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  • I don't think you understood what the problems with Ormond are. Exactly like you didn't understand the problems GoJ has (or pretended not to).

    I feel like ruin should have the other effect unnerfed (200% regression -> deactivates when someone dies) but whatever

    The rest look like great changes. Sadako ones are interesting and will have to be tested tbh

    image.png

    Couldn't ask for anything better, now some demo and nemmy players will actually have to learn the killer :')

    Rip blight addons 🦀

  • Literally only one single killer in that list is insufferable, and it's not nurse

    If you dislike these many killers then why are you even playing

  • @OrangeBear said:

    I've never heard of this being a thing do you have a video showcasing it or something

    I don't, I was hoping someone would clear this up in the forums. Maybe some wesker main

  • @dance said:

    I'll leave a question here: For you, what makes The Tricksters so miserable or unfun to play against?

    Since his rework, we've been collecting feedback on how he feels, and we do want to know from both sides, Killers and Survivors. I'm happy to listen to as much constructive feedback on how you feel facing against him as you (and any Survivor player) wants to share. Are there specific parts of his rework that you dislike or are frustrating to play against? Something that you feel was overturned and worked better pre-update 7.4.0 (or the fixes since then)?

    I'm honestly not sure why you would ask us this question if then you won't reply anymore, especially when posed with the same legitimate question:

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617027#Comment_3617027

    Respectfully, let me leave a question for you: "Why do you think Trickster was so miserable to play against before his rework and what was changed to make him more pleasent?"

    The burden of proof lies with the one making a claim. And the claim was that Trickster was changed to make him more enjoyable to play against.

    Personally, I think he feels even worse to play against than he did before. Before the rework, you had to use his slow speed against him, so that he wouldn't be able to hit you around tall loops. Now that he moves at normal speed this is less of an option, so he will hit you more often. That doesn't necessarily mean he is much stronger (though he is), considering that he needs to hit more blades now but it makes him even less pleasent to play against.

    Nobody likes feeling like they lose at every turn and this is what Trickster does. He hits you again and again and again with little counterplay around short loops. Even if he had to hit you 15 times before you lose a health state, that feeling would persist.

    So, please, how do you think those changes would make trickster more pleasant to go against?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621768#Comment_3621768

    The game should be balanced around top-play. the more concerning part about blight and nurse is the 700 winstreaks and 1500 winstreaks on blight. that at least shows that blight and nurse over perform in matchmaking environment. The only question is whether this is because those character are over-tuned or because typical soloq under performs. I am more likely to lean on latter portion because strong players can escape nurse/blight however it is not crazy to perhaps think that these characters might be a tiny bit too effective in the hands of competent killer player. that is my impression on @MikaelaWantsYourBoon post.

    Idk why people would want to balance this game around soloq

    Killers would all get nerfed to wraith level bad and they would still overperform in public lobbies

    Does blight have op addons? Yeah

    Does nurse have overtuned addons? Yeah too

    Are their basekit ok? Yes, too

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621608#Comment_3621608

    Oh trust me people complain about the blindness part just as much.

    I complain about it in the sense that such a strong perk doesn't need also a secondary effect, but I don't see blindness status as a problem per se

    But then again, I don't run (nor need) WoO and I pay attention to hook bubbles, it really doesn't take that much effort 🤷

  • @Batusalen said:

    Why do you think people have such a problem with UW?

    Because it's one of the best tracking perks in the games for the minimum effort required

    Blindness is not it's problem

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621212#Comment_3621212

    I never stopped complain about Nurse? And before i stop to talk about Blight, i have to see PTB first. SM will also be talked by me.

    I am using this forum for my feedbacks and suggestions. What's problem?

    Idk all you do is say she ignores mechanics but by that same reasoning there's plenty of other killers who do the same

    Her broken stuff has been nerfed (and if you remember or check my past threads/comments, I was one of the people here who most outspokenly called for those nerfs), and even with add-ons her basekit fundamentally remains unchanged and blinking is the only way she has to actually hit people. At this point if one's not able to hold a chase with her for longer than 15 seconds that's their problem, not nurse's

    Screenshot_20240104-144908.png

    "Certified nurse hater ®" has been a stable on my steam profile for quite a while after that comment, and yet here I am, saying she's (mostly) fine 😳


  • @ohheyitsbobcat said:

    They don't need to run anything else. It's the same with Nurse; I've seen quite a few run only shadownborn with no add-ons.

