whirlwind931123
whirlwind931123
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Play her in normal queue not Bloodmoon. Bloodmoon has far easier survivors, which I explain here.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072872#Comment_4072872
What this one?
https://us.v-cdn.net/6030815/uploads/84G4G8MI9KA7/image.png
Here they are in order by lowest kill rate:
https://us.v-cdn.net/6030815/uploads/APX4BC5WHNU0/image.png
https://us.v-cdn.net/6030815/uploads/XOORF30RND4Z/image.png
https://us.v-cdn.net/6030815/uploads/CDE7C9ZV49YI/image.png
https://us.v-cdn.net/6030815/uploads/4JYQE7L21HQE/image.png
https://us.v-cdn.net/6030815/uploads/3CN4Q8GF7PPT/image.png
https://us.v-cdn.net/6030815/uploads/FVK22V8X12NP/image.png
https://us.v-cdn.net/6030815/uploads/QDXKJZFSI9W0/image.png
Wanna say some other BS?
Well, maybe if you ran Pain Res DMS you would have 84% kill rate like me. The 3 strongest builds currently are Pain Res + DMS, Hex Ruin + Pentimento, and Eruption on some killers. It's basically Hex Ruin + Pentimento on map pressure/mobility killers and Pain Res + DMS on everyone else. There's simply no other perk combo that performs as well on the average killer with no mobility and map pressure. Pain Res + DMS has the potential to fully regress a gen after forcing a survivor off it. At minimum, it stall gens for 10-20 seconds by forcing the survivor to run to another gen (if you manage to hit a gen with multiple survivors that's x2 or x3 the time wasted for survivors). The main other gen regression perks currently are Turn Back the Clock and Pop. They only get 10-15% regression, which isn't even close.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072864#Comment_4072864
https://us.v-cdn.net/6030815/uploads/392WHZJW6SV8/image.png
https://us.v-cdn.net/6030815/uploads/2N07NH5P9JNH/image.png
Here's my escape rate for you too in pure solo queue:
You didn't even post your overall kill rate. All I see are the stats of your most played killers.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072852#Comment_4072852
DMS is bad after pain res is gone. So at that point you have a suboptimal perk that blocks gens when you are already chasing survivors off of gens. And at higher levels, good survivors will just let go of the gen just before you hook, so that you can't block the gen from the pain res.
I would like to see your kill rate, sir. I can't imagine it being higher than 70% based on your comments so far.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072846#Comment_4072846
Na, its not optimal, gen blocking is much weaker than regression. Better to pain res a gen for 20%, then pop it for another 20% rather than block it for a short amount of time.
Smh. The gen blocking is regression since Pain Res regresses the gen then blocking it forces them to leave it (I know it doesn't regress when blocked). Unless they come back to repair it, it's going to regress. You're also not factoring for time wasted walking. The time the survivor spends walking to another gen is time wasted they aren't repairing, so it's psuedo-regression. Like if a survivor isn't repairing a gen for 10 seconds, that's basically 10 seconds of regression.
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@Reinami said:
IDK, at this point its been nerfed enough times i don't think DMS is that great. There are better options, like pain res with some other big gen regression like pop. Pain res goes off, you see where it is, you get to go pop the gen right after for big regression.
Nah. It's still optimal. The ability to push a survivor off a high progress gen without having to waste time walking to it and kicking it buys you so much time. Even without Pain Res, DMS on its own is insanely good. DMS comes in clutch later in the game when there a few gens left. Blocking those key gens when there aren't any other to work on buys you a lot of time.
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@Shroompy said:
I mean I agree that its been meta for a long time, but its only been out for a bit over 4 years (5 years in November)
Part of me however is kind of ok with it though, nowadays it is a perk that deincentivizes tunneling and rewards you for spreading hooks. The only way it would phase out of the meta is if gen regression would fall, but with how the game is and always has been I dont see that happening any time soon.
Forgot that Artist was released in 2021 since no one plays her lmao
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I doubt they will ever give Legion major buffs since he's the biggest noob stomper.
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They were discussing Springtrap buffs?
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I'm glad we pushed for Trickster buffs. I love the new Trickster (after the buffs).
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Yeah. Plague is super boring to play nowadays. Survivors never cleanse and you're pretty much just a M1 killer.
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I feel like the queue time for ranked would so long that players would just end up queueing casual. 2v8 is similar to what would happen. During 2v8, casual players play 2v8 while the tryhards play 1v4.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067490#Comment_4067490
Oh, 2 years then. So you've been gone since the grade system went away? Well sure, it's different numbers. They changed the whole thing. I'm pretty sure almost everyone thinks it sucks, aside people who want easy wins. It's supposed to be getting reworked, but who knows how that'll go.
