    And yet, they are beloved by the commuity the most. Just because a killer is strong does not mean survivors cant have fun with the them. Thats the point.

    I believe also that Blight is to strong, objectivly speak he simply is without a doubt. But i still love him. Same with Billy. Even Wesker might be a tiny big to powerful, yet he is great fun and intense to play against. And also fair.

    The argument survivors like easy wins, is objectivly and subjectivly completly wrong. Look at Freddy or Trapper. Super weak, but not many like playing against them.

    We must face different survivors. I´ve seen survivors happily follow the trapper around the map, to disarm his traps.

    Ok, let me phrase it differently. The most hated killer is the one with the highest kill rate. While Skull Merchant isn´t really that strong to begin with. At least not compared to Blight.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665944#Comment_3665944

    How is 50% Killrate not balanced?

    The thing is, the Devs want DBD to be somewhat competitive. Yet one side has to have a lower rate of winning? A competitive game should be 50/50, not 60/40.

    A competitive game where similar sized teams face each other, should have 50/50.

    This isn´t applyable to DbD though. Since its 1vs4, a traditional 1vs1 will always be unbalanced.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665058#Comment_3665058

    Except few killers, i am really not seeing people suicides that much. They usually try to play game but it happens here and there.

    And yeah old tomes was worst. Hide in killer's TR for 120 seconds, cleanse 20 totems, search 10 chests etc. They were really asking survivors to throw the game.

    I see it way to often. Even on streamers. Otz did a video about upgrading his pc, in the background a survivor suicides on the first hook against Myers, when there is only 1 gen left.

    For me, the Archives are killing the purpose of the mmr. Players constantly play bad, because they need to finish a challenge. I usually take Bond and the things i see my teammates do...

  • Take Wesker. Equip Coulrophobia, Distressing, Sloppy and Unnerving.

    Tell me after the match how survivors like going against Debuffs only.

  • I´m not happy with the amount of suicides and that DS still doesn´t stun for 5 seconds.

    Oh and how Archive challenges basically ask you to lose a match.

  • So... just to get this right. You think that nerfing Adrenaline is only justified, if 5 killer perks get nerfed at the same time?

    Is this the current rate? 5 perks in exchange for 1?

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664499#Comment_3664499

    That's a very cynical and depressing way of looking at things. Most people's experience of Billy was OG players who were more concerned with landing swaggy chainsaw hits than hard tunneling survivors out at five gens. OG Billy's have never been a pushover, due to how skilled they are. Despite this, survivors loved them. I think it really comes down to how the killer player approaches the game, rather than the killer themselves.

    I can loop Wraith easily, but I hate going against him as almost every one of them gets angry if chases last more than twenty seconds or so. Playing against a pissed off opponent isn't fun for me. Nurse is busted as hell, but I'm happy to face them as they rarely get angry when you outplay them. They'll even show you respect for playing well sometimes.

    As far as people disconnecting goes, I can only assume it's the normal "I went down too fast, so DC" or "I'm sick of seeing this killer, so DC". Neither of which is really specific to Billy.

    Is it though? Release Billy was loved. Everyone considered him to be balanced. No one would have asked for a nerf. But that was a very long time ago. A lot of things changed, i´d even go as far as saying the community changed.

    Release version Onryo was loved, because weak af.

    Singularity a fan favorite. Because of how much power survivors had over his power.

    Demogordon, loved but not because he´s strong.

    Twins, Pig... do i have to say more?


    Whenever a new killer releases and the front page isn´t filled with nerf threads. Then its save to assume that survivors love the killer because they can easily win against him.

    Or let me put it differently. The amount of threads that complained about the flashlight exploit stands in no comparison to the amount of threads that complained, when flashlights were kill switched.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664499#Comment_3664499

    Same to you. Please explain why Blight, Huntress and Wesker are among the most beloved killers then.

    They are beloved? Blight, that gets threads how he still hasn´t received a nerf, after every single patch? Wesker, who gets constant complaints about being boring to play against. When he just makes use of perks that capitalize on his big terror radius? And don´t get me started on all the hate Huntress received, when the upcoming buff was announced.

  • You know the answer. Whenever survivors "love" a killer, it isn´t because they like going against him. Its because they like winning against him.

  • Survivor perk: Twice the Fun!

    • allows single use perks to be used a second time.

