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hatchetChugger

hatchetChugger

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  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796013#Comment_3796013

    So free OTR makes it fine?

    And yeah, OTR's problem is the bodyblocking.

    Body blocking isnt the issue. The issue is that they can be fully healed and you have no way of knowing they have endurance still. Its also prettyy ridiculous If youre playing an insta down killer, like bubba or billy, and getting screwed over because you had no way of knowing they were invincible.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/416223/bubba-changes-vs-slinger-changes

    That’s not how Bubba’s charge duration addons work though, it doesn’t stack with itself like that, it just adds the same amount of time to each charge.

    So old award-winning chili (before the buff) was just 2.5 seconds per charge for a total of 7.5 (which is the same as the new default time). Yellow chili was 2.25 seconds per charge (total 6.75).

    The maximum time with both chili addons used to be 2.75 per charge (8.25 total) and now it is 2.85 per charge (8.55 total). So the end result with both addons is still better than it was before.

    No. Chili is additive and increases with each charge spent

  • @ReverseVelocity said:

    Bubba's basekit changes were more significant than Slinger's, I think. Bubba got speed increase, duration increase, tantrum time buff and a collision buff. Slinger got a negligible reel speed buff, a reload movement speed buff (which is pretty nice actually) and a standardization for breaking the chain.

    If you run the numbers, pre-nerf AWC is 9 seconds, while post-nerf AWC is 8.7 seconds. 0.3s is pretty negligable, as combined with the speed buffs, AWC has only lost about 1m of distance.

    yeah, and as someone who plays a lotta bubba there are many times where i just barely get a down at the end of the third charge, and that was with old chili. So that difference will not be negligible. A 2% speed increase is ridiculous and it should be atleast 5%

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727419#Comment_3727419

    I distinctly remember this meta because of a huntress game with 6.1.0 thana and pentimento.

    She got one survivor out and I had to finish a gen by myself in almost 3 minutes with no way to heal while the other two were being chased and rescuing. She would systematically rekindle exactly one totem every time we broke penti to keep the gen debuff going.

    Just the fact that this was possible and seemed 'ok' to the dev team to touch live for even two weeks is enough that, again, this perk should stay dead.

    Also how do you type this out and don't even consider the problem may have been Pentimento, the fact you were solo qing, the fact it was a 3v1, or even the fact that you were the only person on generators. Thana would've only accounted for a fraction of the slowdown in the match. You keep trying to insist that Thanatophobia is the problematic/unhealthy perk when you seem to be ignoring all the other factors.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727419#Comment_3727419

    I distinctly remember this meta because of a huntress game with 6.1.0 thana and pentimento.

    She got one survivor out and I had to finish a gen by myself in almost 3 minutes with no way to heal while the other two were being chased and rescuing. She would systematically rekindle exactly one totem every time we broke penti to keep the gen debuff going.

    Just the fact that this was possible and seemed 'ok' to the dev team to touch live for even two weeks is enough that, again, this perk should stay dead.

    Pentimento and plaything are problematic perks due to the difference in their strength depending on if the survivors are on comms or solo q. Thana isnt the issue, and Pentimento especially needs a rework

  • @Batraidyn said:

    I was just wondering bc on PC you have limited mouse space but on console you use joysticks so I was wondering if it would make a difference. And Billy players have any input?

    ive played billy on xbox and pc for atleast 3 years. i think with new billy, (other than lo-pro flicks), a controller billy can be on par with a pc one. Personally, i prefer controller just because its what im used to, but for every other killer i use mnk. I find doing 180s and 360 curves are way easier and feel cleaner on sticks, but everyone is different.