    Some do it to Flex, some to challenge themselves, some to make a point, and others to have an excuse if they lose.

    Just kinda shows the sorry state of matchmaking

  • @MikaelaWantsYourBoon said:

    She is only killer who is ignoring strong loops, walls, pallets, vaults, everything.

    Bodyblocking against her is imposible, that means helping your tunnelled teammate is also imposible.

    Very good map mobility, that would be fine if her power was not that busted.

    She is just cheating the game with legal way ofcourse. She is really feels like old busted DbD where we had busted infinities, busted survivor items, busted mori offerings. She is from this era. Except her, everything nerfed. She somehow kept her power.

    Killers like Billy, Freddy, Slinger was not even close to her level but they all nuked by BHVR but not Nurse obviously. Ofcourse she got some nerfs but no nerf will make her balanced. It's just imposible with her kit.

    Now that blight is getting changed you went back to complaining about nurse?

  • No matter what anyone says, she's an insta go next for me and nothing will change that

    Play a killer that requires some brain pelase

    @[Deleted User] said:

    I play a ton of SM. Think of her less as Clown and more as Trapper/Hag. The drones are her traps. She's a hybrid stealth+set up killer.

    The drones aren't great when they're placed mid-chase, so don't do it unless you're trying to push someone off of a strong tile, then recall the drone immediately.

    Place the drones at choke points, main building entrances, inside shack, basically anywhere survivors are going to commonly path. I get multiple passive claw trap injuries every game this way. Sanctum of Wrath is a perfect example. One drone on each staircase, and one drone on each side of the shrine. Anyone who crosses the map is taking a stack, and you have tracking on them.

    You have some built-in game delay from the survivors playing around your drones. Corrupt is necessary on any set up killer at a high level. You need to set up her drones at the start and only carry 1 or 2 max. My preferred build is Corrupt/Pain Res/PGTW/Brutal

    Fun build on fun killer

  • Yeah guys just don't slug while you wipe your weapon

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401478/the-nurse-basekit-need-to-be-changed-for-the-futur-of-dbd

    if what your saying is accurate, and that’s what they believe. then why not try something like..

    remove the ability to teleport through walls, jungle gyms, all that (maybe not pallets, but that’s debatable). but increase her base movement speed, increase her blink speeds increase her blink charges, etc! that way she uses it as map mobility so she has better gen pressure but isn’t so terrorizing for survivors who learned how to loop. plus c she can use it to gain speed on survivors too.

    We already have that with her matchbox add-on and if you've ever gone against a nurse using that I don't need to explain why it's a stupidly miserable experience

    She'd be extremely weak in the macro/overall game but stupidly miserable ti go against, in this case quite literally there's nothing you can do

  • She needs a few basekit changes such as:

    - lose blink tokens when stunned, and succumb to fatigue)

    - bring back flashlight interactions (light burn)

    - if she starts charging a blink while the other hasn't fully reloaded yet, she loses the load progress of that blink too

    These are all things she used to have before her recode (+ light burn being removed later) and that shouldn't have been removed imho. She's got the strongest power, ######### ups should be equally punishing. Personally I'd also like for her to be unable to see survivor auras while she uses her power, so ######### nurses carried by cheap perks like nwth and floods would actually have to learn where to blink

    Finally:

    - why does she have a mangled addon?

    - also Jenner's last breath is stupid af. If I want to play like a #########, all I do is use that addon. Should have a stronger downside, something like the triple blink addon that increases recharge rate

  • I would tie it with gen progress. At least it makes some of the msot useless team mates running it *actually do* something (looking towards distortion calm spirit players)

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618841#Comment_3618841

    I think making it 60 seconds and showing all survivor auras will be good buff. But we will test it on PTB, so if there is problem we can see it.

    Current Grim Embrace is just not worth it.

    So a killer can sit on the hook for the whole hook stage while survivors have literally nothing to do? This is why I said reworked, they can't simply buff numbers

  • @glitchboi said:

    He's... kind of cool? Aesthetic wise and lore wise I do actually like him. Cool cosmetics, too. His power is a different story, though.