Gone a little over 1 year. I left on Nov 2024 and returned in Jan 2026.
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@cogsturning said:
18% means 18% of players passed the threshold. There's no percentage cap. It's only different if they lowered the threshold number.
You also don't know anyone's MMR so you're just assuming about yourself and your opponents. Four years means yours may have decayed anyway.
18% means 18% of players passed the threshold. There's no percentage cap. It's only different if they lowered the threshold number.
I have no idea what your point is. In 2024, you were playing against the top 10%. Now, you're playing against the top 18%.
You also don't know anyone's MMR so you're just assuming about yourself and your opponents. Four years means yours may have decayed anyway.
Actually, I do. It was possible to check your MMR in the past and I checked it. I was max MMR. I won't go into details here, but I can discuss in private messages if you want.
I've been playing for a few months now. My MMR should be back to max if decay even exists. Regardless, it doesn't take much to reach high MMR. A 30-50 win streak depending on your starting MMR is all it takes.
Also I think you misread my post. I stopped playing in 2024, so it's only been a year.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067473#Comment_4067473
MMR didnt even existed in 2020. But I get, you do not understand it.
DBD had Grades back then:
Ash
Bronze
Silver
Gold
IridescentBy max MMR, I meant that I was Iri 1 (the highest rank). After MMR was released, I got max MMR.
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@Dinadin said:
Just because there is a higher percentage doesnt mean its gotten easier at all. There is pretty much no way in telling why this has changed as bhvr has meddled several times with the MMR in that timespan. Youre just jumping to conclusions without having any evidence.
- In 2024, you were facing the top 10%. Now, you're facing the top 18%. It's objectively easier. Dota and LoL have significantly changed their matchmaking and MMR system over the years, and it's the same thing. Higher ranked players are always better.
- I've been a max MMR killer since 2020. Like I said, I stopped playing DBD completely since 2024 and returned a few months ago. The games are drastically easier and it's impossible for me to have gotten better since I didn't play or watch DBD at all during my break.
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You can easily test that by playing other A and S tier killers.
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The game balances killers, around the enjoyment of survivors
Then play survivor.
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@kesLV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066945#Comment_4066945
How can it be accurate, if i get 4k in both matches, but showing that 3 escaped (counting them together)? On average it means 2.5 kills per match, but in reality was 4 :/
I meant to say inaccurate. That's a typo.
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Are you sure you're getting better survivors, or are you just performing worse because you're playing Nurse? Nurse is frequently called a S tier killer, but she has always had by far the lowest kill rate, so she isn't beginner friendly.
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It's accurate when someone abandons. If you abandon, it also counts remainig survivors as an escape.
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I see a hacker like once every hundred games.
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@AlwaysInAGoodShape said:
DEVS, DON'T GIVE IN TO PRESSURE
Trickster has always been a troubled killer. A killer that made many lobbies DC due to the Trickster failing to create a healthy level of interactive counter play, ruining the experience for survivor. He was essentially another Legion; one where chases aren't really that impactful and you're gonna get run down eventually, no matter how good you are. With the Trickster being able to apply that same logic to 2 health state has made him a well hated killer among the survivor community. So why did he fail where other killers didn't?
A perfect example of interactive counterplay is Huntress;
Let's look at a smaller loop. If the Huntress just walks through a pallet, she'll catch up to a survivor and hit them.
If a survivor drops the pallet, they can stun the huntress.
The huntress can in turn counter this by faking walking through a pallet and pulling up her hatchet ready to throw it over the pallet when it's thrown down
The survivor can counter this by faking throwing a pallet and keep running.
The huntress can counter this by faking pulling up the hatches and just running through like she did at the start.
This rock paper scissor gameplay is what creates interactive gameplay, and why huntress is one of the beloved killers of this community, and that is where older versions of Trickster failed.
But what would interactive gameplay looks like for Trickster? Because dodging a single hatches can feel impactful, but dodging a single knife just to be hit by the next and having zoned yourself surely isn't it.
Well, there are multiple things that can make playing against the trickster more impactful:
- The ability for the Trickster to run out of knives
- Having blade decay be a serious mechanic that survivors can realistically utilize
- Having distance from the killer due to them having a lower movement-speedAll of these things have the potential of turning the Trickster into an interactive gameplay killer. Now there's a problem. Have you noticed a lot of the feedback on this thread?