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729058#Comment_3729058

    Yeah it did. Most Blights just rush you down after pallet breaks now in a dead zone. They can’t, you know, ignore loops.

    hug tech didnt "ignore loops", it let blight use their power in more situations. Sure it was strong, but no killer in this game is able to "ignore loops" even nurse is affected by tiles due to LOS blockers and even pallets sometimes. Now, blights break pallets and rush right after because that is the most optimal way to use the power. Since double speed was nerfed, blight loses a big part of his ability to force, and win 50/50s at dropped pallets. I would argue the double speed nerf had more of an impact than the hug tech removal did on creating all of these Brutal strength, zoning, 2 rush blights. I could also say hug tech was more enjoyable to play against, but thats subjective

  • @Sandt1985 said:

    Because if a killer doesnt have great map mobility, they are incapable of being top tier. Its just the way the gameplay is designed.

    Not necessarily. Spirit's map mobility is terrible because you generally don't want to use your phase for mobility because of the inability to see survivors in the distance as well as the fact that the increased speed compared to walking is only marginal, especially when you factor in the cooldown. Map mobility is definitely a factor in a killers strength, but there are other ways for killers to be good even if they do not have map mobility. Slinger, Spirit, Artist, and Plague all are very strong.

  • @HEX_DEAD_BY_AI said:

    Do you agree? 😃 😃 😃 😃 😃 😃 😃

    But I still think the main issue lies in whether the player wants to play dirty (camp/tunnel) or not. 🙄

    https://us.v-cdn.net/6030815/uploads/PV7UHGV0G2SX/screenshot-3.png

    really isnt that bad when you consider bubba hardly has a power until all the pallets on the map are gone. Even then, if a killer gets 1 kill who cares? You should be able to crank gens, and of the killer leaves the hook for some reason you can always get pull and reset the pressure that the killer has

  • @FrenchBagels said:

    See, when Blight got his hug tech nuked, they rightfully removed it because it denied the main counterplay around most loops since a good Blight could completely move around a mid/long loop and ignore it.

    Meanwhile, Oni still has the funny 180 flick that should’ve died at PTB eons ago and he’s in insta down mode for the majority of it while he’s snowballing. Tight Corners and bends were supposed to help against him. Not outright deny his power but help. With the flick, he literally has no blind spot. It’s as oppressive as old Top Knot.

    Plus the poor console peepos can’t do it and even they could hug tech with Blight. Why is Oni’s funny flick still here when all you do is look up.

    if you think hug tech changed blight's counterplay at all or mitigated it you dont know what you're talking about

  • @AmpersandUnderscore said:

    Given that when 6.1.0 went live this perk was in literally every single game for the two weeks until it was nerfed, and that was during the CoH meta where healing and medkits were still strong enough to be a viable counter...

    This perk can stay dead in the current game climate.

    Im talking about pre 6.1 thana. The initial 6.1 buff they did was very misguided and unnecessary

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725956#Comment_3725956

    Thana wasn't 'fine' before 6.1 either, it was a perk that gave nearly full value even after tunneling one player out.

    The difference between the 22% and 20% is what everyone focused on, but the issue is that, even at 5% per injury, having a 15% slowdown with 3 remaining survivors is way, way too much for free.

    The biggest problem after 6.1 was that the perk made gens take 115 seconds, and healing one person, or tunneling them out, only reduced that to about 108 seconds. So you're adding anywhere between 18 and 25 seconds, per gen, for free with literally no penalty or downside.

    The % nerf was always meaningless. The real reason people stopped using the perk is because they made it incompatible with tunneling, and that alone killed it.

    Pretty much every decent slowdown will be oppressive in a 3v1. Thats not an issue exclusive to thana, and there were and still are perks that become just completely obnoxious in a 3v1, especially more than thana.

  • @Inosennatoki said:

    I do not understand.

    The changes to chucky were a nerf IF you only used his power to scamper outside of his dash. If you played him in the normal, not brainrotted, skillful way and you use your dash a lot, its a pretty substantial buff.

  • @AmpersandUnderscore said:

    Given that when 6.1.0 went live this perk was in literally every single game for the two weeks until it was nerfed, and that was during the CoH meta where healing and medkits were still strong enough to be a viable counter...