    Killer perk: Hexellent

    • allows to manually change a hex perk to a different totem. (i thought about manually setting up a totem spot, but that probably is way to strong)
  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664030#Comment_3664030

    What do you mean with that? Survivor suicide because she is miserable to play against.

    Or is this a more practical quetion on how she should work so survivors would like her?

    At this point it doesn´t matter what the devs change on her. I bet the devs could completely remove her power and just make her a m1 killer with nothing else and survivors would still suicide against her.

  • How do you rework, that survivors simply refuse to play against her? As mentioned several times in this thread, everyone suicides/quits against her.

  • Have you tried chasing him with a Flame Thrower?

  • @Mr_K said:

    Which one is the best survivor again?

    Jane... because reasons

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663073#Comment_3663073

    I’d like to point out that killers have stuck to ‘applying pressure’ (which I presume you mean by way of tunneling) since time immemorial. Even during the EruptOverBrine meta killers were ‘applying pressure’ without any need for it. Suggesting that slowing down survivors will somehow stop killers from ‘applying pressure’ is far fetched. Reality doesn’t bear that out at all.

    But its apparently getting worse. As in more and more killers use this tactic. Maybe we´ve reached the point of no return and thats just how the game is now.

    Kinda unfun for both sides.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662957#Comment_3662957

    But it still was a Hex perk. Doesn´t matter if the survivors had to cleanse it once or 5 times. Its still a perk (actually 2) that the killer lost in exchange for a longer match. There were 4 survivors in a match. So everyone had to cleanse 1 or 2 hex perks. That isn´t overwhelming much in comparison.

    That's still 70 seconds worth of time total, minimum, regardless of whether it's split or not. That's an obscene amount of slowdown. As I've stated in response to the age-old adage of 'Just do bones': Doing the bones makes it better slowdown than a Thanatophobia in a match where everyone has No Mither.

    The passive slowdown, that wasn´t punishing new survivors, like the skill check Ruin, while also giving killers an incentive to constantly switch targets. Made the perfect match prolonging meta we had. Unlike what came afterwards. With the gen kick meta, or gen block meta, or slug meta...

    I don't know why we're arguing Ruin because I'm pretty sure we're in agreement on that thing. It did not deserve the nerf it got.

    But PentaUndying was broken and did deserve its nerf.

    We are still arguing, because Ruin on its own was to weak. Especially with how bad the totem spots are. Equip 4 Hex perks and watch half of them vanish before you even find the first survivor. The spawns have become ridiculous easy to find. Undying was necessary, because it gave Ruin a longer live span. Current Undying isn´t really worth it. Despite being good for Hex perks like Devour. Simply because of the bad spawn points. I could argue that things would improve a lot, if the spawn points were actually hidden and survivors had to spend time searching them.

    But the combination of bad spawns + weak perk effect = no one taking hex perks.

    Per definition, Hex perks are supposed to be high risk, high reward perks. But the reward part is completely missing. Only flaw the original Undying had, was the aura reading. Take that + the remembering stacks away. Then go back to the point where it could revive a hex 3 times. Otherwise it just stays as a meh perk.

    Spawns really need an overhaul. The game feels faster, because survivors don´t spend any time searching totems. They spawn next to a gen and do said from the first second. There is no secondary objective that takes time away from survivors. So killers stick to applying pressure. Getting someone out early, applies pressure. Its a direct result of an attempt to slow everything down. Do i like it? No, but thats just how more and more killers work.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662909#Comment_3662909

    Whats the problem with lost Progess?

    Why are you asking me? I'm saying Ruin was a good perk.

    Also, as you say, its a Hex perk. Killer could lose it without getting anything from it.

    Yes, but that's also why PentaUndying was a problem, because it could effectively remove the downside it had to counterbalance how powerful it was.

    A killer losing 1 perk weighs heavier than a survivor losing 20-30 seconds of gen progress, by staying away for 40-60 seconds.

    I think that's not a very accurate representation of what happens in game. If the survivors break the Hex before the first hook, they spent time not on generators at the point of the game where survivors are at their strongest, which could break them up in the long run. If they didn't cleanse it, it's going to put in more work than 20-30 seconds.

    Ruin was good, before it got senselessly axed. That wasn't the problem. But taking a hex perk and then making it not a hex perk is just flatly too strong, which is why PentaUndying had to go.

    But it still was a Hex perk. Doesn´t matter if the survivors had to cleanse it once or 5 times. Its still a perk (actually 2) that the killer lost in exchange for a longer match. There were 4 survivors in a match. So everyone had to cleanse 1 or 2 hex perks. That isn´t overwhelming much in comparison.