More knives, more base movement-speed, longer laceration decay timer…
The suggestions from the majority have been everything that would ruin interactive gameplay for the Trickster, and would turn the Trickster into yet another Run Down ranged legion…
But this monster has been our own creating. Because this Trickster-Legion has been the temporary solution for the Trickster rework; 8 blades to make chases last longer, but essentially guaranteed downs, and high blade counts. Sure it is "balanced". Having essentially guaranteed similar chase times and guaranteed downs are balanced but they aren't fun, nor interactive, yet it has trained many beginner players on their perception of what Trickster-Legion is;https://us.v-cdn.net/6030815/uploads/DG60Y5TDN9C3/image.png
Many people here would call the current rework a Nerf, which for many beginner players it is. Because the current, extremely well done rework (that is a net buff) has killed the un-interactive Run-Down Trickster hated by the survivor community. This means Trickster now is no longer a ranged legion, but a careful accuracy machine full of tricks, with deadly blades, trained on re-aiming corners and map knowledge as well as knowledge of survivor's pathing to efficiently take down survivors.
For the true trickster mains, it is the true prediction, around every corner, to predict whether, based on the distance, they will be able to hit a knife, and where that survivor will be located, so they can preferably pre-aim at that location. Consequently, for survivors, to fight this Trickster it is in their best interest to be unpredictable with their pathing to screw up the Trickster's pre-aim as many times as possible.
For the first time, we have interactive gameplay for a killer that used to have none. Not only that, but the Devs have been able to do so while making the rework a NET BUFF to the killer, one that is accessible for anyone that's willing to let go of the hated Run Down Trickster-Legion and usher in the area of the True and unique Trickster playstyle.
In the charts above, you can see the old learning curve, as well as the new learning curve, a net buff, in which the red zone exemplifies the "complaint zone", aka people who have yet to learn the Trickster as more than a Run-Down legion and will have to learn the real Trickster, and the green zone, the GOATED zone, for tricksters who are one with trickster and have decided to learn the killer properly, and are able to see why he is stronger.
My argument is, that even though the complaint zone looks big, from the previously brained legions dressed as Tricksters, many of these people and their complaints, would actually change, once they realize that the green zone exists. Even though the Devs might see negative feedback around the current Trickster, many of these players might change their minds upon realizing that if they properly learn this killer, they would be stronger than they could ever be with 4.6 44 Trickster-Legion.
I myself had to go through this experience as well. As someone who didn't play Trickster until the rework, my first experience was brutal too; getting pre-ran, running out of knives, seeing my laceration decay. The answers seemed simple… yet couldn't have been further from the truth.
All of the things I would've complained about weren't a flaw with the killer, but were simply attributable to being a skill-issue. Both seeing proper Trickster players perform so well has inspired me to try to actually learn this killer properly too, and even just over the course of a couple of days, I have been able to get my first dominating games. This of course requires one to truly want to be a Trickster, which requires you to also understand what it means to think like a Trickster; leaning pre-aims at corners, like shack, judging distance and estimating when you will get peeks. Learning flicks and understanding the delay time between when you press your blade and when it's trajectory is actually decided for flicks. The depth to this killer are not only insane, they are extremely fun! That is why I'm truly a fan of the "Trickster is a killer for the perfectionists"
It is also in this fun state, where the Trickster has interactive gameplay. Remember the Huntress story from earlier? Interactive gameplay with the current Trickster exists due to his lower maximum knife count, higher laceration, lower base movement speed, all things that adds to giving survivors more value for dodging and playing well, as well as being unpredictable with their pathing at Trickster's favourite pre-aiming spots
Due to the Trickster's design, dodging blades can only ever have some significance if the Trickster is forced to play at this higher skill ceiling. It is the only place where interactive gameplay can exist, unlike killers like huntress, where interactive gameplay can also exist at lower skill levels. It's therefore my belief that all killer powers, however they are designed, should be balanced around where their gameplay remains interactive. For some, that means that they are very accessible , for some killers, like Krasue where little interaction exists, should simply be nerfed, and where killer's interactivity is great, like Blight, his power can be celebrated by many. What that means for Trickster is that he can only ever be healthy for the game, if he is implemented as a high skill-cap killer, and that is something all of us Trickster players can celebrate, because this means that any of us can make him shine, if we're willing to put in the practice to learn what makes this killer unique.