    This perk can stay dead in the current game climate.

    Thats the thing though. Thana was fine before 6.1.0, and was a slowdown that didn't get value out of holding 3 gens or camping, but required the killer to chase and spread injuries to actually get value. I could understand if 20% (pre 6.1 thana) would be too much with the 90 second generators. But all that would need to be done is a simple percent decrease, not gutting the perk into what it is now

  • @woundcowboy said:

    Without going too far into what you think of it’s balance, describing pop goes the weasel as “easy to activate” is an absurd statement. Getting a hook is not easy, regardless of which killer you are playing. You have to outplay the survivor to get the down, and then make sure that no one is nearby for the save. Now obviously noob survivors will sometimes throw themselves at you, but that’s not what I’m talking about. Furthermore, after you get a hook, you have to spend time walking to a gen, hope that it has enough progress to give pop value, and then you have to kick it. In what world does this qualify as easy?

    The thing is, you were going to down and hook survivors regardless of what perks you have. Personally i felt Pain Res should have been left untouched because it is a finite resource that you have to actively manage, because using all 4 tokens as quick as possible isn't usually going to be the best play. Pop on the other hand, is activated after each hook and there is no "managing" it as you'll get it atleast another 6+ times that match

  • @MikaelaWantsYourBoon said:

    That's not possible.

    Sure there is killers can handle this but we have weak killers who needs some slowdown.

    There just should be way to make regression perks works on weak killers and do nothing for strong ones.

    even now, bloght with double speed or nurse still needs slowdowns

  • @Reinami said:

    These are the types of structures and setups that i'm talking about when i say that we need to nerf survivors.

    https://www.youtube.com/watch?v=_DmhXUUrMYU

    This type of setup should never spawn under any circumstances. This team i was playing against was pretty bad, and one of them pretty much gave up as soon as they saw i was legion (as usual), which is why the match ended up working in my favor.

    But during the match i saw this setup. This setup means that any good survivor can render this entire half of the map impossible for me to ever down them. You can't even entity block this setup because it is just too strong.

    If we nerf these kinds of structures and/or prevent them from ever spawning this way, you won't be hurting your low mmr megheads. You will only be nerfing the top tier survivors who are able to exploit such a setup to its fullest potential.

    Ur legion tho lol. And you dont even have to chase in that area if you dont wanna. Just force a 3 gen at the top of the map

  • @Reinami said:

    I'm looking for some matches where killers play against GOOD survivor teams, like really good top tier high MMR teams. Comp matches are fine, but the match specifically can't have any restrictions or rules like: "no same perks" on the survivor, or use any special scoring systems that tournaments often do.

    In these matches i am looking for games where the killer specifically does not tunnel/camp/proxy camp in a way that seems unfair, and for matches where the killer wins. I would also like matches where the killer is not running 4 slowdown perks, 2 max.

    Matches where the killer is not playing nurse or blight (or tomestone myers) is preferred as well.

    Hoping to get these matches because i am genuinely convinced that it is not possible for killers to win consistently without camping/tunneling etc against top tier teams that are really good. I have been attempting to do an experiment where i "play nice" today, and after 10 matches i haven't won a single one.

    So, while this is my belief that this is true, i WANT to be proven wrong. I want to see some matches to see if maybe i'm doing something wrong, and can improve on my personal play.

    I have looked around and the only thing i can ever find are comp matches where they have special rules in place, or are doing some kind of challenge. Or content creators.

    Well yeah obviously the killer is going to lose if you employ all these restrictions onto the killer player but have no rules for the survivors. Is it that ground breaking?

  • @ShafisTtv said:

    After years spent on this game and having fun with it, i'm still sad about the enormus difference of the nurse power. Unless the player of the nurse is at his very first match, every match played against 99% of nurse players is totally unfun. Am i the only one frustrated about this killer? i'm so upset about, that i personally never play the nurse because is too easy to win.

    kinda crazy you've been playing for years yet still hold an opinion like this

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637913#Comment_3637913

    Uhm?