    The name 'The Trickster' stems from his power being built around trickshots. However, that concept was thrown away when the way to play Trickster is to backrev survivors, spam knifes at them and down them as fast as possible rather than doing cool shots like they tried to build Trickster to be.

    What they could do is make ricochet part of his base-kit somehow. Make it so ricochet hits add an additional +0.5 laceration bonus, but also make it so that you can't ricochet from the ground (they will instantly break on the floor so that the extra laceration can't be abused by throwing knifes on the floor then bouncing right on the survivor). Hear me out on this one: the aura of where the ricochet would go would be shown while winding up blades, similar to Pinhead's gateway aura/Nurse's blink zone add-on. Finally, make Trick Blades add an additional ricochet.

    But first the ricochet needs to be made more consistent because of how bonkers it is right now. I feel like this change would separate him from Huntress a lot more and make him more interesting to go against since Tricksters will try to go for cooler shots, allowing for more room for counterplay for survivors, and also increase his skill ceiling big time.

    For compensation, make it so that Main Event fatigue begins when going near a hooked survivor, and disable the ability to use Main Event 12 meters around a hooked survivor.

    Ricochet add-ons already give an idea of what he would be like to verse, and it turns a miserable experience into an excruciatingly painful one cuz now not even braking line of sight helps (and you want to buff that aspect? )

    Let's not buff/rework again this failed concept please. Nerf some of the most annoying aspect and let him rot into oblivion please

  • @egg_ said:

    https://us.v-cdn.net/6030815/uploads/Z1A93UHCOID8/image.png

    Did I just have a miserable game against him? Yes. However, the question is: when is it not miserable?

    I honestly don't understand how you've managed to fail one killer after the other since Knight's release, possibly saving Alien from the list.

    Knight is miserable, SM is miserable, she got reworked twice and she's still miserable, Trickster was miserable before and you managed to make him even more miserable, while you were actively stating you didn't want that. Chucky was miserable because of scamper, and you "bugfixed" something that was arguably ok in his kit while maintaining the most obnoxious aspect of it.

    I'm honestly speechless. I really hope you'll step up your balancing game in 2024. Looking forward to the roadmap, although I'm ready for more disappointment

    My thoughts on him: he's always been a miserable experience by design, no amount of tweaking will change that

    I'm not a "survivor main", as if that's relevant

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617340#Comment_3617340

    Well BHVR just don't know how to make good maps.

    All reworks lately turned garbage.

    Borgo is now full of dead zones. They said they fixed it but from my exp, it's just not true. Map is still so bad and full with deadzone.

    Red Forest is fine i guess by size and loops? But gens are now so close to each other. I can hold 4 gens together, no joke.

    Garden of Joy at least still bad map as before. They did not break anything, it's still broken.

    I really prefer them to not touch maps because they are somehow making them worse.

    Honestly I like new borgo both as survivor and killer. It's not a deadzone, the pallets *are* there, the problem is they have that map specific look that makes them difficult to see (same for vauls with that map specific cloth thingy). If possible I would just remove that map specific look for pallets and give them the standard one

    Idk what they did with red forest. Mother's dwelling is fine I guess, but man did they butcher temple. It now spawns only two maze tiles in the whole map, rest is just ######### filler pallets, most of them unsafe too. It really feels like they have no half measures but go from one extreme to the other

  • @MikaelaWantsYourBoon said:

    Not really. Main building is getting 2 god-pallets but that's all. Survivors can't loop those pallets, they are drop and run type pallets. And once they gone, there is nothing left for main. And this main has no good vault, which makes sense to have 2 good pallets.

    Rest of map is pretty much playable.

    Garden of Joy, Haddonfield are worse maps.

    Idk man, they all have their issues that make them extremely bad.

    You forgot house of pain, and other than the two car loops, all other loops that spawn in the map are pretty safe and a mandatory break unless you want to bloodlust. Two story house also has strong loops unless you break the walls, which again is a waste of time.

    Not saying that Bandham is worse than GoJ, but it's not better imho.

    Haddonfield is debatable I guess, I'm still not sure how to classify that map. It has a few strong windows but it's pretty much a deadzone of a map other than that...

  • I mean, I did make a thread in ptb feedback saying the map was substantially unchanged, with main building being arguably worse

    Most people that commented were disagreeing with me 🤨

    That map is still horrible and it needs a complete rework (scale down the size and rework main building)

  • I don't really like relying on rng but some hex perks are pretty good.