That's why I hope that the Devs don't succumb to pressure and turn Trickster into yet another ranged Legion and embrace him for what makes him unique, as even I myself, in lesser knowledge would've advocated for the wrong things; more knives, more free base-kit movement-speed, slower laceration. Many of them simply don't know any better yet, myself from the past included. They are still in the Red Zone from the chart and simply don't know any better than to think the killer got nerfed in this patch, as being Legion brained can easily make you think. But once they take the time to learn this killer, for all that makes the Trickster unique; a perfectionist killer full of Tricks, they will have a true monster on their hands~With the steep learning curve, why learn Trickster when I could just learn, Nurse, Blight or Billy? With these difficult killers, they have to be at least A+ tier for it to be worth learning them because you have to grind hundreds of hours on them. I could learn how to play Trickster but I would be stuck playing only Trickster, which is why the pay off for learning these difficult killers has to be high.
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After playing him more, Trickster is just a worse Huntress with far more steps. Trickster has the downside of being 4.4 m/s and has to waste time landing so many blades. With Huntress, I just throw 1 axe and that's it. Huntress is literally Trickster with everyone survivor on full Laceration already. I think BHVR designed Trickster to be "easier" than Huntress thinking that more blades = easier, but in reality, Huntress is the far easier and better killer. I would rate Trickster as low C tier. Trickster would need some very large buffs for him to become a popular killer. Currently, I see Trickster fading into obsecurity like before the rework within a few weeks.
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Not sure if intended but the killer aura changes the aura of Doctor's Hallucinations.
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No one is going to play this killer after a few weeks. He needs 4.6 m/s base and more knives.
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Large map with extremely strong loops and pallets. It's the next Badham.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054478#Comment_4054478
They run it, because tunnel meta. Genrushing isnt that common, and hard gen rushing is rare if you create any form of pressure. time, where DH is "only" used 14% of the time. BECAUSE Lithe puts an obstacle between you and the killer.
In fact, if you added 20 second extra cooldown to SB and added a functionality to press E whenever to activate Sprintburst, it would be SO so good that you wouldnt ever see another exhaustion perk inside the meta.
As for DH being an anti-tunnel tool, then it shouldnt be countered by deepwounds or exhaustion perks too and just work like Mettle of Man: Free healthstate, no downsides.But Lithe still works if you're getting tunneled. There's no way you don't make it to a vault with the base kit endurance and speed boost off hook. The choice of DH over Lithe means DH is better. Also, still waiting on an answer to why they aren't running Off The Record + SB/Lithe. Off The Record is pretty much Dead Hard but without needing to press a button.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054467#Comment_4054467
I'm sure Bubba can hit three times through the speed boost.
Not unless you're running the Iri that refreshes the duration on hit. Usually, you're using the Chainsaw in a loop and you get the hit in the last 0.5 seconds.
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@Jay_Whyask said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054467#Comment_4054467
You keep talking about "getting a hit within 8 seconds", why?
You do realize Exhaustion doesn't go away while a survivor is running right?
It's very easy to get value out of Genetic Limits & the fact that you're arguing with people, & claiming that it's one of the worst perks in the game (it's not) leads me to believe you don't actually play this game enough to understand what you're even complaining about.
Everybody here has gone out of their way to give you good advice & brainstorm strategies for you, please be more considerate.
I'll admit that I didn't consider that but mainly because I was playing killers where Genetic Limits is mostly useless, e.g. Plague and Bubba. An anti-DH perk is still needed. Like DH just completely shutdowns Bubba's power. Survivors just stay injured and it's a free escape against his power.
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@Defnotmeghead said:
Dead Hard isnt the best exhaustion perk. Sprint Burst has been, and always will be, the best exhaustion perk.
The main reason why DH is being ran? Just look at all those players and see the most common perk next to DH. It's DS. Which is because tunnelling is so common.
Once tunnelling becomes less common, DH will become less common. Will it completely vanish? No, but once tunnelling will vanish, Overcome is likely to reappear more often. Overcome isnt used a lot anymore because of tunnelling too.
As for the best exhaustion perk right now? It's Lithe, no question. It puts an obstacle between you and the killer, then gives you a 3 second haste. Sprintburst can do the same if you have it on 99.9% recovery (fast vaulting isnt running, so it recovers exhaustion, with 99.9% recovery, you can vault and trigger Sprintburst directly after the animation finishes), but the main problem with Sprintburst right now is Kaneki.Best exhaustion perk is undoubtedly DH. Whenever I see a sweat squad, it's always 3-4 DH + 3-4 DS. It all ties together. They rush gens hard, so you need to tunnel someone out to slow the game down, so they run DH + DS to prevent this. Anyway, I don't even think DH is that great of an anti-tunnel perk since if the killer is tunneling, they'll return to hook and hit the survivor they will tunnel causing them to get Deep Wound, which would prevent Dead Hard. Also, if DH is being used as an anti tunnel tool, it should have a time limit so that killers that aren't tunnelling aren't punished for it.