    Blight isn’t the only viable killer in the game and balancing would be better if killers would be closer to eachother anyways..

    The game would also be a lot less fun if the killers were all close to eachother in terms pf strength

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620844#Comment_3620844

    If you are going against average Nurses , maybe that's a you problem. Get my mmr level and then we talk.

    sorry but mmr hardly exists in this game unless ur on a fresh acc which in that case ur gonna play against other fresh accs lol. nurse rlly isnt as impossible to run as u think she is. i would love to see a recording of this high mmr gameplay of yours

  • @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.

    nurse does not need further nerfs👍 if you are getting under 30 second chases to the average nurse thats a you problem

  • @supersonic853 said:

    Im on phone so i don't know what im exactly looking at. Looks hype though. Glad hes finally getting some love.

    https://us.v-cdn.net/6030815/uploads/WKS8U69V5QNY/screenshot-20240103-110805-chrome.jpg

    rlly hope their changes for him are more than just overheat changes. Right now, overheat isnt the thing thats holding him back. Its the fact that his power isnt able to getvdowns fast enough. i would like to see a barbs-glasses type add on for him which increases his pallet break speed as well as decreasing his hit cooldown. also make carb 115% pls

  • @humanbeing1704 said:

    I’ve used it before from my experience the killer will just bloodlust you

    which is also good, forces the killer to waste more time to get a hit on you, and also bloodlusting isnt viable at every tile

  • @Kjøttkaker said:

    Wesker - The Uroboros Infection builds over time. Upon reaching Critical Infection, the Survivor suffers from the Hindered Status Effect, reducing their Movement speed by -8%. If The Mastermind grabs and slams a Critically Infected Survivor while using Virulent Bound, he will automatically begin to carry them.

    Plague -

    • Hitting a Survivor will cause them to become infected.
    • Hitting an environmental object will cause it to become infected for 40 seconds.
    • Survivors interacting with infected objects will also become infected themselves.

    Sick survivors cough.

    A Survivor's Sickness Meter increases each time they are hit by Vile Purge. Once the meter is filled, they are put into the Injured State and suffer from the Broken Status Effect. A sick Survivor will vomit at random intervals, infecting nearby environmental objects as well as other Survivors.

    Nemesis? Survivors cough.

    #########? Are the devs trolling?

    whip is a good chase power. Also nemesis gets stronger slowdown than any other infection killer due to his zombies

  • @pale_hispanic said:

    What nerfed perk do you want to see bring back into the meta. It doesn’t have to be completely reverted, just a perk you liked using before. I wish Ruin and Spine Chill were meta again. Looking for the totem was fun imo and spine chill just had so much value.

    reverting Thanatophobia to pre 6.1

  • @humanbeing1704 said:

    Spine chill

    It’s complete garbage now

    i get why they nerfed it because it just gave you free vault speed and the killer couldn't do anything about it. Atleast with resilience you have to take a risk by staying injured

  • @Aven_Fallen said:

    Ah yes. All Killers do is running STBFL and Sloppy Butcher and holding 3-Gens from the start. This is all they can do. There is no other chance for Killers to win. /s

    I dont really know what they want to do to STBFL, but Mangled and Sloppy Butcher are really overtuned now. And deciding to hold a 3-Gen from the beginning of the game and only defending this 3-Gen is boring and does not really need any Skill at all.

    But, dont worry, I dont think that their measurements will be effective. Especially because they also have to keep in mind that Survivors can 3-gen themselves (and should be punished for it), I think their solution will be very mild to not remove the need to be careful which Gens should be done by the Survivors.

    The only thing these changes do is make m1 killers weaker but not the actual strong killers. They could've definitely made better changes

  • @Hex_Ignored said:

    They have. They are refusing to nerf nurse so she is probably their answer.

    she doesnt need to be nerfed further. Blight is stronger than her now and she is much slower at map traversal now due to the removal of recharge add ons

  • @MaddieMage said:

    Okay let’s talk about this. The big complaint I saw about this perk was that all you had to do to use it was get injured, and therefore it took no skill and rewarded you for playing badly.