    I think i had like 2 overall matches, where i cleansed all 5 totems alone. But i went into the match with the mindset and build to get rid of totems. Which is also something, no one does anymore.

    The passive slowdown, that wasn´t punishing new survivors, like the skill check Ruin, while also giving killers an incentive to constantly switch targets. Made the perfect match prolonging meta we had. Unlike what came afterwards. With the gen kick meta, or gen block meta, or slug meta...

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662899#Comment_3662899

    Lost progression is never meaningless. IF one of the other survivors makes it to that gen, they can stop the regression, but that's a pretty big IF. And it's still lost progress, which the killer didn't need to activate in any way.

    Pretending that Ruin guaranteed a 3k+ for killers is ridiculous.

    I didn't say that. I said that if Ruin wasn't found before first hook, it guaranteed a 3K+. The fact that it's a hex and thus could be cleansed is the only spanner in the works. Removing that makes it broken, which is why PentaUndying was not okay.

    Whats the problem with lost Progess? Its a pvp game. Both sides use perks to make the other side lose progress. Thats the whole point of the perks.

    Also, as you say, its a Hex perk. Killer could lose it without getting anything from it. Which is why most Hex perks have become rarely seen. Since no one equips them anymore. A killer losing 1 perk weighs heavier than a survivor losing 20-30 seconds of gen progress, by staying away for 40-60 seconds.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662865#Comment_3662865

    You're vastly underestimating how powerful Ruin was. If Ruin wasn't found before first hook, it was a guaranteed 3K+ for the killer. Yeah, Ruin doesn't have any effect on a gen that's being worked on, but if someone wants to go for the save, they basically give up a huge chunk of progress on their gen. Adding up to a whole generator in extra time investment to get rid of it was absolutely crippling and it had to be removed.

    Undying + Ruin was solidly powerful and a valuable tool. PentaUndying + Ruin ranged from being exactly that, to being an RNG dictated free win.

    At 200% regression it still was only regressing at half the speed a single survivor takes to repair.

    Yes, that survivor lost some progress. But assuming that the 2 survivors came back to the same gen, the lost progress was meaningless.

    Pretending that Ruin guaranteed a 3k+ for killers is ridiculous. With how popular Ruin was, kill rates would have peaked to never seen highs.

  • I dodge p100 survivors, when they are my teammates.

    Never had a decent match, when i didn´t dodge. They either are bored or terrible.

  • @Commander_Nefarious said:

    i faced a sabo squad so i couldnt hook. i slug and they have unbreakable, then when they get picked up , buckleup. then heal up and activate bloodpact. they knew my every move because of wiretap, then knew where my noed was. i managed to bleed one out and one got away because of buckle up and the other one i was chasing was given the hatch. and to top it all off, i got a entity displeased. what a f@%#%^# terrible experience. now i dont care if survivors get mad over camping and tunneling because survivors can be just as evil and dont give u a break, so neither should you.

    Those kind of matches can really break someone. It seems that those are more about making the game as horrible for the killer as possible. Kinda like a payback from something they suffered by a different killer.

    Viscious circle.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660793#Comment_3660793

    It was one of the worst of times bc survivors could not figure out gen tapping, or hit those skillchecks for whatever reason. Didn't have to worry about the killer heavily regressing the gens, had to worry about other survivors, on top of being heavily farmed by other survivors bc they wouldn't do ruin gens. My eye still twitches thinking about it.

    Ruin was changed from skill check to passive reqression before Undying Ruin was a thing. So they never worked together in that situation. Ruin had no effect as long as someone worked on a gen.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661897#Comment_3661897

     But can you really say what made it through in its place is any better?

    Hah, no. But it's better for the killer, and I think that's all that matters to BHVR at the moment.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660793#Comment_3660793

    Depends on which Undying/Ruin you're talking about. Penta-Undying was bad, but Undying/Ruin after the Undying nerf was really good.

    Undying was trash after its nerf.