I think DH is just a great standalone perk. M1 killers generally need to swing early to reach them before the pallet or window and DH is a extra health state. DH is also still great against most killer's powers too, e.g. Bubba, Nurse, and Blight.
You're also contradicting yourself. If Lithe and SB are better, why aren't they running it over Dead Hard? The only reason they would use DH over Lithe and SB is if it was better.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054451#Comment_4054451
Depends on situation, both genetic limits and languid touch fully counters exhaustion perks, mindbreaker is more of disturbing at gens. But there are also many anti exhaustion add ons.
Edit: I'll admit that misinterpreted Genetic Limits but mainly because I was playing killers where Genetic Limits is mostly useless, e.g. Plague and Bubba. An anti-DH perk is still needed. Like DH just completely shutdowns Bubba's power. Survivors just stay injured and it's a free escape against his power.
Languid Touch is fully RNG and the only good counter for Dead Hard currently, as mentioned in hte post.
Mindbreaker is useless for countering Dead Hard. It only blocks them for 5 seconds after getting off the gen. It's extremely unlikely to counter Dead Hard in this period.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054452#Comment_4054452
https://us.v-cdn.net/6030815/uploads/GUKRI4CP2EAN/sn-c3-admka-obrazovky-2026-02-08-102529.png
See the part in the middle?
"Survivors already suffering from Deep Wound cannot be protected by Endurance"
You cannot outlast Deep Wound, only mend it. Which is even harder than walking off Exhausted.
So, imo, the best way to counter DH, is through Deep Wound.
Yes. I know Deep Wound prevents it from being used, but BHVR 100% isn't making a Deep Wound perk to counter Dead Hard since Deep Wound also serves as stall.
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@SoGo said:
You can try a mix of Genetic Limits and Languid Touch. It covers the bases nicely.
But, the best way to counter DH is not Exhaustion, but Deep Wound. The issue is that it is completely power dependant, meaning you need Deathslinger, Legion, Houndmaster or Kaneki.
Funnily enough, I did come up with a perk that actually fully counters DH some time ago:
Punishment
Whenever you injure a survivor with a Quick Attack, they also become Deep Wounded.
You recover from Quick Attacks 40/30/20% slower.
Genetic Limits is useless. It's one of the worst perks in the game. You aren't getting a hit within 8 seconds of injuring a survivor unless they're terrible, in which case they probably aren't running Dead Hard anyway.
Edit: I'll admit that I didn't consider that but mainly because I was playing killers where Genetic Limits is mostly useless, e.g. Plague and Bubba. An anti-DH perk is still needed. Like DH just completely shutdowns Bubba's power. Survivors just stay injured and it's a free escape against his power.
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@Elan said:
Languid touch, blood echo, mindbreaker, genetic limits, overwhelming presence… so many options to counter exhaustion perks.
Many options ≠good options. Out of all those perks, how many are actually effective at countering Dead Hard?
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@Jay_Whyask said:
Genetic Limits, it causes Exhaustion whenever you hit a survivor with a basic attack.
Ah yes, one of the worst perks in the game. You aren't getting a hit within 8 seconds of injuring a survivor unless they're terrible. Languid Touch straight up outclasses it.
Edit: I'll admit that I didn't consider that but mainly because I was playing killers where Genetic Limits is mostly useless, e.g. Plague and Bubba. An anti-DH perk is still needed. Like DH just completely shutdowns Bubba's power. Survivors just stay injured and it's a free escape against his power.
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Thanks for the build.
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Just play Sadako if you want a stealth killer that can teleport.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049830#Comment_4049830
You should wear a cape so you can be big mad.
Fairly sure you're replying to me because you're mad. You would have stopped replying to me by now if you didn't care. I don't care anymore, so this is the last reply.
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Replying = you care.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049794#Comment_4049794
Umm, I don't actually care.
Then don't reply.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049761#Comment_4049761
And yet they also claim that they will pull things if they receive enough backlash. 2025 was the biggest example of that. The stats mean nothing, in my opinion.