    Okay fine. So how are we all justifying Ultimate Weapon then? Where is the thought and effort required to use Ultimate Weapon? All you have to do is not know where survivors are and open a locker and boom, you get all the information. Not only do you get info on where there are, they get a negative status effect for 30 seconds and you CONTINUE to get info on where they are for 30 seconds anytime they enter your terror radius during that time. Meaning if a survivor is lucky enough to not be in your terror radius when you use it, they have to know where the killer is (doesn’t happen) and stay out of that radius for 30 seconds otherwise they get revealed and inflicted as well. And how do they know where the killer is? Terror radius usually but once you’re in that, it’s already too late.

    After that 30 seconds, you only have to wait 30 more seconds and you can rinse and repeat.

    People say “run calm spirit” but that means you’re telling people to take up an entire perk slot for every match on the off chance that a killer has UW. And weren’t killer mains complaining about having to use perk slots to counter MFT?

    So again, explain to me what thought, effort or skill is required to utilize this level? How is this perk also not a reward for not playing well? When is this perk going to get looked at? Just saying what’s good for the goose…

    The issue with mft wasnt that getting injured was 'you misplaying', the issue was that the 3% disproportionately affects m1 killers for no prerequisite from the survivor while also doing nothing against S tier killers.

  • @ProHillbillyMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537261#Comment_3537261

    1400 wins in row is fine with those addons yes, hope they remove them completely.

    Because the average survivor playerbase is not very good. And momoseventh is a seasoned competitive veteran who has dozens of tournament wins. The only thing the streak demonstrates is that mmr doesnt work very well and that someone who plays the game competitively is better than those who only play it casually.

  • @GentlemanFridge said:

    weak mobility??

    really?

    she has the best burst movement across the board

    Clear LOS = death

    her map mobility on maps that arent indoors is hardly baseline at best. ofcourse her mobility in chase is good as she is much closer to the survivor and doesn't suffer from the same issues she has when trying to traverse the map outside of a chase

  • @hatchetChugger said:

    https://us.v-cdn.net/6030815/uploads/LFSICT3X8XQ7/11c927f4-b5b1-4ffd-bdd9-22500fe21623.jpeg

    Nurse is really not that mobile unless she is on an indoor map. This is one of the reasons why I think she shouldn't be nerfed anymore, as she has really weak mobility compared to other killers and only her chase is strong.

    the angled line is her distance when blinking, fatiguing, recharging, and blinking again. on the left graph the red line is her walking normally. The blue line on the graph on the right is the speed of a normal 115% speed killer compared to nurse blinking.

    credits to my friend david on twitter.

    thoughts?

    608C6774-4390-41DC-8312-42D83D312241.jpeg


  • @LittleMcGriddle4 said:

    I saw this over on the DBD Reddit and if true, this new feature is basically useless. But tbh, not surprised cuz killers need to get their kills in.

    Fun Fact:

    Every hook stage is 60 seconds. Anti-Camp doesn't fill the first 7 seconds - 53 seconds remain. Anti-Camp needs 100 charges to be full. It fills with 0.5 charges per second at 16 metres, 1 charge per second at 14 metres, 1.75 charges per second at 11 metres and 5 charges per second at 0-4 metres.

    I mentioned the 1.75 charges per second at 11 metres, because then it would take ~57 seconds to fill. Which unfortunately is just longer than your hook stage. So Anti-Camp has a range of 11 metres. Also known as useless.

    They go on to mention that downed survivors count against the clock if they are too close. Why?

    why even play dbd if you just want the win handed to you lol

  • @ProfessorDunwich said:

    For tunneling to be successful you must take at least one or sometimes 2 hits after the unhook. Where are the calls for Survivors to improve their map and knowledge, situational awareness, looping ability, and stealth skills?