    Penta Undying + Ruin was healthy. As it required the killer to constantly switch targets. But didn´t force survivors to cleanse 5 totems, since Ruin had no effect when a gen was worked on.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660905#Comment_3660905

    Those are not bad ideas but there is still 2 problem:

    1. Camping is not biggest issue survivors have. Especially after BHVR nerfed it fair enough. Tunnelling is issue. So this Bubba instead of camping, he just decided to tunnel Meg out. He got 3 hooks from her. And now his mmr is not go to up even he played pretty annoying way.
    2. That repair bonus is pointless when your teammate died. Because let's say Meg died at 2 gens left. Now one survivor will be in chase and if killer is good enough, he will get down fast enough. He will slowdown game with anti-gen perks. Now Meg is dead, Dwight is on hook, Jake is in chase and Claud have to go for hook save. So it really does not matter how much speed bonus you are getting when your teammate died.

    If you have solution for those problems, i am all with you.

    1. make the inbuild BT a different health state. That does stack with the Endurance effect, but doesn´t remove it, if hit right off the hook. Also remove collision, so survivors stop body blocking the killer after getting unhooked.
    2. that depends on the high of the repair bonus. It would have to be high enough to make up for the missing teammate. So somewhere around 25-33% bonus. Which could also be achieved by adding a similar effect of the current BNP. Where a certain part of the required gen progress simply gets removed.
  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660473#Comment_3660473

    And when i ask how, nobody is answering. How we will balance game around hooks

    First of all, we have to establish how it currently is:

    • Basement Bubba that gets 4 hooks and 4 kills is going to get a higher mmr rating than a Huntress that gets 9 hooks and only 1 kill.
    • A Meg that runs the killer for 4 gens, but then gets tunneled will get a lower mmr rating, than the Dwight that just sat on the gen for the whole match, but escaped.

    Now we need to know, where we want to go:

    • Giving killers an incentive to keep survivors as long as possible alive, while also rewarding them for getting hooks. Original BBQ was a step into the right direction. 100% bloodpoint bonus for hooking everyone once.
    • Give killers a way to see who they hooked. Currently only survivors see who was hooked how often. Killer has to memorize and sometimes even take a wild guess. Show killers who they hooked and give an incentive to not hook that Meg, thats about to die. But instead go for Dwight, that hasn´t been hooked yet. Including a improved recovery for the downed Meg, to prevent extencive slugging.
    • Killers tunneling someone out, is applying pressure. Having only 3 survivors to worry about is something that makes the game more manageble for killers. So to give killers an incentive to spread hooks evenly, gens should slow down, the more evenly hooks he gets. Just by a couple % per hook. Enough to reward the killer for hooking everyone once before going for the second hook. Hooking everyone the second time, before going for the kill. At the same time, give survivors a repair bonus if the killer kills someone early. So reward killers that keep the match going for every as long as possible while also punish killers that want to tunnel.
    • So to increase the mmr of the killer. He would need to get 10 or 12 hooks. To stay unchanged, 6 to 9 hooks. Lower the mmr 0 to 5 hooks. Doesn´t matter how many kills the killer got. Just the amount of hooks count for the killer. Numbers might require some fine tuning.


  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659538#Comment_3659538

    No way this regression meta is anywhere near close to the worst. Eruption/CoB/Overcharge takes that easily. And don't forget Ruin/Undying.

    I firmly believe, that Undying Ruin was the healthiest slowdown meta we ever had. Killers that wanted to get anything from that combo, would have needed to constantly pressure gens. Which resulted in less camping/tunneling.

  • Archive challenges that require certain tasks, but are harder to achive uppon getting hooked. Don´t like the killer they face. Don´t like the map. Don´t like that the killer had Lightborn.

    At least thats what i´m guessing, when my teammates suicide at their first hook. When 4 gens are completed and the killer is chasing someone at the other end of the map.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654403#Comment_3654403

    Objectively speaking, I’d say that survivor was for sure in a better spot (including solo queue) in 2020. Now don’t confuse this as me saying it was healthier, killer was in a way worse position than compared to now and it’s way better balance wise for both sides now then it was then, a necessary change.

    But as to your question, the things that were better for survivor in 2020 would be a mix of things that have been changed over the years, mostly map layouts/spawns, and overpowered perks. Map layouts used to give you chain after chain of tiles, the vast majority of them being safe. This was also during a time where anti-loop killers were not very prevalent being that Pyramid Head (you could very well argue Demo) kind of started that trend, he was released halfway through 2020. Correct me if I’m wrong too but I believe there were still certain infinites in the game at this time as well (I’m thinking about Groaning Storehouse). Most killers followed your standard M1 gameplay and add that onto the broken maps that favored survivor, that’s already a big enough advantage to say survivor was in a better spot than it is currently (maps are still a big issue but objectively more fair than they were layout wise). Gens took 50 seconds less in total to complete. Killer regression relied almost entirely on one perk (Ruin) that was in the utter hands of RNJesus that your totem didn’t spawn directly in front of survivors (this was also before they revamped totem locations).