    Devour hope, plaything, pentimento, blood favor and haunted grounds (+ undying with some of them) are decent picks

  • @Chilli_man2400 said:

    Honestly I have a fix that can kill 2 birds with one stone. Scott Jund suggested this a long time ago actually.

    They should make it so the laceration decay meter is removed and the survivor has to manually take the blades out(it can be just a simple mend action).

    Example let’s say trickster throws 4 blades at a survivor and they escape, the blades won’t go away they will stay until that survivor loses a healthstate or mends the knifes out. Each blade will take 2 seconds to remove so 4 blades it takes 8 seconds to take the blades out.

    This creates an interesting dynamic cause now trickster has built in slowdown cause if a survivor has let’s say 7 blades they need to sacrifice gen time so they won’t get injured by laceration. Now trickster won’t feel obligated to tunnel or chase cause he can spread his pressure with his blades cause at max laceration(7 hits) it will take 14 seconds to remove the blades.

    @dance let me know what you think of this

    I don't understand how this is supposed to change the fact that in any open area you're just screwed regardless of what you do

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617026#Comment_3617026

    It's not so bad. I mostly get 2 hook stages.

    But you're right that he wouldn't be considered that fun to play against, if he was actually strong. Or at least not quite so easy to counter.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617029#Comment_3617029

    What votes? The votes of how fun killers are to play or to play against? Billy is a perfect example of a killer that is fun to play against but miserable to play as for most players.

    Why do you think, you don't see any Billy players other than total beginners and the few Billy mains out there? He is not fun for the rest. Indoor maps counter your mobility and have few curvable loops. Outdoor maps nowadays have so much clutter that his mobility is still pretty bad compared to other killers and curving requires at least 1 Engraving because the survivor always makes it around the next corner otherwise. Even with an Engraving all a survivor needs to do, is to step out of the way. They can easily react.

    The only reason why many players like to play against Billy is because they can counter his ability in their sleep. I had an Adam not so long ago, that went on about how fun the match was for him and how the chase was so close, when in reality it was all a bluff. I knew I couldn't hit him, if he played somewhat alright (not even good). But he didn't. So he was under the illusion that both of us played really well and he just outplayed me, while I knew that I could not hit him around shack, jungle gyms, the main building and a good amount of filler pallets simply because my power didn't allow that. It's even worse when you have survivors that actually know Billy's weaknesses. Like how he can be countered at the press of a single button.

    Billy is a killer that looks dangerous more than anything else at this point. His mobility is pretty mediocre, his chase power doesn't work without engravings, he feels awful to play (incredibly loud, no room for mistakes, addon reliant, perk reliant and map reliant), has about the easiest counterplay of any killer in the game (one step to the side and you're safe), he can't play around many loops, he can't play around dropped pallets and he can't do anything unexpected. But he does have an insta down, mobility and faster pallet break, so it feels as if you actually were in a dangerous position in chase.

    I didn't mean to trash talk billy or billy players btw, but mostly people who say billy is their favorite killer to go against, because most of the times this is the reason

    These are the kind of people who'd get mad if you M1ed at a TL wall for example (oh god not a m1lly!). Deadlynaya made a very relatable tweet about it a few days ago too that basically sums this up

  • @LeGranEmi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617027#Comment_3617027

    He is fine, he feels fine, the only changes they should make are his addons since most of them are useless and others are necessary, such as memento blades, please do it base kit

    I really don't want to say this but how am I supposed to take seriously a totally unbiased opinion from trickster profile picture user

  • @humanbeing1704 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617039#Comment_3617039

    This is why trickster is basically impossible to play against on haddonfield you have to loop the houses or you lose

    Have you tried rpd where it's just long narrow corridors and wide open rooms with low tiles? It's fun and engaging !!

  • @dance said:

    I'll leave a question here: For you, what makes The Tricksters so miserable or unfun to play against?

    Since his rework, we've been collecting feedback on how he feels, and we do want to know from both sides, Killers and Survivors. I'm happy to listen to as much constructive feedback on how you feel facing against him as you (and any Survivor player) wants to share. Are there specific parts of his rework that you dislike or are frustrating to play against? Something that you feel was overturned and worked better pre-update 7.4.0 (or the fixes since then)?