So they balance based on kill rate then change things if it goes wrong. There's literally not a single video game in history with constant perfect balance. Things are always getting rebalanced. You're also cherry picking. There's plenty of examples of buffs going right.
The stats mean nothing, in my opinion.
Well your opinion is irrelevant. There's literally a dev telling you they target 60-65% kill rate.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049382#Comment_4049382
I don't know why we care so much about the stats. I don't think they've ever been particularly correct and even if they are we have to assume BHVR is making the right moves based on what they're telling us, which they've already claimed is not the most important factor when it comes to changes.
Kill rate is one major factor they consider when balancing killers. It might always be the largest factor, but it still largely impacts their decision-making. They specifically mentioned in this video that they target a 60-65% kill rate.
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@UnicornMedal said:
Why should it be a win? All 5 of you chose to forfeit the trial. It's just a nullified trial, which has an incredibly low impact on anything.
In the example I posted where all 4 survivors dc at the start, it could arguely be considered as nullified match depending on why they DCed. Though, that's an extreme case. The more common scenario is there's 1-2 survivors left and they all DC because they've already lost. In this scenario, it's just a matter of walking around to pick up the survivors or finishing off the 1 bot. Considering this as an escape has negative implications for balancing as discussed earlier:
The problem is inaccurate stats. As I said, realistically the killer could have killed all the bots if they were bothered. BHVR is probably also using the same inaccurate stats. If they're balancing with the assumption that killer abandon = escape, they're heavily underestimating the kill rate, which will lead to them overbuffing killers.
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@Zanecc said:
this game has become unplayable as a survivor because killer mains stay crying about not getting easy 4ks. Hook the bots. You’re already playing as the easier side, and now you’re crying about having to finish bots off. Wild. Dbd has become straight trash recently with how easy they make the killer role. Should be more options to abandon tbh
You know this suggestion will literally speed your queue times? If killers finish their matches faster (due to not wasting time killing bots), there will be more killers queuing leading to faster queue times for survivors.
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@Elan said:
Abandon = surrender. Meaning if killer doesn't want to play against bots he can abandon, if you care about kill rate you can kill bots still. I don't see any problems.
The problem is inaccurate stats. As I said, realistically the killer could have killed all the bots if they were bothered. BHVR is probably also using the same inaccurate stats. If they're balancing with the assumption that killer abandon = escape, they're heavily underestimating the kill rate, which will lead to them overbuffing killers.
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@Wezqu said:
Abandon already makes the match not be completed and the matches count as draws or losses depending on what abandon option was used. For killer if he abandons after the survivors become bots its counted draw for him. Also if survivor abandons for any other reason than all other survivors in the match being bots the abandon is counted as a loss for them. If the survivors abandons because all other survivors are bots its considered a draw. The escapes are not real but hud showing wrong and they don't win the match.
Are you talking about MMR? I'm talking about the stats for your profile, which aren't accurate since abandons cause remaining survivors to count as an escape, which deflates your kill rate and makes your match history inaccurate.
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I think 8 is fine. You typically won't exceed 8 unless you're heavily defending the gen or using some perk that triggers it excessively.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048841#Comment_4048841
While i agree killers should get this option…It would cause issues that technically a slug bot can still crawl to hatch which would not be a 4k…abandon would give a free kill that the killer may not have had in this situation.
I think BHVR made it so that bots don't move at all when they're slugged. Like every time I slug a bot, they're in the exact same position after leaving them there for ages.
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@runningguy said:
abandon means give up…. this makes sense from a survivor point of view because its available when they are all downed or when things are not looking good for them. Killers can only abandon when they are winning which is why you dont really see killers abandon, why abandon and give up when your winning?
The reason why it is the way it is, its because BHVR didnt want to incentivise forcing players to abandon so the killer can abandon and get instant 4k. It hasnt worked that way because killers still slug and force the abandon and just mop up the slugged bots but atleast they cant instant 4k by abandoning. Same with the abandon option for when a gen is not done in 10min….technically the killer is in a good position because they are stopping gens from being finished buying time to kill but for some reason when they are in a good position killers can opt to abandon. Again, which is why we never see killers abandon, they wont abandon a match they are winning.
Before bots, when a survivor DCs, they just instantly disappear from the match and all if survivors DCed it was an instant 4k. It made no difference for killers being toxic. BHVR is just doing this because they're lazy rather than they want to avoid toxic killer behaviour. Imo, the bot system was a fail and it should just be removed now that survivors can surrender. Survivors also would probably rather just go next than play with bots.