    Perks like Dead Hard for distance, Balanced Landing not giving you a stagger even when exhausted making certain loops close to infinites, 5 second stun DS paired with unbreakable (the infamous small pp build), made it so tunneling (which also wasn’t quite as prevalent as it is now, not to say it still didn’t happen) was not nearly as viable as it is currently. Items like medkits could give you personally multiple heals throughout the game. Toolboxes and BNPs were much much stronger and could guarantee a gen done by yourself in like 35-40 seconds, etc.

    I definitely didn’t touch on everything and am for sure forgetting some absolutely broken things, but I truly think that survivor and by extension solo queue was objectively in a better spot in 2020. And l want to reiterate again that this doesn’t mean it should go back to that in that sense. It wasn’t very enjoyable (at least for me) to play killer back then as you constantly had a stacked hand against you, the games in a much, much better state of balance currently.

    Objectively speaking though, when thinking about statistics, survivor escape rates (don’t even want to guess what they were I’m not sure) were definitely higher than they currently are. I think that’s what most people mean when they say solo queue is in a rough spot, it’s very hard to escape currently compared to how it was in the past.

    First of all, thank you for this well written answer.

    Yeah, Ruin was quite the meta back then. Which benefited both sides, as killers didn´t feel as "pressured" as now. Since survivors had an objective apart from doing gens. Sadly, currently no one uses hex (or even boon) perks. Because everything totem related is so underwhelming. Its like the devs went overboard with the changes. Totem spots were harder to find, which cause survivors to waste more time doing other things than gens. Now you take a couple of hex perks and hear the thunder sound, before you see the first survivor.

    I´m not sure about the infinites. But chases were different back then. More running in circles. Less shift w like now. Back then BBQ was part of every killers loadout. Which gave killers a new objective after a hook. So camping/tunneling existed, but wasn´t as prevalent as now. Simply, because it wasn´t the optimal play.

    Some perks were really busted back then. The i win button E. Weaponized DS. It sure wasn´t fun for killers that didn´t tunnel. Yet got hit with DS, because survivors repaired in their face. Which probably was one of the reasons why the perks got changed. Maybe a bit to much. Devs probably haven´t reversed so controversial changes, simply because the perks were to strong.

    Escape rates being higher, could also be explained by the lack of survivors suiciding. Like they do now on every occasion. I think it became more prevalent in the last 2 1/2 years. I blame a mix of the sbmmr and the archives for it. Archives give out so ridiculous quests, that require players to play bad on purpose. If they want to complete a challenge fast. Meanwhile the sbmmr, isn´t what was originally promissed. It just takes kills vs escapes into account. A basement bubba with 4 hooks = deaths would be considered more skilled than a huntress that got 9 hooks. But only 1 kill. Equally, a player could run the killer for the whole match and then get face camped at the end. Meanwhile the survivors that just did gens and nothing else, would be considered more skilled. Because they survived.

    Anyway, i think DbD is in a healthier spot for both sides now. Its not perfect. But definetly better now.

  • How do you balance around survivors giving up on the slightest inconvenience? Everyone who plays solo, has seen how their teammates directly walk to a killer they don´t like, in an attempt to get hooked/suicide. Best example is Skull Merchant. She didn´t exactly receive a buff, but her kill rate kept climbing.

    How do you balance around salty teammates? Thats also the reason, why we still have the dc penalty, even though Bots exist. Every single time the dc penalty was disabled, because of a bug. DCs skyrocket. You could watch a streamer like Otz and see survivors dc every single match.

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654872#Comment_3654872

    Survivor is not in a good spot but ok go off not gonna explain something or argue about something that has been mentioned multiple times by multiple people as an issue which is the current killer meta

    If it has been mentioned multiple times, then just quote? I mean, you openend a thread about it. You must have some examples... right?

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654403#Comment_3654403

    While the hud has helped, matchmaking honestly has gotten worse in my games. Not to mention tunneling is just way too strong especially with ds being garbage

    But that is not something that has to do with solo survivor. Hell, killers even can´t change, like they used to be able before sbmmr.

    A different, non ranked game mode might be in place.

  • @menacing_goose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654403#Comment_3654403

    You want to compare 4 years worth of changes are you just slow in the head or think nothing changes with time…

    I take that as a no, you can´t specify, why survivor is unbearable.