    Literally what @Aven_Fallen said. It boils down to "do you have a tall loop available" and yet now that he's 4.6 he can just play that normally too. In open areas you're just doomed, and open areas does NOT mean dead zones. He's arguably stronger at camping than bubba, especially with main event almost ready. You guys buffed again the timer to start the decay to 15 seconds, as if reverting that change was necessary (considering he has 58295 knives to work with, as if hitting one knife in 15 seconds is difficult).

    I'm sorry, but if you were actively collecting feedback you wouldn't have panic buffed 3 things at the same time with the latest hotfix. Especially not the decay timer. And I can't really believe that statement considering his gameplay is fundamentally unchanged, when you (as bhvr) literally said you wanted to make survivors feel their actions actually mattered when versing him. With his design it's just impossible, his power is fundamentally flawed and number tweaking will just make him just weak or too strong, but still miserable nonetheless (as I said, he was miserable already before, just very weak, in fact when his buffs were announced I was just ?????? speechless)

  • But yeah not surprised to see billy as a "well designed killer", he's literally the most loopable killer in the whole game

    But hey guys uwu it's billy haha he just bumped for the 44th time in a row while trying to get that curve on me he threw the game and got 1 stage total so quirky I had so much fun 😊 (golden standard btw)

  • Idk, twins are really fun to go against imho. If they're good, they challenge your coordination with your team (ofc if you're soloq you're most likely crapped, but I'm almost never not in a 4man). Same for pinhead, he requires coordination with your team.

    Today we encountered 2 twins players, and I really had a lot of fun against them (I died on one of the two ga es yet it was still fun, just in case ur wondering if I had fun cuz "I won"). Also unreal, I had more twins today than in the past 2 months.

    Nemesis and Xeno put you in lose lose situations only if you're bad at chases, or when the resources in the map start being less (but then any killer puts you in a lose lose situation). All other killers are just fine to play and to play against. Singularity has a huge potential but is extremely difficult, which is why nobody plays him except a few dedicated players. Dredge yeah sounds good on paper but kinda clumsy/weak and very map dependant.

    Anyway, of the killers you listed, the only ones with a dull design are Skull Merchant, Knight, Trickster and Artist imho, and artist still allows for a few skilled plays in the hand of a good player. So not even a third of the killers listed.

    Also of the "loved" killers you mentioned, only Blight and Wesker are stronger than those listed as bad design. The others are equally strong or weaker (artist is stronger than all of them), and billy is the weakest of all the killers mentioned and nowhere close to "potentially stronger" unless the survivors are just potatoes with grandpa reaction times

  • Well I'm always ready to list her on my top hated killers to verse since she's as unengaging as knight. At least I can recognize that unlike knight, artist leaves room for some actual skilled plays: predicting survivor pathings for crossmap snipes, knowing how to use terrain levels with crows, stuff like that + she's a lot more macro than most people think. Good artists for example constantly harass survivors on gens while chasing someone else, something that I see done very rarely when versing them

    Sucks that most artist players just play her in the most cheesy boring way. Shut loops with crow, camp hook with DMS

  • @Cypherius said:

    Only change this perk needs is a notification to show up and reveal the perk after 3 stacks or so to help Solo teams. That way the obsession knows about it and can counter the perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616692#Comment_3616692

    STBFL is a bad perk on these killers. Relying on this perk when playing M2 killers can teach you some bad habits. Its better in the long run to have tougher matches while you learn to use their powers.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616692#Comment_3616692

    They need to learn.

    As a Demo main, it really pains me to see people use STBFL instead of actually learning the Killer's power.

    I don't think you guys understood I was being sarcastic

  • @Evan_ said:

    Could you quote the dev statement where they pledged to keep changing killers until every survivor will feel delighted to face every single one of them?

    Don't put words in my mouth or try twist them, I didn't say any of that

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616749#Comment_3616749

    If Xeno ignores turrets and keep chasing, do the turrets slow Xeno down when burning?

    They do, xeno moves slower than survivors while getting burned

  • @Eleghost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616696#Comment_3616696

    just because you want to play the game on hard mode doesn't make you any better than others getting wins.