    I think you could have worded it better but i 100% agree. The average skill level of the casual surv playerbase is honestly embarrassing lmao. I see people with thousands of hours not looking behind them and getting 2 tapped by wraith. A lot of the 'issues' with playing surv, even issues w solo q, could be solved if players just got better

  • @Pulsar said:

    Well, that's generally at least two people not on gens.

    So I'd say just roll off of that

    But thats still gen pressure, no? Especially when you can deny the killer a down + a chase reset just by pressing a button.

  • @Rudjohns said:

    That means 2 survivors are not on gens

    If you are chasing one then the other one is trailing behind 

    Would you prefer a coordinated gen rush instead?

    (not saying the perk combo is "fair" or "healthy", it's just an honest question)

    2 survs on gens is still 2 survs on gens?? How is that not gen pressure lol. Especially when they can straight up deny you a down just by pressing a button which also grants a complete chase reset. Youre trying to make it seem like 2 survivors doing generators isnt a lot.

  • @Tsulan said:

    One of the previous surveys asked about tournaments. No tournaments in sight. So who knows what the current survey will bring.

    Dbd community cup which happened every few months

  • @PreorderBonus said:

    As someone who used to main Huntress and then switched to Slinger for a break, his nerf was one of the worst things I've seen done by BHVR. There was no justification; he wasn't even a popular killer back then. They simply nerfed him because people complained that they had to pay a little bit more attention during chases. Now, Xeno has dropped with an even shorter reaction window than the old Slinger, further proving that they nerfed him just because. There's literally nothing unique about him now. In every aspect of Slinger's abilities, there's another killer that's better.

    Bring back old Slinger

    Slinger is in a great spot rn. Hes solid A tier and is better than huntress. Also 16 m tr with monitor and an 18 m range on his power was not balanced what so ever

  • @Alen_Starkly said:

    First of all, the intention of this post is to explore and gain insights into this phenomenon that I am interested in. I ask you to share your experiences and give constructive feedback. Please be respectful to everyone <3

    So, as we all are aware, I'm sure, female survivors in DBD are not just more popular than male survivors, but much more popular. I know that this is not a phenomenon exclusive to DBD, it exists in many other games as well. However, with this post I would like to gain an understanding on why that is so in DBD specifically. Cosmetics play a big role in this, so I would like us to take them into consideration, as well.

    As far as I can think, these are the reasons that people might be preferring either male or female survivors:

    • who they can identify with, relate to, or connect with better
    • who they find more attractive, and therefore want to see on the screen
    • who has more interesting (beautiful, quirky, etc.) cosmetics available, as well as more cosmetics in the sense of quantity
    • who has gameplay advantage - in this case it's the female survivors, due to them being shorter and therefore having better potential for stealth, evading the killer, and (flashlight) saves on their teammates

    Based on my experience of watching streamers, as well as other people I'm acquainted with, it seems that a person's gender identity and romantic/sexual interests don't play a major role in this, since any group of people tends to play as female characters.

    I am a gay guy, and prefer playing as male characters, because I can both relate to them better, and also prefer seeing them on the screen. However it seems that most gay men prefer playing as female characters. This is what confuses me.

    I would like to ask you readers, to give your perspective and understandings on this, on why female characters are that more popular than male ones. Both female and male characters are awesome and deserve love and popularity. And in order for me to able to promote male characters more, and accentuate their value, I need to understand what is causing this disproportional pick rate.

    Thank you for reading! I hope that we can have a really nice discussion on this.

    Me personally i feel some survivors have cleaner 'movement' than others. Ex. Nea, Ace, Nancy, Yoichi, Adam, Claudette. I prefer female survs because they are smaller and take up less of the screen but I do use male survs quite a bit too

  • Hope they butcher Alch ring, Both Iri, and adren. I'm praying they don't touch double speed because those add-ons are fine.