    Survivor has never been in a better spot.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654161#Comment_3654161

    Don’t forget they literally just had a Survivor Mid Chapter with Alan Wake and a very strong perk. But I guess they won’t be happy until they get a new broken perk like MFT that rewards them for getting injured or a new CoH that lets them reset as much as they want.

    Absolutely. And i´m sure the upcoming survivor will have a strong meta perk. So i don´t understand all the complaints. When survivor is in a great spot.

  • Could you specify, what exactly is so unbearable in solo queue right now? Since there are so many threads, it should be easy to pinpoint.

    Lets say, whats worse, compared to... lets say 2020?

  • @Firellius said:

    Survivor perks:

    1) While in the dying state, your repair speed is increased by 10% (Will be nerfed to 3% after PTB)

    2) After getting hooked three times, reduces your grunts of pain by 50% for the remainder of the trial.

    3) During EGC, you get 5% more skillchecks. Your aura is revealed to the killer.

    Devs, please take notes!

  • My guess is, that we´ll see some strong anti tunneling perks.

  • Hook grabbing was removed, we got the anti face camp mechanic, 3 genning was removed, HUD, inbuild BT, etc.

    And yet, i see a lot of these threads. Complaining about the devs not caring for survivors, since the newest PTB doesn´t have anything for survivors...

  • @CrowVortex said:

    I mean how would you buff survivor's other than perks and items? You already have built-in UI for every action for you and teammates, Built-in endurance and sprint after unhooks and anti-face camp mechanic which could arguably be improved. These are killer base kit adjustments and changes, nothing super drastic other than Huntress extra 2 hatchets', which should be looking at locker placements instead of more hatchets' in my opinion.

    Inbuild BT should be a different health state than Endurance. Something that gives no collision. So it would stack with actual Endurance perks and couldn´t be abused to body block. Thats a basekit survivor buff, that would benefit both sides the most.

  • @radiantHero23 said:

    Pig is nerfed....

    To be fair, we can´t have a patch without a Pig nerf.

  • The upcoming change might be a hard nerf. Something like "people only fall asleep, after Freddy sings his Lullaby 3 times"

    *requires microphone to be played

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650547#Comment_3650547

    There was a time where people would send rage messages to their opponents during the xbox live era of the Xbox and 360. It wasn't necessarily common, but I do remember it happening a few times playing Halo online.

    Though honestly I'm more concerned with some rather unhinged individual deciding to take it a bit further. When swatting is a thing people do and information is all over the internet that someone really persistence might be able to track down personal information, the risk of leaving your profile public is quite high now.

    Oh yes, thats actually the worst. Putting someone elses life into danger, over a video game...

    Some people really need help.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650302#Comment_3650302

    I loathe the reliance on Twitter, because as someone with no Twitter account, the site doesn't function properly at all. When I check DbD's account, all it shows me is posts from years ago, same for other DbD content accounts.

    Even with a Twitter account. Its a nightmare. When i search the DbD account, i get tons of unrelated posts. Honestly, i haven´t figured out how to find the Japanese DbD Twitter. I only find the "normal" one.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650304#Comment_3650304

    Yeah that’s super annoying and I’m sorry that happens to you. I’m on console, so turning off messages from people outside your friends list allows you to completely block out these types of messages. I wasn’t aware people could still comment on your steam profile even after this.

    Oh they absolutely can. Its really weird how some players take this game so serious. I can´t imagine CoD players would send toxic messages after losing a match, or getting killed to often.

    When its just a game and another match is just a click away. Instead they spend time and dedication to spam the profiles of people they most likely won´t play against ever again.

  • @BlightedDolphin while i appreciate the effort, you might wanna edit that stuff out.

    Don´t want anyone to get in trouble.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650321#Comment_3650321

    Nurse has been "the strongest killer with the lowest kill rate" for years. So I don't know why anyone should worry about balance decisions based on these stats.

    We all know they base balance decisions on their horoscopes.

    Thats why i chuckled in my first message.

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650321#Comment_3650321

    They don't make balance changes based just on those stats - Peanits addressed this exact same topic last time they released stats lol

    https://us.v-cdn.net/6030815/uploads/17CWCT00T0GD/screenshot-20240216-163335-chrome.jpg

    I mean... Billy got buffed after having an underwhelming kill rate. Meanwhile, Freddy won´t see a rework until the next decade.

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