    I don't understand what you're trying to say here? This is not a PvE game, there's players on both sides, so cheesing your way to an easy victory definitely is something to look down on, regardless of the side you're playing

  • @HugTechLover said:

    DBD Forums- “We need to hide prestige because lobby dodging is such an issue!”

    Also DBD forums- “We need to let killers know if they have a SWF in their lobby!”

    Lmao wut… if you think letting killers see premade groups won’t result in a pandemic of dodging, you’re on that zaza.

    I feel like the first quote is said mostly by survivor players in the forum, while the second is mostly killer players

    So it's not like they exclude each others. Obviously the solution is to hide prestiges only. At most, it could be shown who was in a party in end game screen, but that's it

  • @MikaelaWantsYourBoon said:

    They need to remove 2 stacks and m2 hits on obsession also removes stacks. Problem solved.

    Nooo what about poor demo/wesker/xeno/nemmy players who can't use their power 😭😭

  • @Pulsar said:

    If hug tech Blight is to stay, his addons need to go. Speed shouldn't stack, Alc Ring deleted, C33 deleted etc etc

    Wesker's hug is much less potent. I don't see it as an issue. Skinny Bert is more useful.

    Oni's 180's are a little rough.

    Well his add-ons are going, we just need to wait a few more weeks (and hopefully we won't be disappointed). I personally don't really have any problem with blights techs otherwise

    Oni's flick imho should be fixed just got consistency, since they did it with Chucky

  • I don't mind basically anyone except SM (insta go next), and knight, artist and trickster (roll my eyes)

  • @I_CAME said:

    The lobby should not even exist to begin with. You should just queue and go straight into the loading screen once you find a match. You'd get games faster and the games would likely be more balanced due to less dodging on both sides. I think the problem is deeper than just killers seeing prestige levels. It's also the fact that they can see hours, items, etc. This should not be a thing. All it does is encourage lobby shopping. The lobby right now is an inconvenience at best. It just makes you have to wait at least 2-3 minutes longer than you would have to if it didn't exist.

    and P100s do not get targeted. I have not been successfully tunneled in my last few hundred games and I almost always play on a P100.

    This is something I've always been saying too. The pre-game lobby favors lobby dodging, and is usually a huge waste of time because people take forever to ready up. But since it's probably not going anywhere (sadly), the best solution for now is just to hide the prestige

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615915#Comment_3615915

    With perks that are specifically designed to counter items, this doesn't make sense. You'd need to overhaul all of them, if the lobby was skipped altogether.

    They could however change the lobby, so that killers don't see prestige and can't check the survivors' hours either.

    That's something I wholeheartedly disagree with. Survivors already are at disadvantage because they have to ready up for a variety of possible strats they don't know since they don't even know the killer they're going against. The killer doesn't need the advantage also of knowing what items survivors are going to bring. If they're scared of items, they could risk the perkslot by bringing one of those perks you specified.

    It would be just better to nerf some of the most broken items, which remain broken regardless of whether the killer knows of they're being brought or not. Like medkits' addons

  • They're gathering "more data" and studying the "situation"

    Before they can finally remove prestige levels from the lobby they need to publish at least 3 more peer reviewed papers on important journals + no less than 5 proceedings probably.

    It's important that their "data" is validated /s

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400855/a-problem-i-have-with-most-killers-mainly-wraith-and-a-little-bit-of-blight

    Are you complaining about shadowborn on Blight? Eeeehm why even?

    As for Wraith the breaking/vaulting speed addons are not even meta, movements peed or uncloak speed much more likely... Also it is fairly easy to outplay those addons, he wants to stay cloaked to benefit from the faster breaking speed so you just spam vault the pallet so he cannot break it but has to uncloak, wasting quite a lot of time...

    ??? XD

    Meta addons on wraith are purple breaking speed and uncloaking speed, all other addons are worthless, not sure what kind of scottjund meta ur talking about here xd

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614155#Comment_3614155

    Merciless Storm was also one of the worst bugged Perks which never got killswitched.

    In general, they are highly inconsistent with their Killswitch. I remember Dead Dawg being killswitched because it had Totem-Spots where Boons cannot be snuffed (absolutely right to killswitch the Map), but then there were Coldwind-Maps which had uncleansable Totems but this did not get killswitched.

    And sometimes they killswitch a mild inconvenience, but dont killswitch really broken things (like Merciless Storm).