  • @Chocolate_Cosmos said:

    I don't think so. I really can't think of any perk I would like to see nerfed atm for Killers.

    I would say Deadlock. I think it, and along with Reassurance should both be nerfed because they provide a lot of value which can sometimes be game-winning with literally no requirement

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534343#Comment_3534343

    In what way? Because they were working in the exact same way they had been working for more than 4 years (last changes were in patch 2.3.0).

    It was never stated to be a bug by the devs. It was labelled as an issue, which can also mean an oversight in coding (like Spirit's and Bubba's addons). Or killers not looking down after a successful hit. However that would also imply, that we never actually had the "right" fast vaults before. Meaning you wouldn't even make this argument, if they had never tempered with fast vaults to begin with.

    No the male vaults before this patch were definitely bugged. They were never like that before

  • @SpiritsHusk said:

    https://us.v-cdn.net/6030815/uploads/GP74JHHDQKUS/my-image.png

    Thoughts? B-tier isn't really ordered correctly, mostly has killers I've barely used for the bottom 5 or so.

    Blight is better than Nurse, Spirit is S tier, Hag is one of the three worst killers in the game, Slinger is A tier, huntress is B, pinhead is A, and so is the twins

  • @Jejune said:

    It's not gen rushing because you can (attempt to) do something. You can't do anything on the hook and dead zone.

    you're acting like theres nothing a surv can do about tunneling when there is like 20 ish perks for surv that are all abt making tunneling harder for the killer.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439447#Comment_3439447

    Strange, I dont try hard and most of the time matched with survivors who dont try hard.

    If MMR doesnt work, then my survivors would be similar to theirs. Then why do they struggle and I dont? Im not even a good player

    Mmr doesnt work as in there is no difference in skill level between mmr levels. I played 25~ oni games in a row, and 4ked literally every single one and every game the survivors i got were absolutely terrible.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439161#Comment_3439161

    Balanced around Blight with 1000 wins and SupaAlf Nurse...it will be painful for average killers like us.

    Not the case for any other game, and mmr hardly does anything so you have nothing to worry about.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377020/nurse

    Do you think this game should be balanced around:

    • Top tier players (top 200 players)
    • High level players (top 1-2% of players)
    • Average players (the majority of players)
    • Low level players (bottom 10-20%)

    High level tbh, all games that have good balance do so around the most skilled part of the playerbase.

  • @MikaelaWantsYourBoon said:

    He is probably BHVR's fav killer. If he is not, i don't know what is the reason he is not getting any nerf.

    + 2nd best killer in game.

    + Very strong chase power.

    + Very strong map mobility.

    + His mains loves to abuse hug-tech (bug)

    + Broken level add-ons.

    + Whenever Nurse miss with her blinks, she gets punishment by it but Blight? No Sir! Thanks to 4.6 movement speed.

    Now imagine this killer people. S-tier killer. Very busted with some add-ons but BHVR nerfed average killers like Slinger and Freddy before Blight. End of story.

    imo blight is stronger than spirit, and both blight and spirit are stronger than nurse so hes actually THE strongest killer

  • @LibidinousPsyche said:

    This skill really needs to be updated because it's pointless when you get strung with out a chance to unhook someone, especially at the start of a game. This skill needs to be able to work on the 2nd hook especially if you haven't used it already. I get so tired of having unhooked a survivor, and not using this skill yet, but already been strung up, and it shows I can use it on the 2nd hook knowing you can't. This is a dead skill and wasted space if you get strung up with out unhooking someone first, because even if you unhook someone after that, it shows useable, but of course it's not. Fix this for gawds sake. Who wants to carry around a dead skill. You have to do 2 things to use this ######### skill, first off you need to not get strung up with out a unhook on a team mate first, 2nd it has to be the first hook. Most all the other skills are useable throughout the game over and over.

    If youre running deli and consistently are the first one chased/hooked, either change your playstyle or find a perk that better suits how you play the game.

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