    I mean, even wesker's egg (gold) has been bugged for months apparently, yet it's still usable (and u can get so many cool clips thanks to it!)

  • They seem to have a problem killswitching obviously broken perks. Remember Merciless Storm?

  • @Salicyl said:

    The amount of games that I have where I lose one or two gens by the time I get the first down is honestly just infuriating. And by the time I get the 2nd down, one or two more gens are popped.

    Its so easy for survivors to genrush, all they have to do is hold M1 for a bit whilst the Killer is trying his hardest to get a down.

    I simply dont think its fair that in a 4v1 game, the 4 players can finish 20% of their objective by popping a gen, yet the Killer only completes 8% of theirs when they hook a survivor.

    Without running multiple gen defense perks or tunneling someone out at the start, the game simply does not feel winnable as a weaker Killer.

    Idk bro, are survivors not supposed to get gens done? Devs design the game with a 40% escape ratio, which means survivors are supposed to reach endgame quite often, if not most of the times. And unlike what a lot of people tend to think, endgame does not mean that the killer lost. A lot of snowball can happen in this part of the game and games could turn around, and it's when killer is at its strongest. So losing a few gens is normal? Real pressure comes when one survivor is incapable of doing gens, one is going to save and ur chasing one of the remaining ones, then things slow down quite a lot

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613179#Comment_3613179

    Most of this is absurdly wrong (like all of your takes) but the most egregious thing is the part where you say ‘when we get equally skilled survivors they do it too’ and that’s patently false. The literal best survivor team has a win streak of around 180-200. Every major killer win streak going on right now is at least twice that. At least.

    None of the ongoing streaks except knightlight's have self imposed limitations, they are going all in for the win, and I already commented on them not being impressive but quite easy to achieve given a dedicated player on one side and the average players on the other.

    Hen's team instead had quite a few limitations too (only items found in chests, perks could not be repeated more than twice, I think some perks were banned too since they didn't have CoH), they weren't bringing the most busted things survivors had available on their side, and they lost it to a nurse who brought the strongest things available to her at the time.

    But then again, you keep mentioning around the healing nerfs as if they killed survivor gameplay. I'm sure you must be one of the best survivor players around, it's just the game that's limiting you 😞 as you said, my take is wrong, the fact that scottjund was able to get a streak longer than 3 games with old bubba, using speed limiter, with old map balancing doesn't say anything at all about most of the playerbase. Or V1, with his blight streak were his losing condition was 2 gens popping, blight is too overwhelming for players to pop 2 gens 🤧

  • This just shows the absolute state of survivor players, which is also why you keep seeing threads about the state of soloq: THESE are the players you get. Which is also why you keep seeing people here crying about CoH, medkits, MFT nerfs or other busted stuff that got rightfully tuned down

    Regarding the perkless nurse streak, Knightlight himself says that if he gets sniped by some decent players he will lose it. I'm following that streak and watched most of the games, and man are most of those survivors utter potatoes. The moment they see someone tryharding they either immediately give up or anyway stop thinking critically and lose any possible game sense. There's plenty of games that would've gone way differently if the survivors didn't throw by trying to protect a tunneled team mate.

    Wraith is a soloq destroyer. V1 did an amazing job with his streak but again, look at the survivors' gameplay. Compare it with any comp wraith match where even the best wraiths get at most average results against equally skilled survivors.

    Regarding the other nurse streak and the blight streak, I don't really think there's much skill behind them. I agree that bringing the most busted stuff on the most busted killers and playing "efficiently" too is overwhelming and particularly unbalanced, and will just give an easy win 99% of the times. Nothing skillful basically. There's no solution for that other than butchering the killers (which won't happen fortunately, because they're both pretty fun when played normally).

    So, hard to swallow pill: 99% of the survivors these players went against are really bad at the game and I'm willing to bet most of them are of the kind to say "DBD is a party game" as an excuse to stay in a permanent state of cluelessness instead of trying to improve

    Also, just a reminder, as soon as we get 4 really strong survivors together we get equally lasting streaks (Hens e co.?), which kinda proves my point regarding how bad most players (in this case, survivors) are

    Btw I'm not in any way downplaying the skill of (most of) these players. They're really good, pair it with what I just said about the majority of the playerbase and we get these results

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